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*** GearHead Location Record ***
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***
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job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Pinhyo>
ELEMENT <C Prefab>
HOME <Athera Garden>
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Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
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SDL_PORTRAIT <item_lighthelmet.png>
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desc <Armor mesh has been integrated with these clothes, making them a little
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sdl_portrait <item_laserrifle.png>
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name <Power Cell 100>
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desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
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name <Power Cell 75>
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JOB <CITIZEN>
NAME <Miafas>
ELEMENT <C Prefab>
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Name <Buru Buru>
Desig <SAN-X9c Urban>
type <GROUND SPACE>
factions <GENERAL>
SDL_Sprite <btr_buruburu.png>
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pilot <Character>
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name <Light Laser>
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HOMETOWN <Maquise Spinner>
HOMETOWN_FACTIONS <MAQUI COMET SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
capitol MAQSP MAQUI>
JOB_DESIG <ADVEN>
TEAMDATA < ally PASS>
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name <Hand of Justice>
SDL_Sprite <btr_trailblazer.png>
SDL_Portrait <item_trailblazer.png>
Desig <TR9-02>
desc <The Trailblazer is Maquise Spinner's scout mecha design.>
TYPE <GROUND SPACE>
FACTIONS <MAQUI SILKN COMET>
pilot <Ignatius>
REDIAL <Baazee>
Z
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name <Advanced Prophecy>
Category <SOFTWARE MEXTRA>
Factions <GENERAL>
Z
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name <Sensory Processing>
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name <Target Analysis>
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Name <Right Arm>
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name <Right Arm Mount>
Z
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name <Neutrino Beam>
desc <Neutrinos are supposed to be harmless, aren't they?>
type <EXPERIMENTAL>
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Name <Beam Axe>
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Name <Left Arm>
Z
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name <Left Arm Mount>
Z
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Name <Shaka Cannon>
Caliber <150mm Shells>
Z
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Name <Right Leg>
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Name <Left Leg>
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SDL_Colors <130 143 114 255 212 195 136 141 101>
HOMETOWN <Cesena Spinner>
HOMETOWN_FACTIONS <MAQUI COMET HOELL SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
industrial CSNSP MAQUI>
BIO1 < You were raised by your father, who was a famous Knight.>
CONTEXT < +B-- +Gkn C:MILIT>
JOB <Knight>
JOB_DESIG <MILIT>
NAME <Ignatius>
REDIAL <Neafas>
Z
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Stats
0 18 1 1
0 18 2 1
0 18 3 1
0 2 5 -15
-1
name <Data Bracelet>
Desc <A wearable computer that fits on the forearm. Includes a rechargable power
source.>
Category <ELECTRONICS COMPUTER COMMUNICATIONS>
Factions <GENERAL>
Z
-1
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Stats
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-1
Z
-1
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Stats
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Z
-1
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Stats
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name <Aquamarine>
ELEMENT <I Prefab>
Z
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name <FreezeFrame>
Category <SOFTWARE MEXTRA>
Factions <GENERAL>
Z
-1
-1
0 17 20 120 0
Stats
0 2 5 -50
0 2 1 1
-1
Name <Medicated Bandages>
desc <Premedicated sterile bandages.>
Category <MEDICINE>
Factions <GENERAL>
SDL_PORTRAIT <item_medicine.png>
Z
-1
-1
0 24 2 1 0
Stats
0 18 4 1
0 2 5 -10
0 2 1 -1
-1
name <CommSet Earring>
desc <A personal communicator integrated into an earring. It is verbally activated
and lacks certain functions of handheld models.>
Category <ELECTRONICS COMMUNICATIONS>
Factions <GENERAL>
Z
-1
-1
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 2 1 -2
0 2 5 -25
0 18 5 1
0 18 6 1
-1
name <Light Space Helm>
desc <A light spacesuit helm with integrated rebreather.>
Category <CLOTHING SPACE>
Factions <MAQUI COMET HOELL>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 1 -3
0 2 5 -25
0 18 5 1
0 18 6 1
-1
name <SkinSuit Suit>
desc <A skintight spacesuit.>
Category <CLOTHING SPACE>
Factions <MAQUI COMET HOELL>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 -3 1 95022
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 1 -3
0 2 5 -25
0 18 5 1
0 18 6 1
-1
name <SkinSuit Sleeve>
desc <A skintight spacesuit.>
Category <CLOTHING SPACE>
Factions <MAQUI COMET HOELL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 0 10 0
Stats 2 1 3 5
0 2 1 -8
0 -3 1 821812
-1
Name <Silver Longsword>
Type <ARMORPIERCING>
desc <A ceremonial weapon of the Silver Knights.>
sdl_portrait <item_silversword.png>
category <WEAPON MELEE>
factions <SILKN>
Z
0 20 3 1 0
Stats
-1
Name <Thunder Token>
desc <This token releases an electric shock when the weapon it is attached to
impacts.>
Category <ACCESSORY>
Factions <GENERAL>
Type <HAYWIRE>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 1 -3
0 2 5 -25
0 18 5 1
0 18 6 1
-1
name <SkinSuit Sleeve>
desc <A skintight spacesuit.>
Category <CLOTHING SPACE>
Factions <MAQUI COMET HOELL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 -3 1 365327
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 1 -3
0 2 5 -25
0 18 5 1
0 18 6 1
-1
name <SkinSuit Legging>
desc <A skintight spacesuit.>
Category <CLOTHING SPACE>
Factions <MAQUI COMET HOELL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 1 -3
0 2 5 -25
0 18 5 1
0 18 6 1
-1
name <SkinSuit Legging>
desc <A skintight spacesuit.>
Category <CLOTHING SPACE>
Factions <MAQUI COMET HOELL>
Z
-1
-1
-1
-1
0 19 1 1 0
Stats 2 2
0 2 1 2
0 2 5 -25
-1
Name <Cyber Heart>
desc <(HEART) A heavy-duty replacement for a conventional organic heart.>
Category <CYBERWARE MEDICINE>
Factions <GENERAL>
CyberSlot <HEART>
Type <CHARA CYBER>
Z
-1
-1
-1
0 15 0 0 0
Stats 4 12 5 -1
0 -4 0 5
0 -1 1 10
0 -1 0 3
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 3 0 0
Stats 4 18
0 -4 0 4
0 -1 1 11
0 -1 0 21
0 -8 2 3
-1
ROGUECHAR </>
name <To Theatre>
destination <Garden Theatre>
Z
-1
-1
0 15 3 0 0
Stats 4 18
0 -4 0 3
0 -1 1 10
0 -1 0 21
0 -8 2 2
-1
ROGUECHAR </>
name <To Theatre>
destination <Garden Theatre>
Z
-1
-1
0 15 5 0 0
Stats 4 17
0 -4 0 2
0 7 10 1011092
0 -1 1 7
0 -1 0 21
0 -8 2 1
-1
ROGUECHAR <!>
name <Athera Council Office>
Z
-1
-1
-1
1
Athera Council Office
24
24
*** GearHead Location Record ***
31
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
14
13
3
14
3
13
3
14
13
13
12
14
7
13
4
14
1
13
12
14
1
13
4
14
2
13
22
14
2
13
10
14
3
13
9
14
2
13
10
14
1
13
1
14
1
13
9
14
2
13
4
14
1
13
12
14
1
13
4
14
7
13
12
14
7
13
17
14
1
13
4
14
2
13
22
14
2
13
22
14
2
13
22
14
2
13
17
14
1
13
4
14
9
13
3
14
4
13
1
15
15
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
30
13
***
104
3
2
4
14
12
11
14
10
15
9
16
8
16
8
16
7
17
7
18
1
144
6
7
17
7
17
6
60
1
Athera Spinner
30
10
*** GearHead Location Record ***
1
24
2
6
2
24
2
6
1
25
1
24
2
6
1
24
1
27
2
6
2
27
2
6
2
24
2
6
1
25
1
27
2
6
1
24
1
27
61
6
1
27
2
6
2
24
2
6
1
1
1
24
2
6
1
24
1
27
2
6
1
24
1
27
2
6
1
25
1
1
2
6
1
1
1
27
2
6
1
27
1
24
1
6
1
1
2
6
1
25
1
24
2
6
1
1
1
27
2
6
1
25
1
24
2
6
1
27
1
25
2
6
1
25
1
1
2
6
2
1
2
6
1
1
1
27
1
6
1
24
2
6
1
24
1
27
2
6
2
1
2
6
2
24
2
6
1
1
1
24
2
6
2
24
2
6
1
25
1
24
2
6
2
1
1
6
1
25
2
6
2
24
2
6
1
24
1
1
2
6
1
27
1
24
2
6
1
27
1
25
2
6
2
25
2
6
1
1
1
24
2
6
2
24
1
6
1
27
2
6
1
27
1
25
2
6
1
25
1
24
2
6
1
27
1
24
2
6
2
24
2
6
1
27
1
24
2
6
1
24
1
25
2
6
2
27
61
6
***
0
300
1
Athera Spaceport
24
21
*** GearHead Location Record ***
31
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
14
13
3
15
2
13
1
26
3
15
1
26
7
13
17
14
7
13
17
14
1
13
4
14
2
13
17
14
1
15
4
14
1
13
18
14
1
15
4
14
1
13
18
14
1
15
4
14
1
13
18
14
1
13
4
14
2
13
17
14
7
13
17
14
7
13
17
14
14
13
3
14
2
13
1
26
3
15
1
26
14
13
3
14
2
13
5
14
15
13
1
14
3
13
5
14
19
13
3
14
1
13
1
15
19
13
3
14
1
13
1
14
30
13
***
6
7
17
7
17
7
17
12
12
12
12
13
5
187
5
19
5
19
12
12
12
12
17
7
17
5
19
5
7
1
Vicstar's Workyard
17
12
*** GearHead Location Record ***
18
13
15
14
2
13
7
14
1
13
3
14
1
13
1
14
1
13
1
14
2
13
1
14
1
13
1
14
1
13
2
14
3
13
6
14
2
13
1
14
3
13
3
14
1
13
3
14
1
13
1
14
1
13
1
14
2
13
15
14
2
13
15
14
2
13
7
14
1
13
4
14
1
13
2
14
2
13
6
14
3
13
2
14
3
13
1
14
2
13
7
14
1
13
4
14
1
13
2
14
2
13
15
14
18
13
***
0
15
2
16
1
15
2
16
1
15
2
16
1
16
1
16
1
14
3
14
3
15
2
14
3
1
Athera Hospital
20
10
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
1
13
5
14
1
13
7
14
2
13
1
26
1
15
1
26
3
13
1
26
1
15
1
26
2
13
19
14
2
13
18
14
2
13
18
14
21
13
***
7
193
1
Maquise Spaceport
24
21
*** GearHead Location Record ***
37
13
5
14
19
13
5
14
15
13
1
14
3
13
5
14
14
13
3
14
2
13
5
14
14
13
3
14
3
13
3
15
8
13
17
14
7
13
17
14
1
13
4
14
2
13
17
14
1
15
4
14
1
13
18
14
1
15
4
14
1
13
18
14
1
15
4
14
1
13
18
14
1
13
4
14
2
13
17
14
7
13
17
14
7
13
17
14
13
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
3
14
1
13
1
15
1
13
3
14
1
13
1
15
13
13
3
14
1
13
1
14
1
13
3
14
1
13
1
14
30
13
***
12
7
17
7
17
7
12
12
12
12
5
19
5
187
5
19
5
19
11
13
11
13
11
13
11
5
1
5
13
5
1
5
7
1
Maquise Spinner
30
10
*** GearHead Location Record ***
1
27
2
6
1
1
1
27
2
6
2
27
2
6
2
24
2
6
1
24
1
27
2
6
1
24
1
25
2
6
2
24
2
6
1
1
1
27
61
6
1
27
2
6
1
1
1
24
2
6
1
1
1
27
2
6
1
24
1
1
2
6
1
27
1
1
2
6
1
27
1
1
2
6
1
1
1
24
2
6
1
1
1
24
1
6
1
1
2
6
1
1
1
24
2
6
1
24
1
27
2
6
1
24
1
25
2
6
1
24
1
25
2
6
1
25
1
24
2
6
2
24
2
6
1
27
1
24
61
6
1
24
2
6
1
27
1
24
2
6
2
27
2
6
2
27
2
6
1
24
1
25
2
6
2
25
2
6
1
27
1
24
2
6
1
27
1
24
1
6
1
1
2
6
1
1
1
24
2
6
1
27
1
25
2
6
1
27
1
24
2
6
1
25
1
24
2
6
2
24
2
6
1
27
1
24
2
6
2
24
31
6
***
0
300
1
Cesena Spaceport
25
31
*** GearHead Location Record ***
32
13
5
14
1
13
1
14
1
13
3
14
14
13
5
14
1
13
1
15
1
13
3
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
15
13
3
15
2
13
1
26
3
15
1
26
8
13
18
14
7
13
18
14
1
13
4
14
2
13
18
14
1
15
4
14
2
13
18
14
1
15
4
14
2
13
18
14
1
15
4
14
2
13
18
14
1
13
4
14
2
13
18
14
7
13
18
14
1
26
4
14
1
13
19
14
1
15
4
14
1
13
19
14
1
15
4
14
1
13
19
14
1
15
4
14
2
13
18
14
1
26
4
14
2
13
18
14
7
13
18
14
1
13
4
14
2
13
18
14
1
13
4
14
2
13
18
14
1
15
4
14
2
13
18
14
1
13
4
14
2
13
18
14
1
13
4
14
2
13
18
14
13
13
1
26
3
15
1
26
2
13
3
14
15
13
5
14
2
13
3
14
15
13
5
14
3
13
1
14
16
13
3
14
1
13
1
15
20
13
3
14
1
13
1
14
38
13
***
6
7
1
5
12
7
1
5
12
13
12
13
12
13
6
20
5
345
5
20
5
20
5
20
5
20
5
20
5
20
11
12
13
12
13
7
18
5
20
5
14
1
Cesena Spinner
30
10
*** GearHead Location Record ***
1
24
2
6
1
24
2
27
1
24
1
27
2
6
1
1
2
27
1
1
1
27
1
1
2
6
1
24
1
1
1
24
1
25
2
6
1
25
2
24
2
27
61
6
1
24
2
6
1
27
1
25
1
24
1
25
1
27
2
6
1
24
1
25
1
27
1
1
1
27
1
24
2
6
2
1
2
24
2
6
1
24
1
27
2
24
1
27
1
6
1
25
2
6
3
25
1
27
1
25
2
6
1
24
2
1
2
24
1
25
2
6
1
1
1
27
1
24
1
25
2
6
1
24
1
1
1
25
1
27
1
1
61
6
1
25
2
6
1
25
1
24
1
27
1
24
1
25
2
6
1
24
1
27
2
1
2
25
2
6
1
24
1
1
1
25
1
1
2
6
1
24
1
27
1
1
1
24
1
1
1
6
1
1
2
6
2
24
1
25
1
24
1
1
2
6
3
1
1
27
2
24
2
6
1
27
1
24
1
1
1
27
2
6
1
27
1
24
1
27
1
25
1
24
31
6
***
0
300
1
Cesena Hospital
20
10
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
1
13
5
14
1
13
7
14
3
13
1
15
4
13
1
26
1
15
1
26
2
13
19
14
2
13
18
14
2
13
18
14
21
13
***
13
14
6
15
5
15
5
15
5
107
1
the Cavalier's Club
20
20
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
18
14
2
13
18
14
2
13
18
14
1
13
19
14
1
13
19
14
1
13
19
14
2
13
18
14
2
13
18
14
2
13
6
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
21
13
***
0
400
1
Rishtan's Workshop
17
12
*** GearHead Location Record ***
18
13
15
14
2
13
15
14
2
13
11
14
1
13
3
14
2
13
11
14
2
13
2
14
2
13
15
14
2
13
15
14
2
13
1
14
3
13
11
14
2
13
1
14
1
13
1
14
1
13
11
14
2
13
15
14
2
13
15
14
18
13
***
0
204
1
The Mecha Source
20
20
*** GearHead Location Record ***
21
13
6
14
1
13
1
14
1
13
3
14
1
13
1
14
1
13
3
14
2
13
6
14
1
13
1
15
1
13
3
14
1
13
1
15
1
13
3
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
18
14
2
13
18
14
2
13
18
14
1
13
19
14
1
13
19
14
1
13
19
14
2
13
18
14
2
13
18
14
2
13
6
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
3
14
1
13
1
15
2
13
6
14
1
13
5
14
1
13
3
14
1
13
1
14
21
13
***
9
5
1
5
9
5
1
5
2
258
3
17
4
2
1
13
7
13
7
11
9
11
2
1
Comet Space Engineering
15
15
*** GearHead Location Record ***
16
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
1
26
3
15
1
26
1
13
14
14
1
13
14
14
1
13
14
14
2
13
7
14
1
13
1
26
3
15
1
26
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
16
13
***
46
3
12
4
10
6
9
6
9
6
9
6
9
6
10
4
11
3
56
1
Silver Fortress
25
25
*** GearHead Location Record ***
32
13
5
14
3
13
1
14
16
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
1
26
3
15
1
26
3
13
1
15
10
13
18
14
7
13
18
14
1
13
4
14
2
13
18
14
1
15
4
14
2
13
18
14
1
15
4
14
2
13
18
14
1
15
4
14
1
13
19
14
1
13
4
14
1
13
19
14
6
13
24
14
2
13
23
14
2
13
23
14
2
13
23
14
2
13
23
14
2
13
18
14
15
13
1
15
4
13
3
14
15
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
32
13
***
6
7
18
13
12
13
12
13
12
13
6
20
5
345
11
13
12
13
12
13
12
13
12
13
6
1
Maquise Station Exterior
30
30
*** GearHead Location Record ***
900
23
***
0
900
1
Maquise Hospital
20
10
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
1
13
5
14
1
13
7
14
2
13
1
26
1
15
1
26
4
13
1
15
3
13
19
14
2
13
18
14
2
13
18
14
21
13
***
0
6
1
7
6
14
6
14
6
14
6
14
6
100
1
Maquise Service Depot
19
12
*** GearHead Location Record ***
20
13
5
14
1
13
5
14
1
13
5
14
2
13
5
14
1
13
5
14
1
13
5
14
2
13
5
14
1
13
5
14
1
13
5
14
2
13
5
14
1
13
5
14
1
13
5
14
1
13
6
14
3
13
1
15
3
13
1
26
3
15
1
26
1
13
18
14
1
13
18
14
2
13
17
14
2
13
17
14
2
13
17
14
20
13
***
20
3
15
6
13
7
12
7
12
8
11
8
11
8
11
8
11
8
11
7
12
6
13
1
Comet Tower
20
15
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
3
13
1
15
3
13
1
26
3
15
1
26
1
13
19
14
1
13
19
14
1
13
19
14
2
13
6
14
3
13
1
15
3
13
1
26
3
15
1
26
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
21
13
***
13
7
13
13
7
14
6
15
5
187
7
13
1
the S.S. Chored, L1
35
35
*** GearHead Location Record ***
72
13
3
14
4
13
3
14
4
13
17
14
4
13
3
14
4
13
3
14
4
13
17
14
4
13
3
14
4
13
3
14
4
13
17
14
4
13
3
14
4
13
3
14
11
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
11
13
3
14
4
13
3
14
4
13
3
14
19
13
1
15
5
13
3
14
4
13
3
14
3
13
5
14
9
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
3
13
3
14
4
13
5
14
1
15
5
14
1
15
7
14
1
15
5
14
3
13
3
14
4
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
9
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
11
13
1
15
5
13
3
14
5
13
1
15
4
13
5
14
11
13
1
15
5
13
3
14
3
13
5
14
2
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
1
13
1
15
5
14
1
13
1
15
5
14
2
15
5
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
2
13
1
14
3
13
1
14
2
13
5
14
2
13
5
14
3
13
3
14
5
13
1
15
4
13
1
14
1
13
1
14
1
13
1
14
11
13
1
15
5
13
3
14
5
13
1
15
4
13
1
14
1
13
1
15
1
13
1
14
10
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
10
13
3
14
4
13
3
14
3
13
5
14
1
13
6
14
3
13
3
14
4
13
10
14
3
13
5
14
1
15
6
14
3
13
3
14
4
13
10
14
3
13
5
14
1
13
6
14
3
13
3
14
4
13
10
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
10
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
10
13
5
14
4
13
1
15
6
13
1
15
5
13
3
14
10
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
4
13
5
14
1
15
5
14
1
13
1
15
5
14
2
15
5
14
3
13
3
14
4
13
5
14
1
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
10
13
5
14
2
13
5
14
2
13
5
14
43
13
***
36
5
30
5
30
5
30
5
30
5
30
5
30
5
1
7
7
7
8
27
8
27
8
27
8
27
8
27
8
5
1
7
7
7
7
13
22
7
28
7
28
7
28
7
28
7
28
7
518
1
the S.S. Chored, L2
35
35
*** GearHead Location Record ***
57
13
5
14
2
13
5
14
3
13
19
14
1
13
1
14
3
13
1
14
2
13
5
14
3
13
19
14
1
15
1
14
1
13
3
14
2
13
5
14
3
13
19
14
1
13
1
14
3
13
1
14
2
13
5
14
10
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
10
13
3
14
4
13
3
14
12
13
1
15
12
13
3
14
5
13
1
15
13
13
1
15
12
13
3
14
3
13
5
14
9
13
5
14
3
13
18
14
1
13
7
14
1
13
5
14
3
13
18
14
1
15
7
14
1
15
5
14
3
13
18
14
1
13
7
14
1
13
5
14
3
13
3
14
10
13
5
14
9
13
5
14
3
13
3
14
12
13
1
15
13
13
1
15
5
13
3
14
12
13
1
15
12
13
3
14
4
13
3
14
3
13
5
14
2
13
12
14
3
13
3
14
4
13
3
14
3
13
5
14
1
13
13
14
1
13
5
14
4
13
3
14
3
13
5
14
1
15
13
14
1
15
5
14
4
13
3
14
3
13
5
14
1
13
13
14
1
13
5
14
4
13
3
14
3
13
5
14
2
13
12
14
3
13
3
14
4
13
3
14
5
13
1
15
4
13
12
14
3
13
3
14
5
13
1
15
5
13
3
14
3
13
12
14
3
13
3
14
3
13
5
14
3
13
3
14
3
13
12
14
3
13
3
14
3
13
5
14
3
13
5
14
1
13
12
14
1
13
5
14
3
13
5
14
3
13
5
14
1
15
12
14
1
15
5
14
3
13
5
14
3
13
5
14
1
13
12
14
1
13
5
14
3
13
5
14
9
13
12
14
10
13
3
14
32
13
3
14
32
13
3
14
24
13
5
14
3
13
26
14
1
13
5
14
3
13
26
14
1
15
5
14
3
13
26
14
1
13
5
14
30
13
5
14
36
13
***
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
28
7
16
12
1
5
16
19
15
20
15
20
15
20
15
20
15
14
1
5
15
14
1
5
15
14
1
5
15
14
1
4
16
13
22
12
23
11
25
8
257
1
the S.S. Chored, L3
35
35
*** GearHead Location Record ***
43
13
12
14
17
13
5
14
1
13
12
14
3
13
10
14
4
13
5
14
1
15
12
14
3
13
10
14
4
13
5
14
1
13
12
14
3
13
10
14
4
13
3
14
3
13
12
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
12
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
12
14
3
13
3
14
5
13
1
15
4
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
1
13
1
15
12
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
4
13
1
15
13
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
11
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
10
13
12
14
3
13
3
14
4
13
10
14
3
13
12
14
3
13
3
14
4
13
10
14
3
13
12
14
3
13
3
14
4
13
10
14
3
13
12
14
3
13
3
14
4
13
3
14
10
13
12
14
3
13
3
14
4
13
3
14
10
13
12
14
3
13
3
14
4
13
3
14
10
13
12
14
4
13
1
15
5
13
3
14
10
13
12
14
2
13
5
14
3
13
25
14
2
13
5
14
3
13
25
14
2
13
5
14
3
13
25
14
2
13
5
14
3
13
3
14
4
13
3
14
3
13
12
14
2
13
5
14
3
13
3
14
4
13
3
14
5
13
1
15
6
13
1
15
6
13
1
15
5
13
3
14
4
13
3
14
5
13
1
15
6
13
1
15
6
13
1
15
5
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
2
13
5
14
2
13
5
14
3
13
3
14
4
13
5
14
1
15
5
14
2
13
5
14
2
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
2
13
5
14
2
13
5
14
16
13
5
14
2
13
5
14
2
13
5
14
36
13
***
57
12
23
12
23
12
23
12
2
4
17
12
2
5
16
5
2
5
1
7
15
5
1
14
15
5
1
14
15
5
1
14
15
5
1
14
15
5
1
14
15
5
1
14
8
5
2
5
1
7
1
5
8
14
1
5
2
12
1
14
1
5
2
12
1
14
1
5
2
12
1
14
1
5
2
12
1
14
1
5
2
12
1
14
1
5
2
5
8
14
1
5
2
5
8
21
1
34
1
34
1
34
1
34
1
34
1
5
2
5
1
21
1
5
2
5
1
21
1
5
2
27
1
5
2
27
1
5
2
27
1
4
3
27
8
27
14
21
1
the Privateer's Arena
50
50
*** GearHead Location Record ***
2500
23
***
0
2500
1
Emerald Spaceport
25
21
*** GearHead Location Record ***
32
13
5
14
1
13
1
14
1
13
3
14
14
13
5
14
1
13
1
15
1
13
3
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
15
13
3
15
2
13
1
26
3
15
1
26
8
13
18
14
7
13
18
14
7
13
20
14
4
13
22
14
3
13
21
14
4
13
19
14
7
13
18
14
7
13
18
14
7
13
18
14
14
13
3
15
2
13
1
26
3
15
1
26
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
3
14
1
13
1
15
14
13
5
14
1
13
3
14
1
13
1
14
32
13
***
7
5
2
4
13
7
1
5
12
13
12
13
12
13
6
20
5
20
5
22
3
22
3
22
3
22
3
22
3
20
5
20
5
20
6
19
11
13
12
13
12
13
12
11
14
11
8
1
Emerald Spinner
20
10
*** GearHead Location Record ***
1
25
2
6
1
1
1
24
2
6
2
24
2
6
1
27
1
1
2
6
2
24
2
6
1
25
40
6
1
24
2
6
1
1
1
25
2
6
2
25
2
6
1
24
1
27
2
6
1
1
1
27
2
6
1
1
1
27
2
6
1
24
1
27
2
6
2
1
2
6
1
25
1
1
2
6
1
25
1
24
2
6
2
27
2
6
1
24
1
1
2
6
1
24
1
27
2
6
1
24
1
27
2
6
2
1
2
6
2
1
2
6
1
1
1
27
2
6
1
27
1
24
2
6
2
24
2
6
1
24
1
27
2
6
1
24
1
1
2
6
2
27
2
6
1
1
1
27
2
6
1
24
1
25
2
6
1
27
1
24
2
6
2
1
2
6
1
24
1
25
2
6
1
27
1
24
2
6
2
25
2
6
1
24
1
25
2
6
1
24
20
6
***
0
200
1
Prosperity Hospital
20
10
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
1
13
5
14
1
13
7
14
2
13
1
26
1
15
1
26
3
13
1
26
1
15
1
26
2
13
19
14
2
13
18
14
2
13
18
14
21
13
***
7
18
2
173
1
Silver Sanctum
25
25
*** GearHead Location Record ***
156
13
13
14
12
13
13
14
1
13
4
14
7
13
18
14
7
13
18
14
7
13
18
14
7
13
13
14
1
13
4
14
7
13
4
14
3
13
6
14
7
13
4
14
1
13
4
14
1
13
1
14
1
13
6
14
1
26
4
14
2
13
4
14
1
15
13
14
1
15
4
14
2
13
4
14
1
15
13
14
1
15
4
14
2
13
4
14
1
15
13
14
1
15
4
14
2
13
4
14
1
13
13
14
1
26
4
14
7
13
13
14
14
13
3
14
3
13
3
15
15
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
14
13
5
14
1
13
5
14
32
13
***
130
15
10
20
5
20
5
20
5
20
5
20
5
195
5
15
11
13
12
13
12
13
12
13
12
7
1
4
7
1
Cayley Rock
40
35
*** GearHead Location Record ***
53
13
5
14
1
13
5
14
29
13
5
14
1
13
5
14
29
13
5
14
1
13
5
14
2
13
1
14
1
13
1
14
20
13
1
14
3
13
5
14
1
13
5
14
2
13
3
14
20
13
1
15
4
13
3
14
3
13
3
15
3
13
3
14
17
13
28
14
12
13
28
14
10
13
30
14
9
13
31
14
1
15
1
14
8
13
30
14
12
13
28
14
12
13
28
14
7
13
4
14
1
13
28
14
1
13
4
14
2
13
4
14
1
13
33
14
2
13
4
14
1
15
33
14
2
13
4
14
1
13
33
14
2
13
4
14
1
13
28
14
1
13
4
14
7
13
28
14
7
13
4
14
1
26
28
14
1
13
4
14
2
13
4
14
1
15
28
14
1
13
4
14
2
13
4
14
1
15
28
14
1
15
4
14
2
13
4
14
1
15
28
14
1
13
4
14
2
13
4
14
1
26
28
14
1
13
4
14
7
13
28
14
12
13
28
14
12
13
28
14
12
13
28
14
12
13
28
14
15
13
1
15
5
13
1
15
5
13
1
15
4
13
1
26
1
15
1
26
20
13
1
14
3
13
5
14
1
13
5
14
1
13
5
14
23
13
5
14
1
13
5
14
1
13
5
14
23
13
5
14
1
13
5
14
1
13
5
14
23
13
5
14
1
13
5
14
1
13
5
14
50
13
***
18
7
33
7
33
7
23
3
2
17
18
3
2
17
15
30
10
30
8
32
8
34
6
34
6
34
6
32
10
35
5
35
5
35
5
35
5
35
5
315
5
30
10
30
10
30
10
30
10
30
13
3
1
19
17
3
1
19
21
19
21
19
21
19
9
1
Maquise Shopping Center
35
20
*** GearHead Location Record ***
36
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
1
14
1
13
3
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
1
15
1
13
3
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
1
26
3
15
1
26
2
13
3
15
2
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
33
14
2
13
33
14
2
13
33
14
1
13
34
14
1
13
34
14
1
13
34
14
2
13
33
14
2
13
33
14
2
13
9
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
36
13
***
11
18
16
19
16
19
16
23
12
19
1
4
1
350
8
1
1
25
10
25
10
24
11
19
22
13
6
1
Alliance Fleet HQ
24
21
*** GearHead Location Record ***
31
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
14
13
3
15
3
13
1
26
1
15
1
26
8
13
17
14
7
13
17
14
1
13
4
14
2
13
22
14
1
13
23
14
1
13
23
14
1
13
18
14
1
13
4
14
2
13
17
14
7
13
17
14
7
13
17
14
14
13
3
14
3
13
3
14
14
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
30
13
***
6
13
11
13
11
13
11
13
11
13
5
19
5
187
5
19
5
19
11
13
11
13
11
13
11
13
11
13
5
1
The Crypt of the Cube of Koeneke, L1
35
35
*** GearHead Location Record ***
43
13
26
14
3
13
3
14
3
13
26
14
3
13
3
14
3
13
26
14
3
13
3
14
3
13
26
14
3
13
3
14
3
13
26
14
3
13
3
14
5
13
1
15
26
13
3
14
4
13
3
14
25
13
3
14
3
13
5
14
2
13
5
14
17
13
5
14
1
13
5
14
2
13
5
14
1
13
12
14
4
13
5
14
1
15
5
14
2
13
5
14
1
15
12
14
4
13
5
14
1
13
5
14
2
13
5
14
1
13
12
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
12
13
3
14
4
13
3
14
5
13
1
15
6
13
1
15
12
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
10
13
3
14
4
13
3
14
3
13
6
14
1
13
18
14
4
13
3
14
3
13
6
14
1
15
18
14
4
13
3
14
3
13
6
14
1
13
18
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
4
13
24
14
4
13
3
14
4
13
24
14
4
13
3
14
4
13
24
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
2
13
5
14
3
13
12
14
1
13
5
14
2
13
5
14
2
13
5
14
3
13
12
14
1
15
5
14
2
13
5
14
2
13
5
14
3
13
12
14
1
13
5
14
2
13
5
14
2
13
5
14
16
13
5
14
36
13
***
7
16
19
17
18
17
18
17
18
17
18
17
13
3
2
16
13
4
2
14
15
33
2
33
2
33
2
33
2
33
2
5
1
14
1
5
2
5
1
14
8
5
2
5
1
27
2
5
1
27
2
5
1
27
2
5
1
27
2
5
2
26
2
5
3
4
1
7
1
5
2
5
2
5
16
4
3
5
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
5
2
5
2
5
2
5
2
5
1
14
1
5
2
5
1
21
1
34
1
34
1
34
1
34
1
34
14
7
1
The Crypt of the Cube of Koeneke, L2
35
35
*** GearHead Location Record ***
50
13
5
14
2
13
5
14
10
13
12
14
1
13
5
14
2
13
5
14
1
13
5
14
4
13
12
14
1
15
5
14
2
15
5
14
1
15
5
14
4
13
12
14
1
13
5
14
2
13
5
14
1
13
5
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
10
13
3
14
4
13
3
14
12
13
1
15
12
13
3
14
4
13
3
14
12
13
1
15
12
13
3
14
4
13
3
14
3
13
12
14
10
13
3
14
4
13
18
14
3
13
3
14
4
13
3
14
4
13
18
14
3
13
3
14
4
13
3
14
4
13
18
14
3
13
3
14
11
13
3
14
3
13
12
14
3
13
3
14
11
13
3
14
3
13
12
14
3
13
3
14
12
13
1
15
4
13
12
14
3
13
3
14
10
13
5
14
2
13
12
14
3
13
3
14
4
13
12
14
1
13
12
14
1
13
5
14
4
13
12
14
1
15
12
14
1
13
5
14
4
13
12
14
1
13
12
14
1
13
5
14
10
13
5
14
2
13
12
14
3
13
3
14
12
13
1
15
6
13
1
15
6
13
1
15
5
13
3
14
12
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
10
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
5
14
1
13
5
14
3
13
18
14
3
13
5
14
1
15
5
14
3
13
18
14
3
13
5
14
1
13
5
14
3
13
18
14
9
13
5
14
10
13
3
14
3
13
5
14
10
13
3
14
11
13
3
14
19
13
1
15
12
13
3
14
17
13
12
14
2
13
5
14
10
13
18
14
2
13
5
14
1
13
5
14
4
13
18
14
2
13
5
14
1
15
5
14
4
13
18
14
2
13
5
14
1
13
5
14
10
13
12
14
2
13
5
14
43
13
***
14
14
8
33
2
33
2
33
2
33
2
33
2
5
2
5
1
14
8
5
2
5
1
5
1
8
8
5
2
20
1
5
2
5
2
20
1
5
2
5
2
20
1
5
2
5
2
20
1
5
2
5
2
20
1
5
9
5
1
14
1
5
8
21
1
5
2
33
2
33
2
33
2
33
2
33
8
21
1
5
8
7
1
5
2
5
1
7
1
13
1
20
1
13
1
20
1
13
1
20
1
13
1
20
2
12
1
20
7
7
8
5
1
7
7
21
8
33
2
33
2
33
2
33
2
33
8
21
7
1
The Crypt of the Cube of Koeneke, L3
35
35
*** GearHead Location Record ***
36
13
5
14
30
13
25
14
4
13
3
14
3
13
25
14
4
13
3
14
3
13
25
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
11
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
12
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
10
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
11
13
3
14
4
13
3
14
5
13
1
15
6
13
1
15
12
13
3
14
4
13
3
14
4
13
3
14
3
13
12
14
3
13
3
14
4
13
3
14
3
13
5
14
2
13
12
14
1
13
5
14
4
13
5
14
1
13
5
14
2
13
12
14
1
15
5
14
4
13
5
14
1
15
5
14
2
13
12
14
1
13
5
14
4
13
5
14
1
13
5
14
2
13
12
14
3
13
3
14
10
13
5
14
2
13
12
14
3
13
3
14
17
13
12
14
3
13
3
14
17
13
12
14
3
13
3
14
10
13
5
14
2
13
12
14
1
13
12
14
3
13
5
14
2
13
12
14
1
15
12
14
3
13
5
14
2
13
12
14
1
13
12
14
3
13
5
14
2
13
12
14
3
13
3
14
10
13
5
14
4
13
1
15
12
13
3
14
12
13
1
15
5
13
3
14
11
13
3
14
11
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
1
13
5
14
4
13
5
14
1
13
5
14
1
15
7
14
1
15
5
14
1
15
5
14
4
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
1
13
5
14
10
13
5
14
9
13
5
14
43
13
***
0
7
28
27
2
5
1
27
2
5
1
27
2
5
1
27
2
5
1
27
2
5
1
7
1
5
2
5
2
5
2
5
8
7
1
5
2
5
1
7
1
5
1
7
1
5
2
5
1
7
1
5
1
7
1
5
2
5
1
7
1
5
1
7
1
5
2
5
1
7
1
5
1
7
1
5
2
5
1
7
1
5
1
7
1
5
2
5
1
7
1
5
1
7
1
5
2
5
1
21
1
5
2
5
1
27
2
33
2
33
2
33
2
33
2
27
1
5
8
21
1
5
8
30
5
30
5
30
5
30
5
29
6
21
1
5
8
7
1
5
1
7
1
5
1
7
1
5
2
33
2
33
2
33
2
33
2
33
8
7
7
7
7
1
The Crypt of the Cube of Koeneke, L4
35
35
*** GearHead Location Record ***
57
13
5
14
2
13
5
14
3
13
3
14
4
13
12
14
1
13
5
14
2
13
5
14
3
13
3
14
4
13
12
14
1
15
5
14
2
13
5
14
3
13
3
14
4
13
12
14
1
13
5
14
2
13
5
14
3
13
3
14
11
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
11
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
12
13
1
15
5
13
3
14
5
13
1
15
4
13
5
14
9
13
5
14
3
13
3
14
3
13
5
14
2
13
5
14
1
13
7
14
1
13
5
14
1
13
7
14
1
13
5
14
2
13
5
14
1
15
7
14
1
15
5
14
1
13
7
14
1
15
5
14
2
13
5
14
1
13
7
14
1
13
5
14
1
13
7
14
1
13
5
14
2
13
5
14
9
13
5
14
9
13
5
14
18
13
1
15
33
13
3
14
11
13
3
14
3
13
5
14
10
13
3
14
11
13
3
14
3
13
18
14
4
13
10
14
3
13
18
14
4
13
10
14
3
13
18
14
4
13
10
14
3
13
5
14
10
13
3
14
4
13
3
14
10
13
5
14
10
13
3
14
4
13
3
14
10
13
5
14
10
13
3
14
5
13
1
15
11
13
5
14
10
13
3
14
3
13
5
14
9
13
20
14
1
13
5
14
1
13
5
14
3
13
20
14
1
15
5
14
1
15
5
14
3
13
20
14
1
13
5
14
1
13
5
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
17
13
3
14
4
13
3
14
5
13
1
15
26
13
3
14
4
13
3
14
17
13
5
14
3
13
3
14
4
13
3
14
11
13
11
14
3
13
17
14
4
13
11
14
3
13
17
14
4
13
11
14
3
13
17
14
10
13
5
14
57
13
***
21
14
21
14
21
14
21
14
21
14
21
14
21
14
22
5
1
7
20
15
20
15
20
15
20
15
20
15
28
7
735
1
The Crypt of the Cube of Koeneke, L5
35
35
*** GearHead Location Record ***
43
13
5
14
24
13
5
14
1
13
18
14
4
13
3
14
4
13
5
14
1
15
18
14
4
13
3
14
4
13
5
14
1
13
18
14
4
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
4
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
12
14
2
13
5
14
3
13
11
14
2
13
12
14
2
13
5
14
3
13
11
14
2
15
12
14
2
15
5
14
3
13
11
14
2
13
12
14
2
13
5
14
9
13
5
14
2
13
12
14
2
13
5
14
9
13
5
14
2
13
12
14
16
13
5
14
2
13
12
14
16
13
5
14
2
13
12
14
2
13
5
14
3
13
11
14
2
13
12
14
2
13
5
14
3
13
11
14
2
13
12
14
2
15
5
14
3
13
11
14
2
13
12
14
2
13
5
14
9
13
5
14
2
13
12
14
2
13
5
14
11
13
1
15
6
13
1
15
6
13
1
15
19
13
3
14
4
13
3
14
5
13
1
15
11
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
9
13
5
14
1
13
14
14
1
13
11
14
3
13
5
14
1
15
14
14
1
15
11
14
3
13
5
14
1
13
14
14
1
13
11
14
3
13
5
14
10
13
3
14
3
13
5
14
24
13
3
14
5
13
1
15
27
13
1
15
5
13
3
14
17
13
5
14
2
13
5
14
3
13
3
14
11
13
11
14
2
13
5
14
1
13
12
14
4
13
11
14
2
15
5
14
1
15
12
14
4
13
11
14
2
13
5
14
1
13
12
14
10
13
5
14
2
13
5
14
50
13
***
7
7
22
26
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
5
1
7
1
5
2
5
2
5
2
5
1
28
1
34
1
34
1
34
1
34
1
34
7
28
7
21
8
27
8
27
8
27
8
27
8
27
14
21
7
7
1
5
2
5
1
7
7
34
1
34
1
34
1
34
1
34
1
7
8
5
1
7
14
14
1
5
9
33
2
33
2
33
2
33
2
33
8
14
14
1
Oxzee's Workyard
17
12
*** GearHead Location Record ***
18
13
15
14
2
13
2
14
1
13
3
14
2
13
4
14
2
13
1
14
2
13
1
14
3
13
2
14
1
13
6
14
1
13
1
14
2
13
2
14
1
13
3
14
2
13
4
14
2
13
1
14
2
13
15
14
2
13
15
14
2
13
7
14
1
13
4
14
1
13
2
14
2
13
6
14
3
13
2
14
3
13
1
14
2
13
7
14
1
13
4
14
1
13
2
14
2
13
15
14
18
13
***
6
9
9
8
10
7
10
7
7
1
1
8
1
1
5
12
5
12
5
12
6
1
1
8
10
3
39
1
the S.S. Biltobes, L1
35
35
*** GearHead Location Record ***
43
13
5
14
9
13
5
14
10
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
3
13
3
14
4
13
5
14
1
15
5
14
1
15
7
14
1
15
5
14
3
13
3
14
4
13
5
14
1
13
5
14
1
13
7
14
1
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
9
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
11
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
12
14
1
13
5
14
1
13
5
14
3
13
5
14
3
13
12
14
1
15
5
14
1
15
5
14
3
13
5
14
3
13
12
14
1
13
5
14
1
13
5
14
3
13
5
14
16
13
5
14
3
13
3
14
3
13
5
14
24
13
3
14
4
13
3
14
25
13
3
14
4
13
3
14
10
13
5
14
10
13
3
14
4
13
3
14
4
13
5
14
1
13
18
14
4
13
3
14
4
13
5
14
1
15
18
14
4
13
3
14
4
13
5
14
1
13
18
14
4
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
5
14
1
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
5
14
1
15
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
5
14
1
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
9
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
11
13
1
15
5
13
3
14
4
13
3
14
3
13
5
14
10
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
9
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
3
13
11
14
3
13
3
14
4
13
5
14
1
15
5
14
3
13
11
14
3
13
3
14
4
13
5
14
1
13
5
14
3
13
11
14
16
13
5
14
9
13
5
14
36
13
***
7
7
28
7
28
7
28
7
28
7
28
7
28
7
8
4
17
5
1
7
1
5
1
7
6
21
1
7
6
21
1
7
6
21
1
7
6
21
1
7
7
20
1
7
14
7
1
5
1
7
7
7
8
5
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
26
2
5
2
5
1
7
1
5
2
5
2
5
2
5
2
5
1
7
1
5
1
7
1
5
2
5
1
7
1
13
1
5
2
5
1
7
1
13
1
5
2
5
1
7
1
13
1
5
2
5
1
7
1
13
1
5
2
5
1
7
1
13
1
5
2
5
1
7
7
7
1
5
2
5
1
7
15
5
2
13
15
5
2
13
15
5
2
13
15
5
2
13
15
5
2
13
28
7
14
1
Deskirod Basement
35
35
*** GearHead Location Record ***
43
13
5
14
2
13
5
14
9
13
5
14
3
13
5
14
1
13
5
14
1
13
6
14
1
13
7
14
1
13
5
14
3
13
5
14
1
15
5
14
1
15
6
14
1
15
7
14
1
15
5
14
3
13
5
14
1
13
5
14
1
13
6
14
1
13
7
14
1
13
5
14
9
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
11
13
1
15
4
13
5
14
3
13
3
14
5
13
1
15
13
13
1
15
4
13
5
14
4
13
1
15
6
13
1
15
11
13
5
14
2
13
5
14
2
13
5
14
2
13
5
14
3
13
11
14
2
13
5
14
2
13
5
14
2
13
5
14
3
13
11
14
2
15
5
14
2
13
5
14
2
13
5
14
3
13
11
14
2
13
5
14
2
13
5
14
2
13
5
14
9
13
5
14
2
13
5
14
2
13
5
14
2
13
5
14
9
13
5
14
2
13
5
14
23
13
5
14
2
13
5
14
23
13
5
14
2
13
5
14
17
13
11
14
2
13
18
14
4
13
11
14
2
13
18
14
4
13
11
14
2
13
18
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
15
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
12
13
3
14
4
13
3
14
5
13
1
15
6
13
1
15
12
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
10
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
10
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
10
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
10
14
4
13
3
14
3
13
5
14
2
13
5
14
57
13
***
7
14
7
6
2
34
1
34
1
34
1
34
1
34
7
14
1
5
1
7
7
28
1
34
1
34
1
34
1
30
1
3
1
34
7
27
8
14
15
33
2
33
2
33
2
33
2
33
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
2
5
1
14
1
5
2
5
1
14
8
5
2
5
1
14
1
12
2
5
1
14
1
12
2
5
1
14
1
12
2
5
1
14
1
12
2
5
1
14
1
12
2
4
2
14
21
1
the S.S. Biltobes, L5
35
35
*** GearHead Location Record ***
43
13
5
14
24
13
3
14
3
13
25
14
4
13
3
14
3
13
25
14
4
13
3
14
3
13
25
14
4
13
3
14
3
13
5
14
17
13
3
14
4
13
3
14
25
13
3
14
5
13
1
15
26
13
3
14
3
13
5
14
24
13
3
14
3
13
5
14
1
13
26
14
3
13
5
14
1
15
26
14
3
13
5
14
1
13
26
14
3
13
5
14
3
13
3
14
18
13
3
14
5
13
1
15
5
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
10
13
3
14
4
13
12
14
1
13
1
14
3
13
1
14
1
13
12
14
4
13
12
14
1
15
2
14
2
13
1
14
1
15
12
14
4
13
12
14
1
13
1
14
3
13
1
14
1
13
12
14
4
13
3
14
10
13
5
14
3
13
3
14
11
13
3
14
12
13
1
15
5
13
3
14
12
13
1
15
12
13
3
14
5
13
1
15
11
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
15
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
2
13
12
14
3
13
3
14
3
13
5
14
2
13
5
14
17
13
3
14
4
13
3
14
26
13
1
15
5
13
3
14
17
13
5
14
2
13
5
14
3
13
3
14
11
13
11
14
2
13
5
14
3
13
10
14
4
13
11
14
2
15
5
14
3
13
10
14
4
13
11
14
2
13
5
14
3
13
10
14
10
13
5
14
2
13
5
14
50
13
***
7
7
22
5
1
27
2
5
1
27
2
5
1
27
2
5
1
27
2
5
1
27
2
5
1
7
15
5
1
7
22
5
1
34
1
34
1
34
1
34
1
34
1
7
1
5
16
5
2
5
2
5
2
5
9
5
2
16
1
16
2
16
1
16
2
16
1
16
2
33
2
33
2
5
8
7
1
5
8
14
1
5
1
28
1
5
1
28
1
5
1
28
1
5
1
28
1
5
1
28
1
5
1
28
1
5
1
14
14
7
1
5
22
7
1
12
15
7
1
12
15
7
1
12
15
7
1
12
15
7
1
12
15
7
14
1
the S.S. Biltobes, L4
35
35
*** GearHead Location Record ***
36
13
26
14
9
13
26
14
1
13
5
14
3
13
26
14
1
15
5
14
3
13
26
14
1
13
5
14
3
13
26
14
17
13
3
14
5
13
1
15
26
13
3
14
4
13
3
14
25
13
3
14
4
13
3
14
3
13
5
14
10
13
10
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
10
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
10
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
5
13
1
15
4
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
3
13
5
14
1
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
3
13
5
14
1
15
5
14
2
13
5
14
3
13
3
14
3
13
5
14
3
13
5
14
1
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
4
13
1
15
5
13
3
14
5
13
1
15
5
13
3
14
5
13
1
15
6
13
1
15
5
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
24
14
3
13
5
14
3
13
24
14
3
13
5
14
3
13
24
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
11
13
3
14
11
13
3
14
4
13
3
14
11
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
11
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
12
14
1
13
5
14
1
13
12
14
4
13
12
14
1
15
5
14
1
13
12
14
4
13
12
14
1
13
5
14
1
13
12
14
17
13
5
14
50
13
***
267
6
28
7
28
7
28
7
28
7
28
7
28
7
29
5
1
7
22
13
22
13
22
13
22
13
22
13
22
5
1
7
22
4
464
1
the S.S. Biltobes, L3
35
35
*** GearHead Location Record ***
36
13
5
14
9
13
5
14
16
13
13
14
1
13
5
14
1
13
5
14
4
13
3
14
3
13
13
14
1
15
5
14
1
15
5
14
4
13
3
14
3
13
13
14
1
13
5
14
1
13
5
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
4
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
5
13
1
15
5
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
10
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
10
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
10
14
3
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
11
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
3
13
5
14
4
13
1
15
5
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
3
13
5
14
3
13
3
14
3
13
5
14
2
13
11
14
3
13
5
14
3
13
3
14
3
13
5
14
1
13
1
15
11
14
3
13
5
14
3
13
3
14
3
13
5
14
2
13
11
14
3
13
5
14
3
13
3
14
3
13
5
14
2
13
5
14
10
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
11
13
3
14
4
13
3
14
4
13
3
14
5
13
1
15
12
13
3
14
4
13
3
14
3
13
19
14
3
13
12
14
1
13
19
14
3
13
12
14
1
13
19
14
3
13
12
14
1
13
19
14
10
13
3
14
3
13
19
14
10
13
3
14
5
13
1
15
5
13
3
14
5
13
1
15
12
13
3
14
4
13
3
14
5
13
1
15
5
13
3
14
11
13
3
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
10
14
4
13
3
14
3
13
5
14
2
13
5
14
3
13
10
14
4
13
3
14
3
13
5
14
2
15
5
14
3
13
10
14
4
13
3
14
3
13
5
14
2
13
5
14
23
13
5
14
2
13
5
14
36
13
***
14
7
28
13
2
5
15
13
2
5
15
13
2
5
15
13
2
5
15
13
2
5
15
7
1
5
2
5
15
7
1
5
2
5
15
7
1
12
15
7
1
12
15
7
1
12
15
7
1
12
15
7
1
12
15
7
1
5
2
5
15
14
1
5
15
20
15
20
16
19
21
14
22
7
1
5
16
5
1
7
21
21
14
21
14
21
14
21
14
21
14
21
14
21
21
14
21
14
21
14
21
14
21
14
21
14
21
14
1
the S.S. Biltobes, L2
35
35
*** GearHead Location Record ***
43
13
5
14
9
13
5
14
10
13
3
14
3
13
5
14
1
13
5
14
3
13
5
14
1
13
5
14
4
13
3
14
3
13
5
14
1
15
5
14
3
13
5
14
1
15
5
14
4
13
3
14
3
13
5
14
1
13
5
14
3
13
5
14
1
13
5
14
4
13
3
14
3
13
5
14
9
13
5
14
3
13
3
14
4
13
3
14
5
13
1
15
13
13
1
15
5
13
3
14
4
13
3
14
5
13
1
15
13
13
1
15
5
13
3
14
4
13
3
14
3
13
12
14
2
13
5
14
3
13
3
14
4
13
3
14
3
13
12
14
2
13
5
14
3
13
3
14
4
13
3
14
3
13
12
14
2
13
5
14
3
13
3
14
4
13
3
14
3
13
12
14
2
13
5
14
3
13
3
14
4
13
3
14
3
13
12
14
2
13
5
14
10
13
3
14
3
13
12
14
4
13
1
15
12
13
3
14
3
13
12
14
3
13
3
14
11
13
3
14
3
13
12
14
3
13
3
14
11
13
5
14
1
13
25
14
4
13
5
14
1
15
25
14
4
13
5
14
1
13
25
14
10
13
12
14
3
13
3
14
4
13
3
14
18
13
3
14
4
13
3
14
4
13
3
14
19
13
1
15
6
13
1
15
6
13
1
15
11
13
5
14
2
13
19
14
3
13
11
14
2
13
19
14
3
13
11
14
2
15
19
14
3
13
11
14
2
13
19
14
3
13
3
14
3
13
5
14
2
13
19
14
3
13
3
14
12
13
1
15
19
13
3
14
11
13
3
14
18
13
3
14
3
13
5
14
3
13
3
14
10
13
5
14
3
13
5
14
1
13
20
14
1
13
5
14
3
13
5
14
1
15
20
14
1
15
5
14
3
13
5
14
1
13
20
14
1
13
5
14
9
13
5
14
16
13
5
14
36
13
***
21
6
29
7
28
7
28
7
28
7
28
7
28
7
28
7
22
5
1
7
21
14
18
17
17
18
16
19
16
19
16
12
1
5
17
25
10
25
10
25
10
25
10
25
11
11
1
5
2
5
8
28
1
34
1
34
1
34
1
34
1
34
1
5
1
28
1
5
1
7
1
5
16
28
7
28
7
28
7
28
7
28
13
7
21
1
Hoeller Heavy Industries
15
15
*** GearHead Location Record ***
16
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
1
26
3
15
1
26
1
13
14
14
1
13
14
14
1
13
14
14
2
13
7
14
1
13
1
26
3
15
1
26
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
2
13
7
14
1
13
5
14
16
13
***
31
3
11
6
9
7
8
8
7
8
7
8
7
8
7
8
7
7
8
6
54
1
Cesena Arms Market
30
18
*** GearHead Location Record ***
31
13
10
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
10
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
10
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
10
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
10
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
28
14
2
13
28
14
1
13
29
14
1
13
29
14
1
13
29
14
2
13
28
14
2
13
10
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
10
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
10
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
10
14
1
13
3
14
1
13
1
15
1
13
5
14
1
13
5
14
2
13
10
14
1
13
3
14
1
13
1
14
1
13
5
14
1
13
5
14
31
13
***
11
18
12
19
11
19
11
379
1
8
2
5
1
12
3
6
3
5
1
11
2
1
Cesena Mall
20
15
*** GearHead Location Record ***
21
13
6
14
1
13
1
14
1
13
3
14
1
13
5
14
2
13
6
14
1
13
1
15
1
13
3
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
1
26
3
15
1
26
2
13
3
15
2
13
19
14
1
13
19
14
1
13
19
14
2
13
6
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
3
14
1
13
1
15
2
13
6
14
1
13
5
14
1
13
3
14
1
13
1
14
21
13
***
9
11
9
11
7
213
3
15
11
9
2
1
The Privateers Club
20
15
*** GearHead Location Record ***
21
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
2
13
3
15
2
13
1
26
3
15
1
26
1
13
19
14
1
13
19
14
1
13
19
14
2
13
6
14
1
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
5
14
1
13
5
14
2
13
6
14
1
13
3
14
1
13
1
15
1
13
5
14
2
13
6
14
1
13
3
14
1
13
1
14
1
13
5
14
21
13
***
0
272
1
7
1
11
1
7
1
Alliance Plaza
30
21
*** GearHead Location Record ***
37
13
5
14
1
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
1
13
5
14
13
13
5
14
1
13
5
14
1
13
5
14
14
13
3
14
3
13
3
14
3
13
3
15
8
13
23
14
7
13
23
14
1
13
4
14
2
13
28
14
1
13
29
14
1
13
29
14
1
13
24
14
1
13
4
14
2
13
23
14
7
13
23
14
7
13
23
14
15
13
1
15
10
13
1
26
1
15
1
26
14
13
5
14
7
13
5
14
13
13
5
14
7
13
5
14
13
13
5
14
7
13
5
14
13
13
5
14
7
13
5
14
36
13
***
6
13
17
17
13
18
12
19
11
19
5
25
5
235
5
25
5
25
23
7
23
7
23
7
23
7
23
7
5
1
Cayley Habitation Level
30
30
*** GearHead Location Record ***
37
13
5
14
1
13
5
14
19
13
5
14
1
13
5
14
19
13
5
14
1
13
5
14
19
13
5
14
1
13
5
14
3
13
1
14
17
13
1
15
5
13
1
15
5
13
1
15
14
13
18
14
7
13
4
14
1
26
18
14
1
26
4
14
2
13
4
14
1
15
18
14
1
15
4
14
2
13
4
14
1
15
18
14
1
15
4
14
2
13
4
14
1
15
18
14
1
15
4
14
2
13
4
14
1
26
18
14
1
26
4
14
7
13
18
14
12
13
18
14
1
13
4
14
5
13
20
14
1
15
4
14
4
13
21
14
1
15
4
14
5
13
20
14
1
15
4
14
7
13
18
14
1
13
4
14
7
13
18
14
12
13
18
14
1
13
4
14
7
13
18
14
1
13
4
14
5
13
1
14
1
15
18
14
1
15
4
14
7
13
18
14
1
13
4
14
7
13
18
14
1
13
4
14
10
13
1
15
5
13
1
15
5
13
1
15
15
13
5
14
1
13
5
14
3
13
1
14
15
13
5
14
1
13
5
14
19
13
5
14
1
13
5
14
19
13
5
14
1
13
5
14
42
13
***
110
3
27
3
12
20
6
178
2
29
3
10
4
13
3
10
4
13
3
10
4
13
3
10
4
13
3
9
5
13
5
7
5
13
5
25
3
27
3
27
3
27
5
25
5
25
6
13
1
3
13
13
1
3
13
13
17
13
18
12
11
1
Pirai's Workyard
17
17
*** GearHead Location Record ***
18
13
15
14
2
13
11
14
3
13
1
14
2
13
11
14
1
13
1
14
1
13
1
14
2
13
15
14
2
13
15
14
2
13
15
14
2
13
2
14
1
13
4
14
1
26
1
13
6
14
2
13
1
14
3
13
4
14
1
13
6
14
2
13
2
14
1
13
4
14
1
26
1
13
6
14
2
13
15
14
2
13
15
14
2
13
12
14
1
13
2
14
2
13
6
14
1
13
1
14
1
13
2
14
3
13
1
14
2
13
6
14
3
13
3
14
1
13
2
14
2
13
15
14
18
13
***
0
15
2
14
2
14
2
120
1
11
6
11
6
11
6
10
7
7
44
1
Cayley Steelworks
21
28
*** GearHead Location Record ***
44
13
10
14
4
13
3
14
4
13
10
14
4
13
3
14
4
13
10
14
4
13
3
14
11
13
3
14
4
13
3
14
11
13
3
14
4
13
3
14
12
13
1
15
6
13
1
15
11
13
5
14
2
13
5
14
3
13
5
14
1
13
5
14
2
13
2
14
2
13
1
14
3
13
5
14
1
15
5
14
2
15
3
14
1
13
1
14
3
13
5
14
1
13
5
14
2
13
2
14
2
13
1
14
3
13
3
14
3
13
5
14
2
13
5
14
3
13
3
14
4
13
3
14
11
13
3
14
4
13
3
14
11
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
5
14
1
13
5
14
3
13
3
14
4
13
5
14
1
15
5
14
3
13
3
14
4
13
5
14
1
13
5
14
3
13
3
14
4
13
3
14
3
13
5
14
3
13
3
14
4
13
3
14
5
13
1
15
6
13
1
15
6
13
1
15
6
13
1
15
4
13
19
14
1
13
20
14
1
13
20
14
1
13
20
14
2
13
19
14
22
13
***
442
3
17
5
16
5
16
5
16
5
16
5
17
3
17
1
Cayley Rock Exterior
30
30
*** GearHead Location Record ***
145
1
2
8
12
1
2
6
1
24
1
1
2
6
8
1
1
8
1
1
3
8
10
1
8
6
3
1
3
8
1
1
1
9
2
1
2
8
5
1
1
8
4
1
8
6
4
1
2
8
4
1
2
9
5
1
3
9
3
1
2
6
1
24
1
1
2
6
5
1
1
8
1
9
1
1
1
8
1
1
1
8
8
1
2
8
3
1
2
6
1
27
1
1
2
6
5
1
1
10
1
8
1
9
11
1
1
10
1
9
2
1
8
6
3
1
4
8
11
1
1
9
1
8
2
1
8
6
5
1
1
8
11
1
1
10
1
8
1
9
2
1
1
27
2
6
2
27
2
6
6
1
1
9
3
1
1
8
1
1
1
8
7
1
1
8
17
1
1
8
2
1
1
8
28
1
1
8
8
1
1
8
38
1
1
8
30
1
2
9
1
8
21
1
1
8
1
10
1
8
4
1
1
8
8
1
2
6
13
1
1
9
13
1
5
6
25
1
5
6
9
1
1
8
1
1
1
8
1
1
1
8
3
1
1
8
8
1
2
6
9
1
1
8
2
1
2
10
1
1
1
8
3
1
1
8
1
1
1
8
6
1
2
6
9
1
1
8
3
1
1
8
1
10
3
8
22
1
1
8
1
9
1
8
1
1
1
8
1
9
1
10
1
1
1
8
1
10
1
8
18
1
1
8
3
1
4
8
9
1
1
9
3
1
1
8
10
1
1
8
3
1
1
9
2
1
1
8
7
1
1
8
3
1
1
10
1
8
10
1
1
8
1
1
1
8
1
1
3
8
1
10
7
1
1
8
3
1
1
8
62
1
***
0
900
1
Cesena Station Exterior
30
30
*** GearHead Location Record ***
900
23
***
0
900
1
The Atrium
35
17
*** GearHead Location Record ***
36
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
1
26
3
15
1
26
2
13
3
15
2
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
33
14
1
13
34
14
1
13
34
14
1
13
34
14
2
13
33
14
2
13
9
14
1
13
1
26
3
15
1
26
2
13
3
15
2
13
1
26
3
15
1
26
1
13
1
26
3
15
1
26
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
5
14
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
3
14
1
13
1
15
1
13
5
14
1
13
5
14
1
13
5
14
2
13
9
14
1
13
3
14
1
13
1
14
1
13
5
14
1
13
5
14
1
13
5
14
36
13
***
140
8
27
9
26
10
25
11
24
11
24
11
24
11
24
11
24
10
26
8
131
1
METASCENE:-268
30
30
*** GearHead Location Record ***
900
23
***
0
900
1
METASCENE:-264
30
30
*** GearHead Location Record ***
900
23
***
0
900
1
Athera Station Exterior
30
30
*** GearHead Location Record ***
900
23
***
0
900
-1
0 -7 0 0 0
Stats
0 -14 16 3
0 -14 15 2
0 -14 2 2
0 -14 3 2
0 -14 8 2
0 -14 28 -1
0 7 30 5
0 7 10 1012327
0 7 9 -281
0 7 20 348
0 7 4 270
0 5 2 3
0 7 3 478
0 7 15 288
0 -14 26 -1
0 -14 27 -1
0 -14 34 -1
0 4 4 2
0 4 5 2
0 7 24 5
-1
UPDATE <UPDATEPROPS>
5min <UPDATEPLOTS>
start <UPDATEPLOTS>
HISTORY <...>
HISTORY_1 <Start of Episode 1.>
HISTORY_2 <...>
HISTORY_3 <Start of Episode 2.>
MEMO_8 <Maquise Spinner: Adrianna revealed that there's a reward available for
capturing or killing the spy Chako.>
HISTORY_4 < Phiia hired you to locate and engage a group of raiders.>
HISTORY_5 < You defeated Qualtzee in a duel.>
HISTORY_6 < You convinced Qualtzee to help in the upcoming battle.>
HISTORY_7 < Jinu left before you could learn where the raiders were.>
HISTORY_8 < You nearly died in the S.S. Chored, L3.>
MEMO_2 <Maquise Spinner: Juranchu Suk informed you that there are dangerous mecha
joyriders in Maquise Station Exterior.>
HISTORY_9 < You trailed Jinu to the raider's base in Maquise Station Exterior.>
HISTORY_10 < You fought the raiders, but their leader Harvi wasn't present.>
HISTORY_11 < You decided to visit your friend Character in Athera Spinner.>
HISTORY_12 <...>
HISTORY_13 <Start of Episode 3.>
HISTORY_14 < Character offered to join forces with you against Harvi.>
HISTORY_15 < Neafas left before you could learn where the raiders were.>
HISTORY_16 < You trailed Neafas to the raider's base in Athera Station Exterior.>
HISTORY_17 < You fought Harvi's lancemates, while she left to complete a mission.>
MEMO_15 <Athera Spinner: Liandor in Athera Council Office has ordered the
construction of a building, but progress has mysteriously halted.>
HISTORY_18 < Character joined your lance to go fight Harvi in Athera Station
Exterior.>
Z
0 -16 0 0 0
Stats
-1
name <Plot Thing Collection>
Z
0 16 35 4 0
Stats
0 7 0 8
-1
name <Golden Kithara>
desc <An ornate and technologically sophisticated lyre. It is awarded to those who
perform at Athera Garden Theatre.>
Category <INSTRUMENT>
ELEMENT <I Prefab>
Z
-1
0 4 3 5 0
Stats 3 4
0 2 1 -4
-1
name <Laser Lightshow>
Z
-1
-1
0 21 0 3 0
Stats
0 2 1 -5
-1
Z
-1
-1
-1
0 -18 0 0 0
Stats
0 7 0 9
0 -17 2 3
0 -17 1 86400
-1
Msg <Wow, you did a really great show at Athera Garden, \PC .>
Msg_1 <Everybody's talking about your concert, \PC . Enjoy your fifteen minutes of
fame while it lasts.>
CMsg_1 <ifNPCSociable Accept>
Msg_2 <Hey, I enjoyed your concert.>
CMsg_2 <ifNPCShy Accept>
CMsg_3 <ifNPCEasygoing Accept>
Msg_4 <\PC ! Can I get your autograph? That concert you had was fantastic.>
CMsg_4 <ifNPCPassionate Accept>
CMsg_5 <ifNPCCheerful Accept>
Msg_6 <I didn't really think that your concert at Athera Garden was your best
performance ever. Still, congratulations on a good show.>
CMsg_6 <ifNPCMelancholy Accept>
Msg_7 <You should see how people react when I tell them I knew \PC before you got
famous. Good job at the concert.>
CMsg_7 <ifChatNPCKnown Accept>
Msg_8 <Oh my god, I can't believe I'm talking to \PC ! The concert you had at the
Garden was just wonderful.>
CMsg_8 <ifChatNPCUnknown Accept>
ELEMENT <I Prefab>
Z
-1
-1
0 -18 0 0 0
Stats
0 7 0 12
0 -17 2 2
-1
Msg <The new Hoeller corporate office has opened for business. They have some
shops there, too.>
Msg_1 <Have you seen the new Hoeller office? It's good that there's finally some
new stores here.>
ELEMENT <I Prefab>
Z
-1
-1
0 -18 0 0 0
Stats
0 7 0 33
0 -17 2 3
-1
Msg <Did you hear that someone set off a bomb in the CometBurger factory? I never
thought it could happen here...>
Msg_1 <Everybody's talking about the bomb that went off at CometBurger. I wonder
who could have done something like that...>
CMsg_1 <ifNPCSociable Accept>
Msg_2 <I think I know who planted the bomb at CometBurger, but I can't say until I
find some evidence.>
CMsg_2 <ifNPCShy Accept>
Msg_3 <How could anyone do such a crappy thing to CometBurger? I mean, everybody
loves the food there!>
CMsg_3 <ifNPCEasygoing Accept>
Msg_4 <It's terrible what happened at CometBurger headquarters... but a part of me
thinks they brought it on themselves for serving crappy food.>
CMsg_4 <ifNPCPassionate if# ChatNPCFac 2 Accept>
CMsg_5 <ifNPCCheerful Accept>
CMsg_6 <ifNPCMelancholy Accept>
Msg_7 <Somebody bombed CometBurger! Oh yeah, stickin' it to the man!>
CMsg_7 <ifNPCCriminal if# ChatNPCFac 2 Accept>
Msg_8 <This attack must have been carried out by our enemies. The strange thing
is, if it were MUGL the bomb would have been painted pink, and if it were Hoeller
they would have just sent mecha.>
CMsg_8 <if= ChatNPCFac 2 Accept>
ELEMENT <I Prefab>
Z
-1
-1
0 -18 0 0 0
Stats
0 7 0 53
0 -17 2 10
-1
Msg_1 <What's going to happen to Theles Spinner without the technocrats?>
Msg_2 <Did you hear? Someone went all the way to the top level and killed the
technocrats!>
Msg_10 <This is the time when we should band together. Free from the technocrats,
we can make Theles Spinner a normal place, like all the others.>
CMsg_10 <ifNPCSociable Accept>
Msg_11 <Stay away from me.>
CMsg_11 <ifNPCShy Accept>
Msg_12 <With the technocrats we had chaos. Now with them gone we have chaos. Big
deal.>
CMsg_12 <ifNPCEasygoing Accept>
Msg_13 <Time to get ours, before the FCS security forces arrive and put their
boots to our heads.>
CMsg_13 <ifNPCPassionate Accept>
Msg_14 <Maybe with the technocrats gone, we can build a better society for
ourselves!>
CMsg_14 <ifNPCCheerful Accept>
Msg_15 <The FCS is going to declare martial law while they clean up the mess made
by the last technocrats. I get a feeling the new boss isn't going to be much
different from the old one.>
CMsg_15 <ifNPCMelancholy Accept>
Msg_16 <Pillage and burn! The city belongs to us now!>
CMsg_16 <ifNPCCriminal Accept>
Msg_17 <This isn't going to change anything. Theles Spinner is sick to its core.>
CMsg_17 <ifNPCVillainous Accept>
Msg_18 <I wonder what the death of the technocrats is going to mean for my job...>
CMsg_18 <ifNPCLawful Accept>
Msg_20 <I hear there's a riot on the upper level! I'm gonna go join it!>
CMsg_20 <ifNPCSociable Accept>
Msg_21 <Keep away from me... with society breaking down, the crazies are more
dangerous than ever.>
CMsg_21 <ifNPCShy Accept>
Msg_22 <I got exiled here for being a slacker. Hopefully the new technocrats
aren't going to kick people out for not working like my last spinner did.>
CMsg_22 <ifNPCEasygoing Accept>
Msg_23 <It's about time someone brought a taste of the city floor up to the top
level!>
CMsg_23 <ifNPCPassionate Accept>
Msg_24 <Hooray! Did you hear? The technocrats are dead! I grabbed myself a
vidscreen during the riot!>
CMsg_24 <ifNPCCheerful Accept>
Msg_25 <The technocracy has been beaten, but life down here stays the same.>
CMsg_25 <ifNPCMelancholy Accept>
Msg_26 <It's great that the technocrats are gone, but if the new bosses decide to
close the doors I wonder where all of the exiles will be able to go.>
CMsg_26 <ifNPCCriminal Accept>
Msg_27 <When the FCS installs a new technocrat and brings law to this place,
that's going to be the end of our fun.>
CMsg_27 <ifNPCVillainous Accept>
Msg_28 <I wanted to see the technocrats gone, but is this anarchy really any
better?>
CMsg_28 <ifNPCHeroic Accept>
ELEMENT <I Prefab>
Z
-1
-1
0 11 2 7 0
Stats 6 10
0 7 0 54
0 2 1 -12
0 18 5 1
0 18 6 1
-1
name <Thracian Helmet>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 16 3 12 4 11 5 14 6 14 7 10 8 15
0 5 0 262
0 1 8 11
0 5 12 4
0 5 11 1
0 3 -6 63
0 3 -1 20
0 3 -3 -38
0 3 3 1
0 1 12 11
0 1 26 11
0 1 11 11
0 1 14 11
0 1 30 11
0 1 9 11
0 1 3 11
0 1 7 11
0 1 2 11
0 1 6 11
0 1 1 12
0 1 19 11
0 1 10 11
0 4 2 25000
0 1 33 11
0 1 23 11
0 1 13 11
0 1 5 11
0 1 4 11
0 3 1 4
0 3 0 1
0 2 0 1
-1
HOMETOWN <Cayley Rock>
HOMETOWN_FACTIONS <MAQUI COMET PRIVA HOELL CRIHN L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <asteroid town village destination hometown building public mine
hospital residence CAYLE MAQUI>
JOB <Construction Worker>
JOB_DESIG <LABOR>
NAME <Ovaconma>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 16 3 14 4 14 5 9 6 7 7 6 8 14
0 5 0 264
0 5 12 3
0 5 11 1
0 3 -6 87
0 3 -1 -7
0 3 1 8
0 1 33 13
0 1 26 13
0 1 18 13
0 1 10 13
0 1 9 13
0 1 8 13
0 1 7 13
0 1 6 13
0 1 5 13
0 1 4 13
0 1 3 13
0 1 2 13
0 1 1 14
0 3 3 1
0 2 0 1
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Itred>
ELEMENT <C Prefab>
Z
0 22 0 1 0
Stats
0 7 0 74
0 18 1 1
0 18 2 1
0 2 1 -1
-1
name <Raider's Dataslate>
desc <A dataslate obtained from a rowdy raider.>
Category <ELECTRONICS COMPUTER COMMUNICATIONS>
SDL_PORTRAIT <item_databook.png>
use <if= PlotStatus 5 6 else GoNoUse Alert 1 StoryNote 2 &6_RevealEncounter
ifNPCOK 264 XPV 100>
clue32 <goto use>
clue37 <goto use>
GoNoUse <Print 3>
Msg1 <According to a map saved on this dataslate, the raiders are hiding in Cesena
Station Exterior.>
Msg2 <You learned from a dataslate that the raiders are in Cesena Station
Exterior.>
Msg3 <You no longer have any use for this item.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 14 3 7 4 15 5 9 6 12 7 10 8 19
0 -6 255 -1
0 5 0 287
0 1 8 12
0 1 2 12
0 5 12 1
0 5 11 1
0 3 -6 75
0 3 0 1
0 3 3 1
0 1 13 12
0 1 18 12
0 1 21 12
0 1 26 12
0 1 9 12
0 1 4 12
0 1 3 12
0 1 7 12
0 1 6 12
0 1 1 13
0 1 10 12
0 1 5 12
0 3 -3 76
0 4 2 75000
0 1 28 12
0 1 27 12
0 1 19 12
0 3 1 2
0 2 0 1
0 -7 102 2
0 5 1 1009513
0 5 8 1
-1
HOMETOWN <Galconde Spinner>
HOMETOWN_FACTIONS <RISHI L5LAW ROCKE>
HOMETOWN_GOVERNMENT <RISHI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
research safe GALSP RISHI>
JOB <Actor>
JOB_DESIG <MEDIA>
NAME <Harvi>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 12 0 0 0
Stats
0 7 0 249
-1
name <Henchman's Diary>
desc <An old fashioned paper diary obtained from the mecha of your enemy's
henchman.>
use <Alert 1>
GoNoUse <Print 2>
clue14 <Alert 7>
clue29 <Alert 7>
clue32 <if= PlotStatus 319 6 else GoNoUse ifCodeBreaking HardSkillTar StoryDL else
GoFail Alert 3 Goto GoReveal>
clue34 <Alert 7>
clue37 <if= PlotStatus 319 6 else GoNoUse ifInvestigation SkillTar StoryDL else
GoFail Alert 4 Goto GoReveal>
GoReveal <StoryNote 5 SetEncounterActive -265 WinSubPlot 319 XPV 100>
GoFail <Alert 6>
Msg1 <This diary tells all the mundane details of being a henchman. Still, you're
certain that there must be a clue in it somewhere.>
Msg2 <This diary isn't much use to you anymore.>
Msg3 <You discover a secret code used by the henchman to record his missions.
Apparently, his next mission is going to take place in Athera Spinner.>
Msg4 <You piece together clues from the diary, and conclude that the henchman's
next mission is going to take place in Athera Spinner.>
Msg5 <You learned from the diary that Harvi is headed for Athera Spinner.>
Msg6 <You don't learn anything from the diary.>
Msg7 <You don't think you can learn anything from the diary with this skill.>
ELEMENT <I Prefab>
Z
-1
-1
-1
-1
0 -6 1 0 0
Stats
0 7 10 1012327
0 8 4 -10
0 8 11 -10
0 8 10 10
0 8 9 10
0 8 6 10
0 8 3 10
-1
name <the L5 Council>
desig <MAQUI>
desc <The governing body of Maquise Spinner, organized along meritocratic
principles.>
Context <POLIT>
type <Government>
jobs <CRAFT POLIT>
mecha_colors <75 200 212 49 91 141 200 000 0>
chara_colors <75 200 212>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 2 0 0
Stats
0 7 10 1012327
0 8 15 -10
0 8 13 -10
0 8 8 -10
0 8 7 -10
-1
name <Comet Metalworks>
desig <COMET>
Context <CORPO>
type <Corporate ArenaOK L5PAT>
jobs <CRAFT CORPO TRADE>
mecha_colors <75 200 212 234 180 88 200 000 100>
chara_colors <234 180 88>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
FACRANK_0 <Wage Slave>
FACRANK_1 <Employee of the Month>
FACRANK_2 <Committee Head>
FACRANK_3 <Assistant Junior Manager>
FACRANK_4 <Junior Manager>
FACRANK_5 <Manager>
FACRANK_6 <Senior Manager>
FACRANK_7 <Branch Director>
FACRANK_8 <Vice President>
Z
-1
-1
0 -6 3 0 0
Stats
0 7 24 2
0 7 10 1012327
0 7 12 1
0 8 16 -10
0 8 15 -10
0 8 14 -10
0 8 1 10
0 4 3 4
-1
name <the Silver Knights>
desig <SILKN>
desc <The elite mecha forces of Cesena Spinner, defenders of the L5 Alliance.>
Context <MILIT>
type <Military ArenaOK L5PAT>
jobs <MILIT>
mecha_colors <75 200 212 201 205 229 200 100 0>
chara_colors <150 205 229>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
FACRANK_0 <Hopeful>
FACRANK_1 <Squire>
FACRANK_2 <Apprentice>
FACRANK_3 <Seeker>
FACRANK_4 <Questor>
FACRANK_5 <Knight>
FACRANK_6 <Lord>
FACRANK_7 <Master>
FACRANK_8 <Grand Master>
Z
-1
-1
0 -6 4 0 0
Stats
0 7 10 1012327
0 8 16 10
0 8 14 10
0 8 11 10
0 8 8 -10
0 8 1 -10
-1
name <Aegis Overlord>
desig <AEGIS>
desc <The totalitarian government of Luna.>
CONTEXT <MILIT POLIT>
type <Military Government>
mecha_colors <122 130 130 230 20 130 200 200 0>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 5 0 0
Stats
0 7 10 1012327
-1
name <the Pro Duelist Association>
desig <PDASS>
desc <The association of professional arena pilots.>
CONTEXT <MEDIA>
jobs <ADVEN>
mecha_colors <201 205 229 208 34 51 0 200 0>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 6 0 0
Stats
0 7 10 1012327
0 7 12 1
0 8 16 -10
0 8 15 -10
0 8 14 -10
0 8 8 -10
0 8 10 10
0 8 1 10
-1
name <the Privateer Guild>
desig <PRIVA>
desc <The mercenary mecha forces used by the Free Commerce States and the L5
Alliance.>
Context <MILIT>
mecha <MAQUI COMET>
type <Military Mercenary ArenaOK L5PAT>
jobs <ADVEN MILIT THIEF>
mecha_colors <0 49 83 80 80 85 200 100 0>
chara_colors <20 90 130>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
FACRANK_7 <Captain>
FACRANK_8 <Pirate Lord>
Z
-1
-1
0 -6 7 0 0
Stats
0 7 10 1012327
0 8 15 -10
0 8 13 -10
0 8 8 -10
0 8 2 -10
-1
name <Hoeller Industries>
desig <HOELL>
Context <CORPO>
type <Corporate ArenaOK L5PAT>
jobs <CRAFT CORPO TRADE>
mecha_colors <172 225 175 77 93 83 250 100 0>
chara_colors <170 100 240>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
FACRANK_0 <Wage Slave>
FACRANK_1 <Employee of the Month>
FACRANK_2 <Committee Head>
FACRANK_3 <Assistant Junior Manager>
FACRANK_4 <Junior Manager>
FACRANK_5 <Manager>
FACRANK_6 <Senior Manager>
FACRANK_7 <Branch Director>
FACRANK_8 <Vice President>
Z
-1
-1
0 -6 8 0 0
Stats
0 7 10 1012327
0 8 16 -10
0 8 15 -10
0 8 14 -10
0 8 13 -10
0 8 11 -10
0 8 9 -10
0 8 7 -10
0 8 6 -10
0 8 4 -10
0 8 2 -10
0 8 12 10
-1
name <the Blades of Crihna>
desig <CRIHN>
Context <CRIME>
type <Crime ArenaOK L5PAT EARTH>
jobs <ADVEN THIEF>
mecha_colors <168 153 230 78 150 137 200 0 0>
chara_colors <130 50 20>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 9 0 0
Stats
0 7 10 1012327
0 8 15 -10
0 8 8 -10
0 8 11 10
0 8 10 10
0 8 1 10
0 7 12 1
-1
name <L5Law>
desig <L5LAW>
desc <The law enforcement agency of the Free Commerce States.>
context <POLIC>
type <police ArenaOK L5PAT>
jobs <POLIC>
mecha_colors <70 70 85 75 200 212 200 200 0>
chara_colors <30 30 90>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
FACRANK_1 <Officer>
FACRANK_2 <Investigator>
FACRANK_3 <Detective>
FACRANK_4 <Sergeant>
FACRANK_5 <Junior Inspector>
FACRANK_6 <Inspector>
FACRANK_7 <Superintendent>
FACRANK_8 <Commissioner>
Z
-1
-1
0 -6 10 0 0
Stats
0 7 10 1012327
0 8 15 -10
0 8 8 -10
0 8 9 10
0 8 1 10
-1
name <the Free Commerce States>
desig <FCOMS>
Context <MILIT POLIT>
type <Government Military>
jobs <POLIT MEDIA MILIT>
mecha_colors <244 216 28 116 100 13 152 61 97>
chara_colors <239 198 58>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 11 0 0
Stats
0 7 10 1012327
0 8 12 -10
0 8 8 -10
0 8 1 -10
0 8 16 10
0 8 4 10
0 8 10 10
0 8 9 10
-1
name <the Rishiri Dominion>
desig <RISHI>
Context <POLIT>
type <Government>
jobs <POLIT MILIT>
mecha_colors <122 130 130 244 216 28 200 200 0>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 12 0 0
Stats
0 7 10 1012327
0 8 16 -10
0 8 11 -10
0 8 8 10
-1
name <the Bohemian Collective>
desig <BOHEM>
Context <POLIT>
type <Government>
jobs <POLIT ADVEN FAITH MEDIA>
mecha_colors <49 91 141 208 34 51 150 220 220>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 13 0 0
Stats
0 7 10 1012327
0 8 15 -10
0 8 8 -10
0 8 7 -10
0 8 2 -10
-1
name <MUGL Enterprises>
desig <MUGLE>
desc <This corporation is best known for its character and lifestyle goods.
Recently it has entered the mecha market.>
Context <CORPO>
type <Corporate ArenaOK L5PAT>
jobs <CORPO TRADE MEDIA>
mecha_colors <255 105 180 255 253 208 0 240 240>
chara_colors <200 64 96>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
FACRANK_0 <Wage Slave>
FACRANK_1 <Employee of the Month>
FACRANK_2 <Committee Head>
FACRANK_3 <Assistant Junior Manager>
FACRANK_4 <Junior Manager>
FACRANK_5 <Manager>
FACRANK_6 <Senior Manager>
FACRANK_7 <Branch Director>
FACRANK_8 <Vice President>
Z
-1
-1
0 -6 14 0 0
Stats
0 7 10 1012327
0 7 12 11
0 8 8 -10
0 8 6 -10
0 8 3 -10
0 8 16 10
0 8 11 10
-1
name <the Rocket Stars>
desig <ROCKE>
desc <The elite mecha forces of Yatate Spinner, defenders of the Rishiri
Dominion.>
Context <MILIT>
type <Military L5PAT ArenaOK>
jobs <MILIT ADVEN>
mecha_colors <153 17 153 230 20 130 75 200 212>
chara_colors <153 17 153>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 15 0 0
Stats
0 10 0 -1
0 7 10 1012327
0 8 16 -10
0 8 13 -10
0 8 10 -10
0 8 9 -10
0 8 8 -10
0 8 7 -10
0 8 6 -10
0 8 3 -10
0 8 2 -10
-1
name <the Red Mask Raiders>
desig <REDMA>
Context <CRIME>
type <Crime ArenaOK L5PAT EARTH>
jobs <ADVEN THIEF>
mecha_colors <103 3 45 56 26 81 0 200 80>
chara_colors <150 10 50>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -6 16 0 0
Stats
0 10 0 -1
0 7 10 1012327
0 7 12 4
0 8 14 10
0 8 11 10
0 8 4 10
0 8 15 -10
0 8 8 -10
0 8 6 -10
0 8 3 -10
-1
name <the Aegis Space Force>
desig <AEGSF>
desc <The space navy of Aegis Overlord.>
CONTEXT <MILIT>
type <Military>
mecha_colors <122 130 130 230 20 130 200 200 0>
start <if= PCFac SelfS else GoNoMember ifFactionEnemy SelfS else GoPro1
StartPlot .fired>
.fired <SPECIAL_PLOT_Fired.txt>
GoPro1 <ifG PCFacXP FacXPNeeded else GoCheckPromotion PCFacLevel+ 1 PCFacXP= 0 V+
1 1>
GoCheckPromotion <ifG V1 0 StartPlot .promostory V+ 1 -1>
.promostory <SPECIAL_PLOT_Promotion.txt>
GoNoMember <FacXP= SelfS 0>
Z
-1
-1
0 -14 0 0 0
Stats
-1
name <Artifact Collection>
Z
0 12 0 0 0
Stats
0 2 1 1
0 2 4 20000
-1
name <Crystal Skull>
requires <ITEM PREZERO !Ne>
SDL_PORTRAIT <item_crystalskull.png>
Context <TL_Ne>
desc <A mysterious quartz skull said to date from the stone age.>
ITEM_DESC <It's a skull made from transparent crystal.>
ITEM_HISTORY <Supposedly it was created in the distant past by unknown methods.>
ITEM_USAGE <It's a priceless work of art.>
clue16 <Print 1>
clue29 <Print 2>
clue34 <ifG ComTime V1 else GoNotYet V= 1 ComTime V+ 1 86400 ifUMysticism 12 else
GoFail Print 5 XPV 20 AddCheerful -d3>
GoFail <Mental Print 6>
GoNotYet <Print 4>
clue37 <Print 3>
Msg1 <Though quite good, this skull is not entirely true to anatomy.>
Msg2 <Research has suggested that this skull was made sometime following the
industrial revolution.>
Msg3 <You discover that the jaw detaches. Cool!>
Msg4 <You have already meditated upon the skull today.>
Msg5 <You meditate upon the skull. Your mind is filled with images of death.>
Msg5_1 <You meditate upon the skull. All life must sometime end.>
Msg5_2 <You meditate upon the skull. You reflect on the inevitable mortality of us
all.>
Msg5_3 <You meditate upon the skull. You feel the cold hand of death brush your
spine.>
Msg5_4 <You meditate upon the skull. You, too, will someday die.>
Msg6 <You try to meditate upon the skull but your concentration fails.>
Z
-1
-1
0 21 0 3 0
Stats
0 2 0 2
0 2 4 300
0 2 1 -4
-1
name <Biskup Engine>
requires <ITEM PREZERO !Ne>
Context <TL_Ne>
SDL_PORTRAIT <item_biskupengine.png>
desc <A sphere made of hard, green stone.>
ITEM_DESC <It's an experimental, possibly biological, power source.>
ITEM_HISTORY <It was created in an orbital lab right before the night of fire.>
ITEM_USAGE <It could be a source of great scientific knowledge.>
Clue29 <Print 1>
Msg1 <This is a PreZero organic power source. The device it was supposed to be
connected to was never finished.>
Z
-1
-1
0 4 2 8 0
Stats 2 -2 3 1
0 2 4 500
0 2 1 -7
-1
Name <Peacemaker Revolver>
desc <A very old chemical pistol. This weapon is said to have been owned by a
famous police officer.>
ITEM_DESC <It's an archaic style pistol dating to before the age of superpowers.>
ITEM_HISTORY <This pistol was owned by a succession of police officers, each of
whom died in the line of duty.>
ITEM_USAGE <Supposedly it was a very powerful weapon in its day.>
caliber <.45 Archaic>
requires <ITEM PREZERO !Ne>
SDL_PORTRAIT <item_peacemakerrevolver.png>
Context <TL_Ne>
Z
-1
0 5 2 8 0
Stats 7 6
-1
name <Revolver Cartridge>
caliber <.45 Archaic>
Z
-1
-1
-1
0 4 0 16 0
Stats 2 -1
0 2 1 -7
-1
name <Atomic War Club>
desc <A big, nasty looking technological club.>
ITEM_DESC <It's a fusion powered melee weapon of some kind.>
ITEM_HISTORY <It went missing during its first field test and hasn't been seen
since.>
ITEM_USAGE <We could learn a lot about power generation by examining it.>
type <Blast 7 Brutal ArmorPiercing Burn Mystery>
requires <ITEM PREZERO !Lo>
Context <TL_Lo>
SDL_PORTRAIT <item_mace.png>
Z
-1
-1
0 11 2 5 0
Stats
0 2 1 -9
0 18 6 1
0 2 0 2
-1
name <Chitin Helm>
requires <ITEM PREZERO !Lo>
context <TL_Lo>
desc <An ornate helmet, apparently made of bone. It feels warm to the touch.>
ITEM_DESC <It's an organic helmet made of a bonelike material.>
ITEM_HISTORY <These helmets were produced in great numbers for Pax Europa
commanders.>
ITEM_USAGE <One could learn a lot about biotechnology from examining this helmet.>
Z
-1
-1
0 12 0 0 0
Stats
0 2 4 1000000
-1
name <MAGNUS Emerald>
SDL_PORTRAIT <item_biskupengine.png>
desc <This is a rectangular prism of dark green crystal.>
ITEM_DESC <Although it resembles a gem, it is actually an ancient computer.>
ITEM_HISTORY <It was the control center of an Imperator Zeta weapons factory.>
ITEM_USAGE <There are many secrets that could be extracted from the Emerald.>
requires <ITEM PREZERO !Md>
Context <TL_Md>
Z
-1
-1
0 4 0 20 0
Stats 2 2 3 5
0 2 0 2
0 2 1 -12
-1
name <Bonesword>
desc <A sword made of an organic, bonelike material.>
ITEM_DESC <It's a sword made of bone.>
ITEM_HISTORY <These swords were created for the military brass of Pax Europa.>
ITEM_USAGE <It must be an incredible weapon, even by today's standards.>
type <ArmorPiercing Mystery>
requires <ITEM PREZERO !Md>
Context <TL_Md>
SDL_PORTRAIT <item_bonesword.png>
Z
-1
-1
0 5 5 25 0
Stats 7 1
0 2 4 250000
0 2 1 8
-1
name <Fire of Heaven>
requires <ITEM PREZERO !Md>
Context <TL_Md>
type <Blast 7 Mystery Hyper Armorpiercing Brutal Burn Haywire>
desc <An intricately detailed glowing orb.>
ITEM_DESC <It's a microfusion generator, one of the earliest examples known.>
ITEM_HISTORY <It was created to power a new weapon system, but as far as we know
that weapon was never completed.>
ITEM_USAGE <It's an important scientific artifact.>
Clue29 <Print 1>
Msg1 <This appears to be a primitive but extremely powerful microfusion reactor.
You better handle it carefully or it could explode.>
Z
-1
-1
0 11 2 7 0
Stats 4 10
0 18 6 1
0 18 1 1
0 18 5 1
0 2 1 -12
0 2 0 2
-1
name <Zeron Helmet>
requires <ITEM PREZERO !Hi>
Context <TL_Hi>
desc <A strangely biological helmet>
ITEM_DESC <It's a prototype symbiotic armor created during the age of
superpowers.>
ITEM_HISTORY <According to legend, only one suit of Zeron Armor was ever
produced.>
ITEM_USAGE <The armor is supposed to be very powerful, though its exact
characteristics aren't known.>
Clue29 <Print 1>
Msg1 <A helmet crafted of living tissue. It appears to be powered by feeding off
its wearer's blood.>
Z
-1
-1
0 11 1 8 0
Stats
0 18 6 1
0 18 5 1
0 2 0 2
0 2 1 -4
-1
name <Zeron Armor>
requires <ITEM PREZERO !Hi>
Context <TL_Hi>
desc <A suit of strangely biological armor.>
ITEM_DESC <It's a prototype symbiotic armor created during the age of
superpowers.>
ITEM_HISTORY <According to legend, only one suit of Zeron Armor was ever
produced.>
ITEM_USAGE <The armor is supposed to be very powerful, though its exact
characteristics aren't known.>
Clue29 <Print 1>
Msg1 <A bodysuit crafted of living tissue. It appears to be powered by feeding off
its wearer's blood.>
Z
-1
0 4 3 20 0
Stats 1 6 2 -2 3 1
0 2 1 2
0 2 0 2
-1
name <Mega Smasher>
type <LINE BURN STRAIN MYSTERY>
Z
-1
-1
-1
0 11 3 7 0
Stats
0 18 6 1
0 18 5 1
0 2 0 2
0 2 1 -2
-1
name <Zeron Sleeve>
requires <ITEM PREZERO !Hi>
Context <TL_Hi>
desc <A strangely organic gauntlet.>
ITEM_DESC <It's a prototype symbiotic armor created during the age of
superpowers.>
ITEM_HISTORY <According to legend, only one suit of Zeron Armor was ever
produced.>
ITEM_USAGE <The armor is supposed to be very powerful, though its exact
characteristics aren't known.>
Clue29 <Print 1>
Msg1 <A gauntlet crafted of living tissue. It appears to be powered by feeding off
its wearer's blood.>
Z
-1
0 4 0 12 0
Stats 3 1
0 2 1 -4
0 2 0 2
-1
name <High Frequency Blade>
type <BRUTAL ARMORPIERCING>
Z
-1
-1
-1
0 11 3 7 0
Stats
0 18 6 1
0 18 5 1
0 2 0 2
0 2 1 -2
-1
name <Zeron Sleeve>
requires <ITEM PREZERO !Hi>
Context <TL_Hi>
desc <A strangely organic gauntlet.>
ITEM_DESC <It's a prototype symbiotic armor created during the age of
superpowers.>
ITEM_HISTORY <According to legend, only one suit of Zeron Armor was ever
produced.>
ITEM_USAGE <The armor is supposed to be very powerful, though its exact
characteristics aren't known.>
Clue29 <Print 1>
Msg1 <A gauntlet crafted of living tissue. It appears to be powered by feeding off
its wearer's blood.>
Z
-1
0 4 0 12 0
Stats 3 1
0 2 1 -4
0 2 0 2
-1
name <High Frequency Blade>
type <BRUTAL ARMORPIERCING>
Z
-1
-1
-1
0 11 4 7 0
Stats
0 18 6 1
0 18 5 1
0 2 0 2
0 2 1 -2
-1
name <Zeron Legging>
requires <ITEM PREZERO !Hi>
Context <TL_Hi>
desc <A strangely organic legging.>
ITEM_DESC <It's a prototype symbiotic armor created during the age of
superpowers.>
ITEM_HISTORY <According to legend, only one suit of Zeron Armor was ever
produced.>
ITEM_USAGE <The armor is supposed to be very powerful, though its exact
characteristics aren't known.>
Clue29 <Print 1>
Msg1 <A legging crafted of living tissue. It appears to be powered by feeding off
its wearer's blood.>
Z
-1
0 6 4 7 0
Stats
0 2 0 2
-1
Z
-1
-1
-1
0 12 0 0 0
Stats
0 2 4 25000000
-1
name <IRIA Ruby>
desc <This is a hexagonal prism of blood red crystal.>
ITEM_DESC <It's a PreZero computer core.>
ITEM_HISTORY <It was one of the most important computers in Imperator Zeta.>
ITEM_USAGE <The Ruby contains invaluable lost knowledge... much of which would be
dangerous in the wrong hands.>
requires <ITEM PREZERO !Ex>
Context <TL_Ex>
Z
-1
-1
-1
-1
0 -15 0 0 0
Stats
-1
name <Unique Scene Content>
Z
0 -9 0 0 0
Stats
0 7 13 1
-1
name <Recruitable Random>
requires <*URBAN_X Public Static>
element1 <.>
element2 <Scene Town !Near 1>
element3 <NewNPC 0 2>
team3 <citizens>
teamdata3 <pass>
Z
-1
0 -5 3 0 0
Stats
-1
rumor <%name3% dreams of leaving town and becoming a cavalier.>
*Greeting <*NiceToMeetYou GoCheckMember>
GoCheckMember <if# V1 0 else GoCheckEnemy Goto GoChat>
*GoChat <*MISC_CHATTER>
GoCheckEnemy <IFCHATNPCARCHENEMY else GoOffer EraseRumor Goto GoChat>
GoOffer <ifChatNPCCanJoinLance else GoPine ifG PCRenown ChatNPCRenown else GoPine
ifG React 15 else GoPine NewChat Say 2 AddChat 1 AddChat 2 AddChat 3>
*GoPine <*GodImBored>
result1 <PCAlly %3% History 6 ChatNPCJoinLance V= 1 1 EraseRumor Goto GoWelcome>
*GoWelcome <*WelcomeToLance>
result2 <NewChat Say 3 V= 1 1 EraseRumor AddSociable -d10>
result3 <NewChat Say 4 AddChat 4 AddChat 1>
result4 <NewChat Say 5 V= 1 1 EraseRumor>
Msg2 <Say, you're a cavalier, aren't you? If you're looking for a partner I'd love
to join your crew.>
Msg2_1 <Hey, you're an adventurer, right? I'd like to join your group, if you'd be
willing to have me.>
Msg2_2 <You're a mecha pilot, aren't you? I do a bit of piloting myself. If you
need an assistant I'd love to join up with you.>
Msg3 <I see. That's fine... I'll just stay here, then.>
Msg3_1 <I understand. I won't ask again.>
Msg4 <Well, I mean, it's a dream, isn't it? I want to get out of this place, see
the solar system, have exciting adventures...>
Msg4_1 <Well, you see, I've always wanted to be an adventurer. Of course it's not
as easy as it looks, especially when you're just starting out. I've been
practicing mecha combat on the simulators and I think I'm ready to really begin.>
CMsg4_1 <ifNPCSociable Accept>
Msg4_2 <My reasons are my own. I advise you not to ask again.>
CMsg4_2 <ifNPCShy Accept>
Msg4_3 <Meh. It seemed like a good idea.>
CMsg4_3 <ifNPCEasygoing Accept>
Msg4_4 <I've seen everything there is to see around here. It's time I moved on to
something interesting.>
CMsg4_4 <ifNPCPassionate Accept>
Msg4_5 <Well, it's fun, isn't it? Flying around, piloting mecha, blowing up
stuff... I want to do that myself!>
CMsg4_5 <ifNPCCheerful Accept>
Msg4_6 <The way I see things, I have two choices. I could stay here and die a
boring death of old age. Or, I could go adventure and have an exciting death. I
choose option number two.>
CMsg4_6 <ifNPCMelancholy Accept>
Msg5 <You could be right. Still, I'll never stop dreaming...>
Msg5_1 <I probably am, but that doesn't stop me from wanting to leave...>
Msg6 <%name3% joined your lance.>
Prompt1 <Alright, you can join.>
Prompt1_1 <I could use an extra hand.>
Prompt2 <Sorry, I don't need a lackey.>
Prompt2_1 <Not interested.>
Prompt3 <Why do you want to join me?>
Prompt4 <You're better off where you are.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 2
-1
requires <*URBAN_X Mall Static>
name <Student Moocher>
element1 <Prefab>
team1 <Citizens>
teamdata1 <pass>
Z
0 2 0 0 0
Stats 1 10 2 7 3 9 4 9 5 9 6 8 7 9 8 8
0 5 0 134
0 3 -7 21
0 3 0 1
0 3 -3 50
0 3 1 4
0 2 0 1
0 1 19 5
0 1 27 1
-1
JOB <STUDENT>
NAME <Chuno Ho>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*Greeting <*NiceToMeetYou GoMooch>
GoMooch <if= v%id%01 0 else .%id%_GoCheckTime NewChat Say %id%01 AddChat %id%01
AddChat %id%02>
.%id%_GoCheckTime <if# v%id%01 -1 else .%id%_GoNothing ifG ComTime v%id%01 else
.%id%_GoWait ifNPCLawful else .%id%_GoChaos Goto .%id%_GoLaw>
.%id%_GoWait <NewChat Say %id%02>
.%id%_GoNothing <NewChat SayAnything>
.%id%_GoChaos <NewChat SayAnything AddChat %id%03>
.%id%_GoLaw <NewChat Say %id%09 AddChat %id%06 AddChat %id%07>
result%id%01 <NewChat Say %id%04 V= %id%01 ComTime V+ %id%01 86543 AddReact 15
AddSociable d6 Cash+ -500>
result%id%02 <NewChat Say %id%03 V= %id%01 -1>
result%id%03 <NewChat Say %id%05 V= %id%01 -1 AddChat %id%04 AddChat %id%05>
result%id%04 <NewChat ifConversation 10 else .%id%_GoR4Fail Say %id%06 CashPrize
500>
.%id%_GoR4Fail <Say %id%07>
result%id%05 <NewChat ifIntimidation 5 else .%id%_GoR5Fail Say %id%06 CashPrize
500>
.%id%_GoR5Fail <Say %id%08>
result%id%06 <NewChat Say %id%10 V= %id%01 -1 AddReact 5 AddHeroic 1>
result%id%07 <NewChat Say %id%11 V= %id%01 -1 CashPrize 500>
Msg%id%01 <Hey, could I ask you a big favor? I need a loan of $500. If you could
give this to me I'd pay you back tomorrow.>
Msg%id%02 <I'll pay you back tomorrow. Really!>
Msg%id%03 <I understand.>
Msg%id%04 <Thanks! You're a real life-saver! I won't forget this!>
Msg%id%05 <Money? I don't remember anything about any money. What are you talking
about?>
Msg%id%06 <Alright, you can have it back... here. You're pretty sharp for an old-
timer. I'll be seeing you around.>
Msg%id%07 <I really don't know what you're talking about. Are you sure you don't
have me confused with someone else? I've heard that forgetfulness is a common
symptom of old age.>
Msg%id%08 <I don't have the money! Beat me up if you want, you're still not going
to get anything...>
Msg%id%09 <Here's the money I owe you. Thank you very much for the help
yesterday.>
Msg%id%10 <Really? That's so generous. I won't forget your kindness!>
Msg%id%11 <Here you go. If ever you need help, I'll do my best.>
Prompt%id%01 <Sure, I could do that.>
CPrompt%id%01 <ifG PC$ 499 Accept>
Prompt%id%02 <Sorry, kid, I can't.>
Prompt%id%03 <Hey, where's my money?>
Prompt%id%04 <I loaned you some money yesterday!>
Prompt%id%05 <Look, give me the money, or I'll get rough...>
Prompt%id%06 <Forget it, you can keep it.>
Prompt%id%07 <You're welcome.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 3
-1
requires <*URBAN_X Sleazy Static>
name <Recruitable Bandit>
element1 <Prefab>
team1 <citizens>
teamdata1 <pass>
SURRENDER%1% <if= L%id%01 0 XPV 100 L= %id%01 1 ForceChat %1% GrabNPC %1%
GSetNAtt NAG_Location NAS_Team CitizensTeam>
Z
0 2 0 0 0
Stats 1 14 2 11 3 15 4 12 5 8 6 5 7 11 8 8
0 5 0 135
0 5 12 1
0 5 11 4
0 3 -6 106
0 3 -4 -14
0 3 -5 -43
0 3 1 17
0 3 0 1
0 2 0 1
0 3 -1 -50
0 3 -2 -50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 15
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 13 14
0 1 26 14
0 1 33 14
-1
job_desig <THIEF>
JOB <BANDIT>
NAME <Skyly>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
rumor <%name1% really likes to fight.>
special <NOESCAPE NOPLOTS UNLISTED>
greeting <if= V1 1 else GoCheckSurrender NewChat SayAnything>
GoCheckSurrender <ifNPCSurrendered ChatNPCID else GoFirstTime Goto GoGainLM>
GoGainLM <PCAlly ChatNPCID AddReact 20 NewChat Say 1 History 5 Goto GoPlacate>
GoPlacate <V= 1 1 UnSurrender ChatNPCID GrabSource GSetSAtt special .nothing>
GoFirstTime <EndChat Say 2 AddChat 1 AddChat 2>
result1 <ifIntimidation 20 else GoAttack Goto GoGainLM>
GoAttack <EndChat Say 3 SoloAttack ChatNPCID>
result2 <EndChat Say 4 AddRenown -5 Goto GoPlacate>
Msg1 <You're a really strong fighter. I'd like to hang with you, if that's
cool...>
Msg2 <You're breathing my air, spongenuts. Better clear out before I decide to off
you.>
Msg3 <You wanna die? Okay, I was looking for something to liven up today
anyhow...>
Msg4 <Hah, that's right, run away little sheep... Go back to yer mommy...>
Msg5 <%name1% joined your lance after you defeated \OPR %1% in combat.>
Prompt1 <Don't threaten me.>
Prompt2 <Sorry, I'll be going now...>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 4
-1
name <Dungeon Medic>
requires <*DUNGEON_REWARD GROUND>
element1 <Prefab>
team1 <Citizen>
teamdata1 <pass>
Z
0 2 0 0 0
Stats 1 11 2 13 3 11 4 8 5 16 6 6 7 12 8 13
0 5 0 136
0 3 -3 99
0 3 1 8
0 2 0 1
0 3 -1 50
0 3 -5 50
0 1 19 5
0 1 20 5
-1
job_desig <MEDIC>
JOB <NURSE>
NAME <Buckes>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMain>
GoMain <NewChat Say 1 AddChat 1 AddChat 2>
result1 <EndChat Say 2 shop .nowares Say 3>
result2 <NewChat Say 4>
Msg1 <This is a pretty dangerous place. If you've been injured, I could give you
some help.>
Msg2 <I'm not equipped to deal with everything, but I should be able to patch
things up until you get back to the surface.>
Msg3 <Happy exploring!>
Msg4 <If ever you do need help you know where you can find me.>
Prompt1 <I could use a bit of that, yeah.>
Prompt2 <No thanks, I'm doing fine.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 5
-1
name <Mine Treasure>
requires <*DUNGEON_DECOR (Mine|derelict) !Ex ~Asteroid>
element1 <Prefab>
element2 <Prefab>
teamdata2 <sd enemy>
start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01
Goto %pop%>
msg%id%01 <The walls of this level have been sliced erratically.>
Z
0 12 0 0 0
Stats
0 2 1 2
0 2 4 12000000
-1
name <Ruby>
desc <An enormous red jewel.>
Clue29 <Print 1 if= V1 0 V= 1 1 SkillXP 29 100>
Clue37 <Print 2 if= V2 0 V= 2 1 SkillXP 37 100>
Msg1 <Jewels like this are often formed on asteroids, but this one is
exceptionally large.>
Msg2 <This jewel is both large and flawless. It must be worth a lot of money.>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 16 3 11 4 13 5 16 6 1 7 1 8 1
0 5 0 137
0 18 5 1
0 2 6 95
0 1 8 15
0 1 10 10
0 1 13 10
0 1 33 10
0 16 8 1
0 16 7 1
-1
Name <MURDER MACHINE>
roguechar <R>
SDL_SPRITE <monster_workbot.png>
SDL_COLORS <166 47 32 201 205 225 210 0 100>
type <robot factory ruins>
clue29 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut Flay V= 1 1 ifG SkRoll 29 10 else GoFail
Print 1 GiveSTC .stcdesc>
.stcdesc <SPAREPARTS-1>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You extract some spare parts from the wreckage of this robot.>
Msg2 <You try to get some spare parts from this robot, but don't find anything
worth keeping.>
Msg3 <You've already dismantled this robot.>
JOB <ANIMAL>
Z
-1
0 1 1 6 0
Stats 1 5
-1
Z
-1
0 7 1 1 0
Stats
-1
Z
0 4 0 16 0
Stats 2 1 3 3
0 2 1 4
-1
name <Buzzsaw>
type <BRUTAL>
Z
-1
-1
-1
-1
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 6
-1
name <Dead Miner>
requires <*DUNGEON_DECOR Mine Space Ruin>
element1 <prefab>
element2 <prefab>
place2 <1>
Z
0 15 0 5 0
Stats
0 2 1 170
-1
name <Dead Miner>
desc <A dead miner>
SDL_Sprite <prop_body.png>
roguechar <!>
clue16 <Print %id%06>
clue20 <Print %id%07>
clue23 <Print %id%07>
clue29 <Print %id%06>
clue34 <Print %id%08 if= v%id%02 0 XPV 50 V= %id%02 1>
clue37 <Print %id%06>
use <if= v%id%01 0 else GoLeft ifYesNo %id%01 %id%02 %id%03 else GoLeave goto
GoRummage>
GoLeave <v= %id%01 2 AddHeroic 1>
GoRummage <V= %id%01 1 Print %id%05 CASHPRIZE d50 GiveItem %2% AddPragmatic 3>
GoLeft <if= v%id%01 2 else GoRummaged Print %id%01>
GoRummaged <Print %id%04>
Msg%id%01 <A dead miner lies on the ground before you, his spacesuit torn and
helmet cracked.>
Msg%id%02 <Rummage through his belongings.>
Msg%id%03 <Leave him.>
Msg%id%04 <A dead miner lies here, his corpse desecrated.>
Msg%id%05 <Cutting open what remains of his spacesuit, you find a couple of
credits and an old silver harmonica.>
Msg%id%06 <This man died of asphyxiation when his spacesuit lost pressure because
of damage.>
Msg%id%07 <It's too late for that. Perhaps if you had been here at the time when
he died...>
Msg%id%08 <You say a prayer for the soul of the deceased.>
Z
-1
-1
0 16 35 2 0
Stats
-1
name <Old Harmonica>
desc <Scratches and dents cover the silver surface of this instrument.>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 7
-1
name <Careless Samurai>
requires <*DUNGEON_GOAL>
Element1 <Prefab>
Element2 <.>
Element3 <Scene Building Public !Near 2>
Element4 <Prefab>
Place4 <3 SD Ally>
Z
0 4 0 9 0
Stats 2 3 3 5
0 2 1 -5
0 2 5 5
-1
Name <Heirloom Katana>
desc <A PreZero sword of great antiquity.>
SDL_PORTRAIT <item_katana.png>
type <ARMORPIERCING>
Z
-1
-1
0 2 0 0 0
Stats 1 18 2 13 3 11 4 16 5 11 6 17 7 9 8 7
0 5 0 138
0 3 -6 50
0 1 7 9
0 1 6 9
0 5 12 3
0 5 11 3
0 3 -2 12
0 3 -5 98
0 3 1 20
0 2 0 1
0 3 -7 -87
0 3 -4 -50
0 3 3 1
0 1 1 9
0 1 2 9
0 1 3 10
0 1 4 9
0 1 5 9
0 1 8 9
0 1 9 9
0 1 10 9
0 1 11 9
0 1 12 9
0 1 13 9
0 1 14 9
0 1 18 9
0 1 26 9
0 1 30 9
0 1 33 9
0 1 34 9
-1
job_desig <FAITH>
job <Samurai>
NAME <Nike>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 4 0 0
Stats
-1
rumor <%name4% lost something precious in %name2%.>
greeting <if= V1 0 else GoSolvedCase ifChatNPCSurrendered else GoAskAbout PCAlly
%4% NewChat Say 2 History 3 Goto GoSurrender>
GoSurrender <UnSurrender %4% SetNPCTeam %4% V2 Goto GoResolve>
GoResolve <V= 1 1 EraseRumor>
GoAskAbout <ifChatNPCInPlay else GoNotHere NewChat Say 1 AddChat 1 AddChat 2
AddChat 3 ifItemDestroyed %1% Goto GoResolve>
*GoSolvedCase <*MISC_CHATTER>
*GoNotHere <*IAmBusy&OnPhone>
result1 <PCAlly %4% AddLawful 1 AddReact d20 NewChat Say 4 History 5 DeleteItem
%1% Goto GoResolve>
result2 <ifG ChatNPCRenown PCRenown else GoR2Fail EndChat Say 6 V= 2 ChatNPCTeam
SoloAttack %4%>
GoR2Fail <PCEnemy %4% NewChat Say 7 Goto GoResolve>
Msg1 <I have shamed myself deeply... While exploring %name2% I lost my ancestral
weapon. It was a priceless artifact, and can never be replaced.>
Msg2 <You have proven that you are far more worthy of the blade than I... I pledge
alleigance to you, and hope to learn from your example.>
Msg3 <You bested %name4% in combat, and \SPR %4% chose to follow you.>
Msg4 <Yes, it is! Thank you... Truly, you are a fearsome warrior with a noble
heart. I pledge to aid you and to learn from your greatness.>
Msg5 <You returned %name4%'s katana, so \SPR %4% pledged to aid you.>
Msg6 <You think you are worthy to wield that blade? I will show you your true
value!>
Msg7 <Fine. I have proven myself unworthy to posess that blade any longer... but
do not think that I will forget what you have taken from me.>
Prompt1 <Is this it? [Give Katana]>
CPrompt1 <ifKeyItem %1% Accept>
Prompt2 <I found it... and I intend to keep it.>
CPrompt2 <ifKeyItem %1% Accept>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 8
-1
requires <*RISSP_SFHQ_Content>
minimap <............1.......#&+&#>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 15 2 11 3 13 4 12 5 9 6 12 7 9 8 14
0 5 0 139
0 5 12 7
0 1 42 14
0 5 11 42
0 3 -6 88
0 3 -1 50
0 3 -4 19
0 3 -3 50
0 3 1 7
0 3 0 1
0 5 2 11
0 2 0 1
0 3 3 1
0 1 1 13
0 1 2 13
0 1 3 13
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 18 13
0 1 26 13
0 1 33 13
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Vistery>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <NOPLOTS>
greeting <if# ChatNPCFac 0 else GoCheckEligibility if= PCFac ChatNPCFac else
GoCheckFaction Goto GoTrain>
*GoTrain <*SKILL_TRAINING GoGoodbye>
*GoCheckEligibility <*ENEMY_CHECK GoCheckFaction ChatNPCFac GoNil>
GoCheckFaction <NewChat Say 1 AddChat 1 AddChat 2>
*GoJoin <*FACTION_JOIN_ACCEPT ChatNPCFac>
result1 <ifG PCRenown 19 else GoR1Fail NewChat Say 3 AddChat 4 AddChat 5>
GoR1Fail <NewChat Say 4>
result2 <NewChat Say 2 AddChat 1 AddChat 3>
*result3 <*GoodBye>
result4 <Goto GoJoin>
result5 <Goto result3>
Msg1 <The Rishiri Space Force is looking for skilled volunteers. We are creating a
brand new mecha brigade to defend our colonies against all threats.>
Msg2 <In a sense they are, yes, but the Rocket Stars are a mercenary force. The
Rishiri Space Force will be a traditional militiary under the direct control of
the technocracy.>
Msg3 <Hm. Looking over your resume, it seems that you do have the necessary
skills. I can offer you a position in the forces right away.>
Msg4 <I'm sorry, but I'm afraid that you don't quite have the skills we're looking
for. Feel free to reapply later, though.>
Prompt1 <I'd like to apply.>
CPrompt1 <if= PCFac 0 Accept>
Prompt2 <Aren't the Rocket Stars Rishiri's defenders?>
Prompt3 <Well, good luck with that.>
Prompt4 <Sign me up.>
Prompt5 <No thanks, I just wanted to see if I qualified.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 9
-1
requires <*RISSP_SFHQ_Content>
minimap <............1.......#---#>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 6 2 8 3 10 4 12 5 13 6 10 7 10 8 9
0 5 0 140
0 3 -1 -19
0 3 -4 -45
0 3 1 15
0 1 15 10
0 5 2 4
0 2 0 1
0 3 -2 120
0 1 21 10
0 1 23 5
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Ezoalt>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <NOPLOTS>
greeting <if# PCFac 11 else GoOpenShop if# PCFac 4 else GoOpenShop if# PCFac 16
else GoOpenShop NewChat Say 1>
GoOpenShop <NewChat Say 2 AddChat 1 AddChat 2>
result1 <EndChat Say 3 Shop .wares Goto result2>
.wares <MECHA MEXTRA>
*result2 <*GoodBye>
Msg1 <This shop is for members of the Rishiri Space Force only. Sorry.>
Msg2 <The Aegis Council has pledged its support to Rishiri Spinner. I have a
selection of military supplies from Luna for distribution to the Rishiri Space
Force.>
Msg3 <Lunar mecha are made from high grade ceramics. You won't find this kind of
technology anywhere else in the solar system.>
Prompt1 <Let me take a look.>
Prompt2 <Thanks, but I prefer to buy local.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 10
-1
requires <*RISSP_L5AE_Content>
minimap <............1.......#&+&#>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 13 2 10 3 13 4 13 5 12 6 14 7 15 8 16
0 5 0 141
0 3 -4 72
0 3 1 -2
0 3 0 1
0 5 2 4
0 2 0 1
0 3 -6 59
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
job <Ambassador>
NAME <Elhow>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <NOPLOTS>
*greeting <*NiceToMeetYou GoTalk>
GoTalk <NewChat Say 1 AddChat 1 AddChat 2 EraseSpecial>
result1 <NewChat Say 2 AddChat 3 AddChat 4>
result2 <NewChat Say 3 AddChat 5 AddChat 4>
result3 <NewChat Say 4 AddChat 6 AddChat 7>
result4 <NewChat Say 5 AddChat 8 AddChat 2 AddChat 9 AddChat 10>
result5 <NewChat Say 6 AddChat 11 AddChat 7>
result6 <NewChat Say 7 AddChat 12>
result7 <Goto result4>
result8 <Goto result1>
result9 <NewChat Say 8 AddChat 12>
*result10 <*GoodBye>
result11 <NewChat Say 9 AddChat 12>
result12 <Goto result4>
Msg1 <I am the representative of Aegis Overlord in the L5 region. The government
of Luna pledges its full support for the city of Rishiri and all of the spinner
colonies.>
Msg2 <Many kinds. There is a lot of trade between Luna and L5. We have an ongoing
technological exchange with Galconde Spinner. In addition, we provide military
support in the form of the Aegis Space Force.>
Msg3 <Luna is the oldest federation in the solar system, having existed since
before the fall of Pax Europa. The colonies of Luna are united peacefully under
Aegis Overlord. We are eager to share our knowledge and experience with other
worlds.>
Msg4 <They are certainly misguided in their alliance with Earth, but their
citizens should not be made to suffer for the faults of their leaders. Aegis
Overlord wishes them no ill.>
Msg5 <What else do you wish to know?>
Msg6 <That it was damaged by a meteor strike and rebuilt by Aegis Overlord? Yes,
that is true. No expense was spared to restore the dome to its original glory.>
Msg7 <Crihna Rock had no citizens; it was not a legitimate political entity.
Besides, Aegis had nothing to do with its destruction. That decision was made by
Admiral Haarast himself.>
Msg8 <It's a remarkable city, as fine as any on Luna. I've told Merdon many times
that he has the gravity turned up a bit too high but he apparently thinks I'm
joking.>
Msg9 <That's very odd. If Tycho Madang were truly destroyed by Aegis forces,
surely it would be impossible to keep something like that a secret. I'd advise you
to not believe all the anti-Lunar propaganda being spread by Earth.>
Prompt1 <What kind of support are you talking about?>
Prompt2 <Tell me a bit about Luna.>
Prompt3 <What about the L5 Alliance?>
Prompt4 <How nice.>
Prompt4_1 <Good for you.>
Prompt5 <Is it true what they say about Tycho Madang?>
Prompt6 <Were the citizens of Crihna Rock misguided too?>
Prompt7 <I see. Let's talk about something else.>
Prompt7_1 <Aha. Let's talk about something else.>
Prompt8 <What kind of support do you give to L5?>
Prompt9 <How do you like Rishiri Spinner?>
Prompt10 <That's all for now.>
Prompt11 <Actually, I heard that it was destroyed by Aegis.>
Prompt12 <I have another question.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 11
-1
requires <*GALSP_NI_Content>
minimap <............1.......##+##>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 8 2 9 3 11 4 14 5 15 6 9 7 18 8 7
0 5 0 142
0 3 -6 14
0 3 -4 25
0 3 1 -1
0 3 0 1
0 2 0 1
0 1 11 3
0 1 15 5
0 1 17 5
0 1 22 10
0 1 29 10
0 1 31 5
-1
job_desig <ACADE>
job <Technology Professor>
NAME <Skylyran>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoSchool>
GoSchool <NewChat Say 1 AddChat 1 AddChat 2>
Result1 <EndChat Say 2 School .skills Goto Result2>
.skills <16 22 24 29 38>
*Result2 <*GoodBye>
Msg1 <The Nova Initiative has programs for both research and education. Our doors
are open to all people with an interest in science.>
Msg2 <Certainly. What subject do you want to know more about?>
Prompt1 <I'd like to study here.>
Prompt2 <No thanks, I've had enough schooling.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 12
-1
requires <*GALSP_NI_Content>
minimap <#.2.#.......1.......##+##>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Element2 <Prefab>
Z
0 2 0 0 0
Stats 1 9 2 5 3 8 4 15 5 14 6 11 7 20 8 6
0 5 0 143
0 3 -5 18
0 3 1 2
0 3 0 1
0 2 0 1
0 1 11 3
0 1 15 5
0 1 17 5
0 1 22 10
0 1 29 10
0 1 31 5
-1
job_desig <ACADE>
JOB <SCIENTIST>
NAME <Jinodlu>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 10 0
Stats
-1
name <Physics Apparatus>
SDL_SPRITE <prop_displaycase.png>
roguechar <+>
use <Print 1>
clue29 <ifG ComTime V1 else GoBeenBefore V= 1 NextDay Reputation 7 d4 MENTAL
ifUScience 10 else GoNoDice ifG PCRep 7 -d100 else GoNoDice Print 2 XPV 150>
GoNoDice <Print 3>
GoBeenBefore <Print 4>
Msg1 <It's a classical physics workbench.>
Msg2 <You conduct an experiment. You feel that your understanding of the universe
has improved.>
Msg3 <You conduct an experiment.>
Msg4 <You've already done an experiment today.>
Z
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 13
-1
requires <*GALSP_TO_Content>
content <Required *DECOR_FOR_SHOP %1% Local>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 9 2 10 3 7 4 8 5 14 6 12 7 9 8 8
0 5 0 144
0 3 1 12
0 3 -3 50
0 3 -2 50
0 3 -1 50
0 3 0 1
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 15
0 1 23 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
name <Fabrianne>
SDL_Portrait <por_f_musical(J--).png>
SDL_Colors <80 80 85 245 213 160 168 133 230>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoCheckGift>
GoCheckGift <if= V1 0 else GoOpenShop ifG React 50 else GoOpenShop ifG PCHeroism
25 else GoOpenShop ifChatNPCKnown else GoOpenShop NewChat say 1 AddChat 1 AddChat
2>
GoOpenShop <NewChat Say 2 AddChat 3 AddChat 4 AddChat 5>
Result1 <NewChat Say 3 History 4 V= 1 1 AddChat 6 AddChat 7 AddChat 4 AddReact
d20>
Result2 <NewChat Say 5 History 6 V= 1 -1 AddSociable -d6 RandomMecha .facs 30>
.facs <GENERAL ROCKE>
Result3 <EndChat Say 7 Shop .wares Goto Result4>
.wares <MEXTRA TOOL>
*Result4 <*GoodBye>
Result5 <EndChat Say 8 School .skills Goto Result4>
.skills <15 18 23 31 38>
Result6 <Goto result5>
Result7 <Goto result3>
Msg1 <I've been following your adventures, \PC , and I'd like to help you out. If
you want I can teach you some things about mecha design.>
Msg2 <If you want to upgrade your mecha you've come to the right place. Galconde
is where all the new technologies appear first.>
Msg3 <Great! Whenever you need training, just come and ask. Would you like to do
that right away?>
Msg4 <%name1% in Galconde Spinner agreed to teach you about mecha design.>
Msg5 <Fair enough. You can have this mecha, then. Its original owner couldn't
afford to pay for the work I did on it, but I don't have any use for it myself, so
now it's yours.>
Msg6 <%name1% in Galconde Spinner gave you a free mecha.>
Msg7 <The key to building a good mecha is having the right parts. If you can't
find what you need right now then come back again tomorrow.>
Msg8 <While it's important to have the right parts when designing a mek, that's
not going to help much if you don't know how to put them together.>
Prompt1 <I'd like that.>
Prompt2 <Really, some free gear would be more helpful.>
Prompt3 <I'd like to see what you have.>
Prompt4 <Sorry, but I don't need anything right now.>
Prompt5 <I want to study mecha design with you.>
CPrompt5 <if= V1 1 Accept>
Prompt6 <Alright, let's train.>
Prompt7 <Not now, but I do need your other services.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 14
-1
requires <*GALSP_Guyatt_Content>
minimap <............1.......##+##>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 10 2 7 3 8 4 12 5 17 6 14 7 18 8 10
0 5 0 145
0 3 -3 50
0 3 -5 -50
0 3 -1 50
0 3 1 21
0 2 0 1
0 3 -7 60
0 1 16 5
0 1 20 10
0 1 21 15
0 1 24 10
-1
job_desig <MEDIC>
JOB <CYBERDOC>
name <Freedman>
SDL_Portrait <por_m_guy4(A-Y).png>
SDL_Colors <201 205 229 255 230 210 255 120 80>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
GoShop <NewChat Say 1 AddChat 1 AddChat 2>
result1 <EndChat Say 2 Shop .wares Goto result2>
.wares <MEDICINE CYBERWARE>
Keywords <MEDICINE CYBERWARE>
*result2 <*GOODBYE>
Msg1 <Guyatt Medical is primarily a research hospital, but we also offer
conventional medical services. Is there anything I could help you with?>
Msg2_1 <Let me see what the body scan says... Hm, disappointing. You don't have
any rare diseases.>
Msg2_2 <Let me see what the body scan says... Strange. Did you know you have a
dark spot in your brain?>
Msg2_3 <Let me see what the body scan says... Not bad. Perfectly boring, in fact.>
Prompt1 <I think there is.>
Prompt2 <Not today, thanks.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 15
-1
requires <*YATSP_RB2_Content>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
element2 <Prefab>
team2 <Citizens>
teamdata2 <ally pass>
minimap <#...#..2....1.......#---#>
Z
0 2 0 0 0
Stats 1 15 2 11 3 11 4 11 5 10 6 14 7 9 8 15
0 5 0 146
0 3 -6 65
0 3 -7 -50
0 3 -3 50
0 3 1 42
0 2 0 1
0 3 -4 -60
0 3 -1 60
0 5 2 14
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 5
0 1 7 5
0 1 8 5
0 1 9 5
0 1 10 5
0 1 12 10
0 1 17 10
0 1 26 5
0 1 33 5
0 1 42 10
-1
job_desig <MILIT>
job <Mentor>
name <Kynan>
SDL_PORTRAIT <por_m_kynan(OC-).png>
SDL_COLORS <166 47 32 255 212 195 115 100 13>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 12 3 10 4 9 5 11 6 17 7 10 8 18
0 5 0 147
0 1 10 14
0 1 9 14
0 1 8 14
0 1 7 14
0 1 6 14
0 1 5 14
0 1 4 14
0 1 3 14
0 1 1 14
0 5 12 9
0 1 2 15
0 5 11 2
0 3 3 1
0 3 -1 50
0 3 -5 -50
0 3 -3 50
0 3 -4 -50
0 3 0 1
0 3 1 -3
0 5 2 14
0 2 0 1
0 3 -6 100
0 1 19 14
0 1 21 14
0 1 26 14
0 1 27 14
0 1 28 14
0 1 35 14
-1
job_desig <MEDIA>
job <Musician>
name <Leppiu>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
greeting <if= PCFac ChatNPCFac else GoChat ifChatNPCUnknown else GoTeach EndChat
Say 3 AddCHat 3>
GoTeach <NewChat Say 1 AddChat 1 AddChat 2>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2 School .skills Goto result2>
.skills <11 18 19 37 39 42>
*result2 <*GoodBye>
result3 <Goto GoTeach>
Msg1 <Life is a process of reinventing oneself. When you stop learning, it means
you have achieved either perfection or death. I, being relatively closer to that
state, know more about these things than you.>
Msg2 <A Star needs to master three skills. The first is the ability to avoid
dying; it's quite handy. The second is the ability to see things as they really
are. The third is the ability to look cool at all times. Everything else is just
details.>
Msg3 <\PC . I have been watching your advancement... Remember this, that legends
are written of the bold. Someday you may become legend, but for right now I
suggest you concentrate on simply being.>
Prompt1 <Teach me something.>
Prompt2 <I don't have time for this.>
Prompt3 <[Continue]>
Z
-1
-1
0 -5 2 0 0
Stats
-1
greeting <if= PCFac ChatNPCFac else GoChat NewChat Say 1 AddChat 1 AddChat 2>
GoChat <NewChat SayAnything>
*GoEnd <*GoodBye>
result1 <EndChat Say 2 School .skills Goto GoEnd>
.skills <27 28 35 43>
result2 <NewChat Say 3>
Msg1 <Welcome to the hall of Master Kynan. Do you like my song? I could teach it
to you.>
Msg2 <Without music, a warrior's heart is filled only with death. Take this song
and make it your own.>
Msg3 <That's so sad... You must feel very empty inside.>
Prompt1 <I'd enjoy that.>
Prompt2 <Sorry, I'm not a musician.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 16
-1
requires <*YATSP_RB2_Content>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
minimap <............1.......#---#>
Z
0 2 0 0 0
Stats 1 15 2 11 3 11 4 11 5 10 6 14 7 9 8 15
0 5 0 148
0 3 -3 50
0 3 1 8
0 1 21 13
0 2 0 1
0 3 -4 -60
0 3 -1 -50
0 5 2 14
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 5
0 1 7 5
0 1 8 5
0 1 9 5
0 1 10 5
0 1 12 10
0 1 17 10
0 1 26 5
0 1 33 5
0 1 42 10
-1
job_desig <MILIT>
job <Weaponmaster>
name <Jondi Syd>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <UNLISTED>
Greeting <if= PCFac ChatNPCFac else GoChat NewChat Say 1 AddChat 1 AddChat 2>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2 Shop .wares Goto result2>
.wares <WEAPON EXOTIC ARMOR>
*result2 <*GoodBye>
Msg1 <You can tell the worth of a pilot by the gear he carries. Looking at you,
it's obviously time for an upgrade.>
Msg2 <These weapons are the finest in all of space. Use them well, and look good
while doing so.>
Prompt1 <I could use some new gear.>
Prompt2 <Right now I've got everything I need.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 17
-1
requires <*YATSP_RB2_Content>
element1 <Prefab>
team1 <Guards>
teamdata1 <ally pass>
minimap <............1.......##+##>
Z
0 2 0 0 0
Stats 1 15 2 12 3 11 4 11 5 13 6 11 7 12 8 16
0 5 0 149
0 5 12 1
0 5 11 12
0 3 -6 74
0 3 -5 -24
0 3 1 -2
0 2 0 1
0 3 3 1
0 3 -4 -16
0 3 -1 50
0 5 2 14
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 12 13
0 1 17 12
0 1 26 12
0 1 33 12
0 1 42 12
-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Herger>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
greeting <NewChat SayAnything>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 18
-1
requires <*YATSP_RB1_Content>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
minimap <............1.......#&+&#>
Z
0 2 0 0 0
Stats 1 10 2 7 3 8 4 12 5 17 6 14 7 18 8 10
0 5 0 150
0 3 -1 50
0 3 -5 50
0 3 -4 -50
0 3 -3 50
0 3 0 1
0 3 1 8
0 5 2 14
0 2 0 1
0 3 -7 50
0 1 16 5
0 1 20 10
0 1 21 10
0 1 24 10
-1
job_desig <MEDIC>
JOB <CYBERDOC>
name <Edeline>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
Greeting <NewChat Say 1 AddChat 1 AddChat 2>
result1 <EndChat Say 2 if= PCFac ChatNPCFac else GoBadWares Shop .wares1 Goto
result2>
GoBadWares <Shop .wares2 Goto result2>
.wares1 <MEDICINE CYBERWARE>
.wares2 <MEDICINE>
*result2 <*GoodBye>
Msg1 <Crash your mek? Party a little too hard? You've come to the right place. Let
me take away your pain.>
Msg2 <Just wait and I'll make you as good as new... or maybe even better.>
Prompt1 <I could use some help.>
Prompt2 <No thanks, I'm fine.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 19
-1
requires <*YATSP_RB1_Content>
content <Required *DECOR_FOR_SHOP %1% Local>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 9 2 10 3 7 4 8 5 14 6 12 7 9 8 8
0 5 0 151
0 3 1 2
0 3 -7 50
0 3 -5 50
0 3 -4 -60
0 3 -3 50
0 5 2 14
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 10
0 1 23 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
name <Makk>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoCheckEnemy>
*GoCheckEnemy <*ENEMY_CHECK GoShop ChatNPCFac GoIsEnemy>
GoIsEnemy <PCEnemy SelfCID>
GoShop <if= PCFac ChatNPCFac else GoMinorShop NewChat Say 3 AddChat 3 AddChat 2>
GoMinorShop <NewChat Say 1 AddChat 1 AddChat 2>
*GoBye <*GOODBYE>
result1 <EndChat Say 2 Shop .nowares Goto GoBye>
result2 <Goto GoBye>
result3 <EndChat Say 4 Shop .wares Goto GoBye>
.wares <MECHA MEXTRA>
Msg1 <You stand in the presence of the official mechanic for the Rocket Stars. I'm
the one who keeps their dream machines flying.>
Msg2 <Normally I wouldn't, but since the Stars are all such ace pilots I don't
have a lot of fixing to do. Let's see what's wrong with it.>
Msg3 <All hail \RANK \PC ! Just say the word and I'll get straight to work on your
beautiful machine.>
Msg4 <If you think you'd rather upgrade, I have a couple of new machines you might
be interested in.>
Msg4_1 <The good thing is, this job never gets old. I just love working with these
machines.>
Msg4_2 <So, when are you planning to upgrade that antique you've been riding? Take
a look through my selection, I'm sure you can find something better back there.>
CMsg4_2 <ifG PCMeks 0 Accept>
Msg4_3 <Walking is no way for a Star to get around town. You should pick up a new
mecha, if you have the money.>
CMsg4_3 <if= PCMeks 0 Accept>
Prompt1 <Could you take a look at my mecha?>
Prompt2 <I don't need any repairs right now.>
Prompt3 <Give it to me, Makk.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 20
-1
requires <*THESP_HM_Content>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
start <if= v%id%01 0 else %pop% ifNPCOK %1% else %pop% ifNPCInPlay %1% else %pop%
Monologue %1% %id%01 v= %id%01 1 Goto %pop%>
Msg%id%01_1 <Well if it isn't \PC ... I thought for sure you'd have gotten out of
this hellhole by now.>
CMsg%id%01_1 <if= PCHomeTown RootSceneID Accept>
Msg%id%01_2 <Look at this, some fresh meat for the hovel. Abandon all hope while
you still have any left!>
CMsg%id%01_2 <if# PCHomeTown RootSceneID Accept>
Z
0 2 0 0 0
Stats 1 9 2 8 3 9 4 10 5 10 6 9 7 8 8 12
0 5 0 152
0 3 -6 20
0 3 -3 -33
0 3 -7 -50
0 3 -4 -50
0 3 -5 -50
0 3 1 46
0 2 0 1
0 1 19 5
0 1 27 1
-1
JOB <CITIZEN>
NAME <Tinle>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <NOPLOTS>
greeting <NewChat Say 1>
Msg1 <We don't have nothing down here; they have some things up there, but mostly
just killer rats.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 21
-1
requires <*THESP_SH_Content>
minimap <............1.......#&+&#>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 10 2 7 3 8 4 12 5 17 6 14 7 18 8 10
0 5 0 153
0 3 1 14
0 3 -5 -50
0 3 -2 -50
0 2 0 1
0 3 -7 50
0 1 16 5
0 1 20 10
0 1 21 15
0 1 24 5
-1
job_desig <MEDIC>
JOB <CYBERDOC>
name <Cab Glodener>
SDL_PORTRAIT <por_m_guy4(A-Y).png>
SDL_COLORS <136 141 101 255 233 225 244 216 28>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <NoEscape>
&MuscleCost <150000>
&EyeCost <200000>
&SpineCost <250000>
&BrainCost <300000>
*greeting <*NiceToMeetYou GoOpenShop>
GoOpenShop <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3 AddChat 4>
*GoBye <*GOODBYE>
GoOperate <EndChat Say 12 AddChat 11 V= 2 1 GrabPCPilot GAddNAtt NAG_Condition
NAS_StaminaDown 50 V= 3 ComTime V+ 3 * 2 86400>
result1 <ifG V2 0 else GoR1Base EndChat Say 3 Shop .wares Goto GoBye>
GoR1Base <EndChat Say 2 Shop .nowares Goto GoBye>
.wares <CYBERWARE>
result2 <Goto GoBye>
result3 <NewChat Say 4 V= 1 1 AddChat 5 AddChat 4>
result4 <if= PCDamage 0 else GoR4Fail NewChat Say 6 AddChat 6 AddChat 7 AddChat 8
AddChat 9 AddChat 10>
GoR4Fail <NewChat Say 5 AddChat 1 AddChat 2>
result5 <NewChat Say 7>
result6 <ifG PCBody 8 else GoR6Fail Cash+ &MuscleCost PCStat+ STAT_Body -1 V= 6 1
Goto GoOperate>
GoR6Fail <NewChat Say 8 AddChat 7 AddChat 8 AddChat 9>
result7 <ifG PCCharm 7 else GoR7Fail Cash+ &EyeCost PCStat+ STAT_Charm -1 V= 7 1
GrabPCPilot GSetNAtt NAG_StatusEffect 21 1 Goto GoOperate>
GoR7Fail <NewChat Say 9 AddChat 6 AddChat 8 AddChat 9>
result8 <ifG PCReflexes 5 else GoR8Fail ifG PCSpeed 5 else GoR8Fail Cash+
&SpineCost PCStat+ STAT_Reflexes -1 PCStat+ STAT_Speed -1 V= 8 1 Goto GoOperate>
GoR8Fail <NewChat Say 10 AddChat 6 AddChat 7 AddChat 9>
result9 <ifG PCKnowledge 7 else GoR9Fail Cash+ &BrainCost PCStat+ STAT_Knowledge
-1 V= 9 1 Goto GoOperate>
GoR9Fail <NewChat Say 11 AddChat 6 AddChat 8 AddChat 7>
result10 <Goto result5>
result11 <EndChat Say 13>
Msg1 <All flesh is doomed to die, but as long as it's here you might as well make
some money off it. What can I do for you?>
Msg2 <I'll patch up your body, in exchange for some monetary compensation of
course.>
Msg3 <You could probably use some cyberware to counter the side effects of your
tissue donation. I'll show you what I have in stock.>
Msg4 <I mean that it's a commodity. Some companies here have need of living human
tissue; it's best not to wonder about their reasons. If you'd be willing to
sacrifice a part of yourself, it's the easiest money in Theles.>
Msg5 <I'm afraid that you're not in any condition to donate anything. As much as I
hate to lose my commission, I'm afraid that I can't operate on you.>
Msg6 <Here's what the companies are looking for. I can offer you $ \VAL
&MuscleCost for muscle fiber, $ \VAL &EyeCost for an eyeball, $ \VAL &SpineCost
for spinal neurons, or $ \VAL &BrainCost for brain matter.>
Msg7 <Can't say I blame you. Still, there are plenty of others who are desperate
enough to take the money.>
Msg8 <I'm sorry, but you don't look like you have any muscle fiber to spare.
Perhaps you'd like to sell something else?>
Msg9 <Those eyes look a little glassy... Perhaps you'd be interested in selling
something else?>
Msg10 <Based on your hand-eye coordination, I'm inclined to judge that your spinal
tissue is sub-par. Perhaps you'd like to sell something else?>
Msg11 <I know that you aren't really using it, but I think it would be best if you
kept what brains you have. Perhaps you'd like to sell something else?>
Msg12 <Just lie back on the operating table. This won't hurt for long.>
Msg13 <Thank you for your generous contribution; here's your cut of the money. I
wouldn't advise toward making any further tissue donations for at least a couple
of days.>
Prompt1 <I need medical help.>
Prompt2 <You can't do anything for me.>
Prompt3 <What do you mean, make some money?>
CPrompt3 <if= V1 0 Accept>
Prompt4 <I'd like to sell some body tissue.>
CPrompt4 <if# V1 0 ifChatNPCInPlay ifG ComTime V3 Accept>
Prompt5 <No thanks- I'm kind of attached to my body.>
Prompt6 <I'd like to sell muscle fiber.>
CPrompt6 <if= V6 0 Accept>
Prompt7 <I'd like to sell an eyeball.>
CPrompt7 <if= V7 0 GrabPCPilot if= GNAtt NAG_StatusEffect 21 0 Accept>
Prompt8 <I'd like to sell part of my spine.>
CPrompt8 <if= V8 0 GrabPCPilot if= GNAtt NAG_StatusEffect 22 0 Accept>
Prompt9 <I'd like to sell part of my brain.>
CPrompt9 <if= V9 0 Accept>
Prompt10 <On second thought, I don't want to do this.>
Prompt11 <[Continue]>
Z
-1
-1
-1
0 -9 0 0 0
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requires <*THESP_FR_Content>
minimap <............1.......#&+&#>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
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job_desig <MILIT>
JOB <PRIVATEER>
NAME <Kuntor>
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greeting <if# ChatNPCFac 0 else GoChat if= PCFac ChatNPCFac else
GoCheckEligibility Goto GoTrain>
*GoTrain <*SKILL_TRAINING GoGoodbye>
*GoCheckEligibility <*ENEMY_CHECK GoCheckFaction ChatNPCFac GoNil>
GoCheckFaction <if= PCFac 0 else GoChat Goto GoCheckSkills>
*GoCheckSkills <*FACTION_ENTRANCE_EXAM GoJobOffer ChatNPCFac>
*GoChat <*MISC_CHATTER>
*GoGoodbye <*GOODBYE>
*GoJobOffer <*FACTION_JOIN_OFFER ChatNPCFac GoJoin>
*GoJoin <*FACTION_JOIN_ACCEPT ChatNPCFac>
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requires <*THESP_TheSpPo_Content>
minimap <............1.......##+##>
element1 <Prefab>
team1 <Guards>
teamdata1 <ally SD>
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job_desig <POLIC>
JOB <POLICE OFFICER>
name <Sidnea>
SDL_PORTRAIT <por_f_mechpilot(--Y).png>
SDL_COLORS <30 30 90 150 112 89 172 225 175>
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NAME <Right Arm>
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special <NOPLOTS>
*Greeting <*NiceToMeetYou GoChat>
GoChat <if= SceneVar RootSceneID 2 0 else GoChaos NewChat Say 1 AddChat 1 AddChat
2 AddChat 3 EraseSpecial>
GoChaos <NewChat Say 7>
result1 <NewChat Say 2 AddChat 4 AddChat 5>
result2 <NewChat Say 3 AddChat 4 AddChat 5>
result3 <NewChat Say 4>
result4 <NewChat Say 5>
result5 <NewChat Say 6>
Msg1 <Exercise caution when traveling in this colony. L5Law does not have
jurisdiction in Theles Spinner; the lower level is extremely dangerous.>
Msg2 <Criminal gangs run the streets. In theory the Theles Security Force is
responsible for keeping order, but in reality they're not much better than the
gangs. As long as the factories keep working no-one cares what else goes on.>
Msg3 <We have jurisdiction for interspinner crime, but inside the colony we serve
at the whim of the technocrats. Theles has a private security force, but as long
as the factories keep running they don't care what happens on the street.>
Msg4 <I see. Well, best of luck to you, then.>
Msg5 <As long as Theles Spinner continues to turn an energy profit, the charter of
the Free Commerce States doesn't allow any action to be taken against it.
Personally, I don't like it but there's nothing legal that can be done.>
Msg6 <Most of them have no choice. They've been exiled from other spinners and
have no place to go, or were born here and can't afford to leave. The whole setup
is sleazy and exploitative, but completely within the law.>
Msg7 <The FCS Council is planning to appoint a new technocrat for Theles Spinner.
We need to find out how this place ever got in such a mess, and make sure that it
can never happen again.>
Prompt1 <What's so dangerous about it?>
Prompt2 <Why doesn't L5Law have jurisdiction?>
Prompt3 <I know. I was born here.>
CPrompt3 <if= PCHomeTown RootSceneID Accept>
Prompt4 <Isn't there anything you can do about it?>
Prompt5 <How can people tolerate this?>
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requires <*EMESP_EB_Investment>
element1 <Prefab>
team1 <Citizens>
teamdata1 <Pass>
minimap <..1............##+###...#>
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job_desig <CORPO>
job <Stockbroker>
NAME <Amijen>
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NAME <Right Arm>
Z
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NAME <Right Hand>
Z
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NAME <Left Arm>
Z
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NAME <Left Hand>
Z
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NAME <Right Leg>
Z
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rumor <you can lose your shirt playing stocks if you don't know what you're
doing.>
&InvestmentCost <* ? 25000>
*Greeting <*NiceToMeetYou GoOpenBank>
GoOpenBank <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3 if= V3 0 V= 3 1 V= 2
-1>
GoNoClients <NewChat Say 4>
GoSelectStock <NewChat Say 6 AddChat 13 AddChat 14 AddChat 15 AddChat 12>
GoConfirm <V= 1 V4 V= 7 Shopping Cash+ - &InvestmentCost V4 V= 6 PCRenown
NewChat Say 7 Memo 8 V= 8 ComTime V+ 8 86400>
GoNotYet <NewChat Say 9>
GoInvestSucceed <NewChat Say 10 Memo 0 V= 2 PCRenown V+ 9 1 if= V5 2 else
GoCheckMedium CashPrize * V1 100000 V= 1 0>
GoCheckMedium <if= V5 1 else GoLowMoney CashPrize * V1 50000 V= 1 0>
GoLowMoney <CashPrize * V1 37500 V= 1 0>
GoInvestFailed <NewChat Say 11 SkillXP 21 * V1 5 Memo 0 V= 2 PCRenown V= 1 0>
result1 <ifG PCRenown V2 else GoNoClients if# PCRenown 100 else GoNoClients
NewChat Say 5 AddChat 6 AddChat 7 AddChat 8 AddChat 9 AddChat 10 AddChat 11
AddChat 12>
result2 <NewChat Say 2 AddChat 4>
result3 <ifG ComTime V8 else GoNotYet ifG PCRenown V6 else GoNotYet V= 10 5 V+ 10
* 5 V5 V+ 10 V9 ifG V7 V10 else GoInvestFailed Goto GoInvestSucceed>
result4 <NewChat Say 3 AddChat 1 AddChat 3 AddChat 5>
*result5 <*GoodBye>
result6 <V= 4 1 Goto GoSelectStock>
result7 <V= 4 2 Goto GoSelectStock>
result8 <V= 4 4 Goto GoSelectStock>
result9 <V= 4 10 Goto GoSelectStock>
result10 <V= 4 20 Goto GoSelectStock>
result11 <V= 4 40 Goto GoSelectStock>
result12 <Goto result5>
result13 <V= 5 0 Goto GoConfirm>
result14 <V= 5 1 Goto GoConfirm>
result15 <V= 5 2 Goto GoConfirm>
Msg1 <Welcome to %name1% Personal Investment. I offer a variety of stock trading
and investment services.>
Msg2 <You give me some money to invest in a stock of your choice. Some stocks are
high risk, others are low risk. If everything goes well your stock will increase
in value and you'll earn money.>
Msg3 <In that case, you'll probably lose the money you invested. At least you'll
have learned something in the process. It takes at least 24 hours for a stock to
mature but may take longer, depending on your situation.>
Msg4 <I'm sorry, but my portfolio is currently full. I'm not accepting any more
clients at this time.>
Msg5 <Certainly. How much money would you like to invest? Remember, if the stock
turns sour, you could lose all of this.>
Msg6 <Very good. Next, which type of stock would you like to invest in? It's
probably best to stick with low risk stocks unless you know what you're doing.>
Msg7_1 <Very well. I have you confirmed for a $ \VAL &InvestmentCost V1 investment
in a low risk stock. Come back tomorrow to see how your stock is doing.>
CMsg7_1 <if= V5 0 Accept>
Msg7_2 <Very well. I have you confirmed for a $ \VAL &InvestmentCost V1 investment
in a medium risk stock. Come back tomorrow to see how your stock is doing.>
CMsg7_2 <if= V5 1 Accept>
Msg7_3 <Very well. I have you confirmed for a $ \VAL &InvestmentCost V1 investment
in a high risk stock. Come back tomorrow to see how your stock is doing.>
CMsg7_3 <if= V5 2 Accept>
Msg8_1 <You invested $ \VAL &InvestmentCost V1 in a low risk stock with %name1%.>
CMsg8_1 <if= V5 0 Accept>
Msg8_2 <You invested $ \VAL &InvestmentCost V1 in a medium risk stock with
%name1%.>
CMsg8_2 <if= V5 1 Accept>
Msg8_3 <You invested $ \VAL &InvestmentCost V1 in a high risk stock with %name1%.>
CMsg8_3 <if= V5 2 Accept>
Msg9 <I'm afraid that your stock has not yet matured. You'll have to come back
later.>
Msg10 <I'm pleased to inform you that your stocks did very well. Here's the money
you earned from their sale.>
Msg11 <I'm sorry to inform you that your stocks crashed. Maybe you'll have better
luck next time.>
Prompt1 <I'd like to invest some money.>
CPrompt1 <if= V1 0 Accept>
Prompt2 <Just how does investment work?>
Prompt3 <I'd like to check on my investments.>
CPrompt3 <if# V1 0 Accept>
Prompt4 <What if everything doesn't go well?>
Prompt5 <That's all I needed to know.>
Prompt6 <I want to invest $ \VAL &InvestmentCost 1 .>
CPrompt6 <ifG PC$ &InvestmentCost 1 Accept>
Prompt7 <I want to invest $ \VAL &InvestmentCost 2 .>
CPrompt7 <ifG PC$ &InvestmentCost 2 Accept>
Prompt8 <I want to invest $ \VAL &InvestmentCost 4 .>
CPrompt8 <ifG PC$ &InvestmentCost 4 Accept>
Prompt9 <I want to invest $ \VAL &InvestmentCost 10 .>
CPrompt9 <ifG PC$ &InvestmentCost 10 Accept>
Prompt10 <I want to invest $ \VAL &InvestmentCost 20 .>
CPrompt10 <ifG PC$ &InvestmentCost 20 Accept>
Prompt11 <I want to invest $ \VAL &InvestmentCost 40 .>
CPrompt11 <ifG PC$ &InvestmentCost 40 Accept>
Prompt12 <Sorry, I changed my mind.>
Prompt13_1 <Terran Agriculture (low risk)>
Prompt13_2 <Martian Steel (low risk)>
Prompt13_3 <L5 Electronics (low risk)>
Prompt13_4 <Lunar Ceramics (low risk)>
Prompt13_5 <Vesuvian Pharma (low risk)>
Prompt14_1 <Asteroid Mining (medium risk)>
Prompt14_2 <Fusion Engines (medium risk)>
Prompt14_3 <Basketball Shoes (medium risk)>
Prompt14_4 <Music Distribution (medium risk)>
Prompt14_5 <Snack Foods (medium risk)>
Prompt15_1 <Biotech Research (high risk)>
Prompt15_2 <Computer Games (high risk)>
Prompt15_3 <Novelty Pillows (high risk)>
Prompt15_4 <Artificial Stupidity (high risk)>
Prompt15_5 <Fancy Hats (high risk)>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 28
-1
requires <*FUCSP_CBHQ_CometBurger>
minimap <....2.......1.......#---#>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
content <Optional *URBAN_X - Local>
element2 <Prefab>
Z
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job_desig <CRAFT>
JOB <COOK>
NAME <Boaima>
Z
-1
0 1 2 3 0
Stats
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Z
-1
-1
0 1 1 3 0
Stats
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Z
-1
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0 1 3 3 0
Stats
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NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
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NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
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NAME <Left Leg>
Z
-1
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0 13 0 5 0
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name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
Z
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
GoShop <NewChat ifChatNPCInPlay else GoNotHere Say 1 AddChat 1 AddChat 2 AddChat 3
AddChat 4>
*GoBye <*GOODBYE>
Keywords <FOOD RESTAURANT>
GoNotHere <Say 4>
result1 <NewChat ifG PC$ 79 else GoNoMoney Say 2 PCEat PCMoraleDmg -3 Cash+ -80>
GoNoMoney <NewChat Say %id%03>
result2 <Goto GoBye>
result3 <Goto result1>
result4 <Goto result1>
Msg1 <This is CometBurger. My name is \ChatNPC , and I will be your meal
coordinator today. All items on our extra-value menu are $80.>
Msg2 <Enjoy your meal and have a Comet Happy Fun day.>
Msg3 <Sorry, you don't have enough money to pay for this order. I can't let you
have it for free. That's a company policy.>
Msg4 <Hello? This is Comet Burger. I'm not supposed to be using this phone for
personal calls.>
Prompt1 <I'll have a CometBurger.>
CPrompt1 <ifG PCHunger 10 Accept>
Prompt2 <No thanks.>
Prompt3 <I'll have an order of CometNuggets.>
CPrompt3 <ifG PCHunger 10 Accept>
Prompt4 <I'll have some CometRings.>
CPrompt4 <ifG PCHunger 10 Accept>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 31
-1
requires <*CSNSP_SilSan_Content>
element1 <Prefab>
team1 <Citizens>
teamdata1 <Pass>
element2 <Prefab>
minimap <..1....2............#---#>
Z
0 2 0 0 0
Stats 1 16 2 13 3 15 4 14 5 10 6 10 7 10 8 11
0 5 0 163
0 5 12 1
0 5 11 1
0 3 -6 38
0 1 34 8
0 3 -4 50
0 3 -7 -50
0 3 1 22
0 2 0 1
0 3 -2 60
0 3 -1 60
0 5 2 3
0 3 3 1
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0 1 2 8
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job_desig <FAITH>
job <Chaplain>
name <Marlowe>
SDL_PORTRAIT <por_m_marlowe(-CY).png>
SDL_COLORS <150 205 229 255 212 195 65 121 119>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
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Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
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NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
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NAME <Left Leg>
Z
-1
-1
-1
0 13 0 10 0
Stats
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name <Shrine>
desig <SHRINE-1>
SDL_SPRITE <prop_shrine.png>
roguechar <+>
use <Print 1>
clue34 <ifG ComTime V1 else GoBeenBefore V= 1 NextDay Reputation 7 -d4 MENTAL
ifUMysticism 10 else GoNoDice ifG d100 PCRep 7 else GoNoDice Print 2 XPV 150>
GoNoDice <Print 3>
GoBeenBefore <Print 4>
Msg1 <It's a small shrine.>
Msg2 <You meditate at the shrine. You feel enlightened.>
Msg3 <You meditate at the shrine.>
Msg4 <You've already meditated at this shrine today.>
Z
-1
-1
-1
0 -5 1 0 0
Stats
-1
*Greeting <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 35
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requires <*MECHANIC_SHOP (MAQUI|FCOMS) -HOELL -MUGLE ~COMET>
content <Required *DECOR_FOR_SHOP %1% Local>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
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Stats 1 9 2 10 3 7 4 8 5 14 6 12 7 9 8 8
0 5 0 167
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0 3 0 1
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job_desig <CRAFT>
JOB <MECHANIC>
name <Dana>
SDL_PORTRAIT <por_f_hunter(--Y).png>
SDL_COLORS <234 180 88 255 212 195 166 47 32>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
GoShop <if= PCFac 2 else GoBadShop NewChat Say 1 AddChat 1 AddChat 2>
GoBadShop <NewChat Say 2 AddChat 2 AddChat 3>
*GoBye <*GOODBYE>
result1 <EndChat Say 3 Shop .wares Goto GoBye>
.wares <MECHA>
result2 <Goto GoBye>
result3 <EndChat Say 4 Shop .nowares Goto GoBye>
Msg1 <I have some new line mecha available exclusively to Comet employees. Take my
advice and pick up one of these beauties while they're still in stock.>
Msg2 <I offer a full range of repair services. Since you're not a member of Comet
Metalworks, I'm afraid that I can't show you the complete selection.>
Msg3 <Most of these are prototype models. Some of them will go into production
later on, while others won't.>
Msg4 <You have to keep your machine in top condition. The middle of battle is no
time to find that your leg's gone wonky.>
Prompt1 <I'd like to see what you have.>
Prompt2 <Thanks, but I don't need anything.>
Prompt3 <I need some repairs.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 36
-1
name <The Ninja Store>
requires <(*SPECIAL_SHOP|*BLACKMARKET_X) ~Sleazy ~Dangerous Static>
minimap <.......1.......##?##2...3>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
element2 <Prefab>
Element3 <Prefab>
Z
0 2 0 0 0
Stats 1 14 2 8 3 17 4 16 5 17 6 12 7 10 8 10
0 5 0 168
0 3 -5 50
0 3 -7 -50
0 1 21 15
0 3 1 2
0 2 0 1
0 3 -2 -50
0 3 -3 -60
0 16 23 1
0 1 6 5
0 1 7 5
0 1 8 5
0 1 10 10
0 1 12 10
0 1 25 5
0 1 26 5
0 1 32 5
0 1 41 5
0 1 43 10
-1
job_desig <THIEF>
job <Ninja>
name <Kent>
SDL_Portrait <por_m_ninja(Y-Y).png>
SDL_Colors <10 25 80 112 28 28 210 35 41>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 3
0 -6 2 4
-1
name <Alarmist Scope (Game)>
desig <VIDEOGAME-1>
sdl_sprite <tex_electronics.png>
&Skill <1>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <This is a fairly standard shooting game. Defeat the androids while
protecting the civilians.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <This is a fairly standard shooting game. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You destroy the master computer program and win the game! Congratulations.>
Msg7 < You make it to the last level, but then die.>
Msg8 <You finish stage one, but don't do well on stage two.>
Msg9 <You are blasted by a meatmaker on the last level of stage one.>
Msg10 <You don't get past level one.>
Msg11 <You accidentally shoot your partner before the mission even begins.>
Msg12 <You play the game.>
Z
-1
-1
0 13 0 5 0
Stats 5 3
-1
name <Ultimatum (Game)>
desig <VIDEOGAME-3>
sdl_sprite <tex_electronics.png>
&Skill <3>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <In this game, characters fight using a variety of primitive weapons in a
corporate office environment.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <In this game, characters fight using a variety of primitive weapons in a
corporate office environment. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You defeat Doorpike and win the game! Congratulations.>
Msg7 <You make it to general manager, but are then clubbed to death by CEO
Doorpike.>
Msg8 <After defeating the last of the engineers, you are taken out by a manager
from human resources.>
Msg9 <You beat all of the interns, but are defeated by an engineer with a
broadsword.>
Msg10 <You defeat a few interns, but don't make it past that.>
Msg11 <You are defeated by the receptionist on the first level.>
Msg12 <You play the game.>
Z
-1
-1
-1
0 -5 1 0 0
Stats
-1
rumor <ninjas are tricky.>
special <UNLISTED>
Greeting <ifChatNPCUnknown else GoShop NewChat Say 3 AddChat 3>
GoShop <NewChat Say 1 AddChat 1 AddChat 2>
*GoBye <*GOODBYE>
result1 <EndChat Say 2 Shop .wares Goto GoBye>
.wares <MELEE THROWN EXOTIC CONTRABAND NINJA>
result2 <Goto GoBye>
result3 <Goto GoShop>
Msg1 <This is the Ninja Shop. Only cavaliers who have proven themselves worthy may
shop here.>
Msg2 <Take a good look. There's no telling when any of these great deals could
just disappear.>
Msg3 <So, you have penetrated the inner sanctum. I am Kent.>
Prompt1 <I'll take a look at what you have.>
Prompt2 <There's nothing here that I want.>
Prompt3 <What is this place?>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 37
-1
requires <*BLACKMARKET_SHOP (MAQUI|FCOMS|RISHI|BOHEM|CRIHN)>
content <Required *DECOR_FOR_SHOP %1% Local>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 15 2 14 3 14 4 11 5 13 6 12 7 11 8 15
0 5 0 169
0 3 -5 50
0 3 0 1
0 3 1 9
0 5 2 8
0 1 18 5
0 1 10 7
0 1 7 8
0 2 0 1
0 3 -2 120
0 1 21 15
0 1 23 5
-1
job_desig <TRADE>
job <Pirate>
name <Aileen>
SDL_PORTRAIT <por_f_jacket(-AY).png>
SDL_COLORS <130 50 20 150 112 89 99 182 175>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <UNLISTED>
*greeting <*NiceToMeetYou GoShop>
GoShop <NewChat Say 1 AddChat 1 AddChat 2>
*GoBye <*GOODBYE>
result1 <EndChat Say 2 Shop .wares Goto GoBye>
.wares <WEAPON ARMOR CONTRABAND PIRATE>
result2 <Goto GoBye>
Msg1 <You seem like the adventuring sort. I've got a nice selection of combat
equipment. You want a big boom? You've come to the right place.>
Msg2 <That's the spirit. I usually advise people to buy the biggest gun they can
lift. You wouldn't want to be outclassed, would you?>
Prompt1 <\PC want big boom.>
Prompt2 <Thanks, I have all the boom I need.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 38
-1
requires <*BLACKMARKET_X (MAQUI|FCOMS|RISHI|BOHEM)>
content <Required *DECOR_FOR_SHOP %1% Local>
element1 <Prefab>
team1 <Citizens>
teamdata1 <ally pass>
Z
0 2 0 0 0
Stats 1 13 2 12 3 13 4 15 5 15 6 14 7 12 8 8
0 5 0 170
0 5 2 8
0 1 31 7
0 3 1 18
0 3 -5 -50
0 3 -2 -50
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 10
0 1 23 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
name <Goshin>
sdl_PORTRAIT <por_m_mechanic(-U-).png>
SDL_COLORS <123 63 0 199 188 162 130 143 114>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -5 1 0 0
Stats
-1
special <UNLISTED>
*greeting <*NiceToMeetYou GoChooseShop>
GoChooseShop <IFCHATNPCARCHENEMY else GoGoodShop NewChat Say 1 AddChat 1 AddChat
2>
GoGoodShop <NewChat Say 3 AddChat 2 AddChat 3>
*GoBye <*GOODBYE>
result1 <EndChat Say 2 Shop .nowares Goto GoBye>
result2 <Goto GoBye>
result3 <EndChat Say 4 Shop .wares Goto GoBye>
.wares <MECHA>
Msg1 <What do you want?>
Msg2 <Come on, then. Let's get this over with.>
Msg3 <I've been upgrading mecha for the Crihna. There's a lot out there who'd like
to see us pirates destroyed. I also do repairs, if you need that.>
Msg4 <Here they are. Some of these meks have a little something extra.>
Prompt1 <I need repairs.>
Prompt2 <I don't need anything.>
Prompt3 <I'd like to see what you have.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 7 13 39
-1
requires <*VIDEOARCADE STATIC>
minimap <############5##3...41...2>
element1 <Prefab>
Element2 <Prefab>
Element3 <Prefab>
Element4 <Prefab>
Element5 <Prefab>
Z
0 13 0 5 0
Stats 5 3
0 -6 2 4
-1
name <Speed Snake (Game)>
desig <VIDEOGAME-5>
sdl_sprite <tex_electronics.png>
&Skill <5>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <This video game is about racing atop giant snakes through a variety of
imaginative courses. If your jockey falls off or you go off course, you lose.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <This video game is about racing atop giant snakes through a variety of
imaginative courses. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You finish the tesseract track and win the game! Congratulations.>
Msg7 <You get as far as the sunspot level.>
Msg8 <You complete the mecha facory, but fall off the snake on the glacier.>
Msg9 <You don't manage to get past the ancient Egypt track.>
Msg10 <You don't get very far.>
Msg11 <You lose before completing the first lap.>
Msg12 <You play the game.>
Z
-1
-1
0 13 0 5 0
Stats 5 3
-1
name <Ultimatum (Game)>
desig <VIDEOGAME-3>
sdl_sprite <tex_electronics.png>
&Skill <3>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <In this game, characters fight using a variety of primitive weapons in a
corporate office environment.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <In this game, characters fight using a variety of primitive weapons in a
corporate office environment. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You defeat Doorpike and win the game! Congratulations.>
Msg7 <You make it to general manager, but are then clubbed to death by CEO
Doorpike.>
Msg8 <After defeating the last of the engineers, you are taken out by a manager
from human resources.>
Msg9 <You beat all of the interns, but are defeated by an engineer with a
broadsword.>
Msg10 <You defeat a few interns, but don't make it past that.>
Msg11 <You are defeated by the receptionist on the first level.>
Msg12 <You play the game.>
Z
-1
-1
0 13 0 5 0
Stats 5 3
0 -6 2 4
-1
name <Baby Battle (Game)>
sdl_sprite <tex_electronics.png>
&Skill <4>
desig <VIDEOGAME-4>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <This video game is about two giant babies fighting in a fully destructable
virtual city.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <This video game is about two giant babies fighting in a fully destructable
virtual city. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You defeat Asura Bun-Bun and win the game! Congratulations.>
Msg7 <You defeat Poopy McGee, but then lose to Asura Bun-Bun.>
Msg8 <You defeat Bruno, but then lose to Poopy McGee.>
Msg9 <You defeat Hana, but then lose to Bruno.>
Msg10 <You are defeated by Hana, the second baby.>
Msg11 <You don't manage to get very far in it at all.>
Msg12 <You play the game.>
Z
-1
-1
0 13 0 5 0
Stats 5 3
-1
name <Off Target (Game)>
desig <VIDEOGAME-2>
sdl_sprite <tex_electronics.png>
&Skill <2>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <In this game, you have to hit your opponent's castle with a catapult. The
castle is on wheels so it can dodge many attacks.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <In this game, you have to hit your opponent's castle with a catapult. You
can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You destroy the evil floating continent and win the game! Congratulations.>
Msg7 <You get as far as the steam dragon but can advance no further.>
Msg8 <You make it to the third level before dying.>
Msg9 <You destroyed the enemy castle! Unfortunately, there's more than one
level...>
Msg10 <You don't do very well.>
Msg11 <You completely suck.>
Msg12 <You play the game.>
Z
-1
-1
0 13 0 10 0
Stats 5 3
0 -6 2 2
-1
name <Karaoke King>
sdl_sprite <tex_electronics.png>
roguechar <&>
use <ifG PC$ 99 else GoCantAfford if= V4 0 else GoBeat ifG Comtime V1 else
GoDoNotWant ifYesNo 1 2 3 Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto
GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoBeat <Print 8>
GoPlayGame <Print 12 if= V2 0 else GoStartConcert V= 2 15 Goto GoStartConcert>
GoStartConcert <V= 3 Concert 5 SkillTar V2 ifG V3 90 else GoCheckMedium ifG v2 64
else GoMinorWin Print 6 History 7 PCMoraleDmg -25 SkillXP 35 100 XPV 100 PCSkill+
35 1 V= 4 1>
GoMinorWin <V+ 2 d10 V+ 2 d10 SkillXP 35 50 PCMoraleDmg -15 Print 9>
GoCheckMedium <ifG V3 50 else GoLose SkillXP 35 25 Print 10>
GoLose <PCMoraleDmg 15 Print 11>
Msg1 <This game is called Karaoke King. You have to sing a concert for a virtual
audience.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <This game is called Karaoke King. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6_1 <You have defeated the game at its highest level. You are hereby crowned
the Karaoke King!>
CMsg6_1 <ifPCMale Accept>
Msg6_2 <You have defeated the game at its highest level. You are hereby crowned
the Karaoke Queen!>
CMsg6_2 <ifPCFemale Accept>
Msg7_1 <You were crowned the Karaoke King.>
CMsg7_1 <ifPCMale Accept>
Msg7_2 <You were crowned the Karaoke Queen.>
CMsg7_2 <ifPCFemale Accept>
Msg8_1 <You were already crowned the Karaoke King.>
CMsg8_1 <ifPCMale Accept>
Msg8_2 <You were already crowned the Karaoke Queen.>
CMsg8_2 <ifPCFemale Accept>
Msg9 <You scored \VAL V3 points. Adjusting difficulcy level.>
Msg10 <You scored \VAL V3 points. That's quite respectable.>
Msg11 <You scored \VAL V3 points. You ought to be ashamed.>
Msg12 <You begin to sing.>
Z
-1
-1
-1
-1
-1
-1
0 -10 1 0 0
Stats
0 -9 4 449
0 -7 0 1
0 7 24 11
0 -9 1 287
0 -9 5 449
0 -7 7 3
0 -7 5 6
0 0 1 1
0 7 10 1012327
0 -9 3 3
0 -9 7 12
0 -7 6 3
0 -7 2 8
0 -7 1 11
-1
name <Core Story>
CONTEXT <+P-- +C-- +Tgt +F-- +H-- +B-- +Gkn C:MILIT>
XXRAN_PATTERN <COMP_*.txt>
start <if= V1 0 V= 1 1 goto update>
update <CheckComponents>
reset_core_story <GrabSource GSetNAtt -7 0 0 Goto update>
&SetEnemyNPC <N= 1 ?>
&EnemyNPC <N1>
&SetEnemyFac <N= 2 ?>
&EnemyFac <N2>
&SetAllyFac <N= 3 ?>
&AllyFac <N3>
&SetPartnerNPC <N= 4 ?>
&AddPartnerToLance <AddTempLancemate N4>
&RemovePartnerFromLance <RemoveTempLancemate N4>
&RemovePartnerNPC <RemoveTempLancemate N4 N= 4 0>
&PartnerNPC <N4>
&SetTargetNPC <N= 5 ?>
&TargetNPC <N5>
&SetCompScene <N= 6 ?>
&CompScene <N6>
&EpisodeScene <N7>
&SetTargetItem <N= 8 ?>
&TargetItem <N8>
&SetAmoreNPC <N= 9 ?>
&AmoreNPC <N9>
&AddAmoreToLance <AddTempLancemate N9>
&RemoveAmoreFromLance <RemoveTempLancemate N9>
element1 <C>
palette_entry_code1 <E>
element2 <F>
palette_entry_code2 <F>
element3 <F>
palette_entry_code3 <P>
element4 <C>
palette_entry_code4 <R>
element5 <C>
palette_entry_code5 <T>
element6 <S>
palette_entry_code6 <S>
element7 <S>
palette_entry_code7 <L>
element8 <I>
palette_entry_code8 <I>
element9 <C>
palette_entry_code9 <A>
XXRAN_SEQUENCE <Heroes Apply Here>
XXRAN_SSTATE
<[1:0][2:0][3:3][4:0][5:0][6:0][7:54][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15:0
][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][29
:0][30:0]>
XXRAN_PSTATE <[1:-
100][2:61][3:66][4:261][5:56][6:0][7:0][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15
:0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][
29:0][30:0]>
XXRAN_SEQUENCE_1 <Basic Job Offer>
XXRAN_SSTATE_1 <[1:0][2:0][3:3][4:0][5:56][6:-
100][7:54][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15:0][16:0][17:0][18:0][19:0][2
0:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][29:0][30:0]>
XXRAN_PSTATE_1 <[1:-100][2:56][3:63][4:-101][5:262][6:60][7:263][8:-
102][9:62][10:264][11:74][12:-
103][13:53][14:55][15:0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:
0][26:0][27:0][28:0][29:0][30:0]>
XXRAN_SEQUENCE_2 <No Frills Loss>
XXRAN_SSTATE_2
<[1:0][2:0][3:3][4:0][5:56][6:0][7:54][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15:
0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][2
9:0][30:0]>
XXRAN_PSTATE_2
<[1:2][2:0][3:0][4:0][5:0][6:0][7:0][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15:0]
[16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][29:
0][30:0]>
XXRAN_SEQUENCE_3 <Basic Ally Mission>
XXRAN_SSTATE_3
<[1:0][2:0][3:3][4:0][5:56][6:0][7:2][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15:0
][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][29
:0][30:0]>
XXRAN_PSTATE_3 <[1:5][2:32][3:11][4:-112][5:287][6:7][7:288][8:-
113][9:4][10:289][11:-
114][12:0][13:0][14:0][15:0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0]
[25:0][26:0][27:0][28:0][29:0][30:0]>
XXRAN_SEQUENCE_4 <Should Go See Friend>
XXRAN_SSTATE_4
<[1:287][2:0][3:3][4:0][5:32][6:0][7:2][8:0][9:0][10:0][11:0][12:0][13:0][14:0][15
:0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][
29:0][30:0]>
XXRAN_PSTATE_4
<[1:12][2:21][3:449][4:0][5:0][6:0][7:0][8:0][9:0][10:0][11:0][12:0][13:0][14:0][1
5:0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0]
[29:0][30:0]>
MEMO <Athera Spinner: Character joined your lance to go fight Harvi in Athera
Station Exterior.>
XXRAN_SEQUENCE_5 <Phone Conversation>
XXRAN_SSTATE_5
<[1:287][2:0][3:3][4:0][5:449][6:0][7:12][8:0][9:0][10:0][11:0][12:0][13:0][14:0][
15:0][16:0][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0
][29:0][30:0]>
XXRAN_PSTATE_5 <[1:17][2:449][3:20][4:-264][5:287][6:12][7:-265][8:-
266][9:249][10:13][11:451][12:15][13:452][14:-267][15:453][16:-
268][17:0][18:0][19:0][20:0][21:0][22:0][23:0][24:0][25:0][26:0][27:0][28:0][29:0]
[30:0]>
Z
0 -9 0 26 0
Stats
0 0 201 1
0 0 901 1
0 -22 321 -1
0 -22 317 -3
0 0 202 1
0 -22 316 -1
0 7 10 1012327
0 -7 5 5
0 -9 16 -268
0 -9 15 453
0 -9 14 -267
0 -9 13 452
0 -9 12 15
0 -9 11 451
0 -9 10 13
0 -9 9 249
0 -9 8 -266
0 -9 7 -265
0 -9 6 12
0 -9 5 287
0 -9 4 -264
0 -9 3 20
0 7 21 19
0 -21 1 316
0 -19 1 2
0 -9 1 17
0 -9 2 449
0 7 26 11
0 7 23 1
0 7 22 316
0 0 902 1
0 0 1001 1
0 -22 318 4
0 0 401 1
0 0 402 1115566
0 -22 319 5
0 -22 320 7
0 0 701 1
-1
name <Phone Conversation>
desc <The PC has to talk with someone; here it is!>
requires <#A +Tgt (+F--|+Fin) S:-- Common>
element1 <Scene Building Public !Near -7 !Okay -5>
ELEMENT2 <C>
Place2 <1 (Citizens) pass>
update <if= PlotStatus 316 11 else UPDATE_7 LTrigger .11_update Goto UPDATE_7>
SubPlot1 <*TrailRaiderToBase 1 2 4>
NAME_1 <Athera Council Office>
NAME_2 <Character>
NAME_3 <***NOT DEFINED***>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <I'm looking for your enemy>
ELEMENT3 <Scene Environs !Near -7>
ELEMENT4 <S Prefab>
PLACE4 <3 >
changes <E:A>
UPDATE_1 <if= PlotStatus 316 0 SetPlotStatus 316 2>
end <if= PlotStatus 319 6 else END_2 LTrigger .6_end Goto END_2>
.2_GoCheckReveal <ifSubPlotLost 321 if= p201 0 else .3_317_GoLoss SetPlotStatus 0
11>
.2_loss <+T-- +F-->
.3_317_GoWin <WinComp 0 .2_next if= p201 1 ifNPCOK 449 Monologue 449 201>
.3_317_GoLoss <LoseComp 0 .2_next if= p201 1 ifNPCOK 449 Monologue 449 202>
.2_next <+T-- +F-->
Msg201 <I knew that it was a good idea for the two of us to join forces!>
Msg202 <Hmm... I'm beginning to doubt that it was a good idea to join forces with
you.>
SUBPLOT1_1 <*CS_Conversation 2>
SubPlot2 <*:CS_GainAdvantageVsMecha&Reinforcements>
SubPlot3 <*CS_MootMission 1>
.2_update <if= P202 0 p= 202 1 NPCLevel 449 StoryDL>
.2_end <if= PlotStatus 317 0 else .2_GoCheckReveal ifNPCDead 449 LoseComp 0
.2_loss>
SUBPLOT_NAME_1 <You Can't Stop Me>
ELEMENT5 <C>
PLACE5 </>
CHANGES_1 <R:>
.4_318_GoWin <Trigger0 .3_317_GoWin>
.4_318_GoLoss <Trigger0 .3_317_GoLoss>
SUBPLOT1_2 <*:CS_MechaEncounter&Raiders 2 3>
SUBPLOT_NAME_2 <Factory Attack>
ELEMENT6 <Scene Urban !Near -7>
ELEMENT7 <S Prefab>
PLACE7 <6 >
UPDATE_2 <if= PlotStatus 316 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
HalfHour <if= PlotStatus 318 4 else na LTrigger .4_HalfHour Goto na>
.4_GoDistant <Alert 403>
END_1 <if= PlotStatus 316 2 else na LTrigger .2_end Goto na>
.7_320_GoReinforcements <P= 403 1>
Msg401 <You were too late to prevent Harvi from destroying a factory.>
Msg402 <\SCENE &EpisodeScene is rocked as Harvi's lance destroys its target.>
Msg403 <You feel a great disturbance in \SCENE &EpisodeScene .>
SUBPLOT1_3 <*:CS_StopNPCMission&IsEnemyNPC&Secondary 3>
SUBPLOT2_1 <*:CS_RevealEncounter_Raiders 2 3>
.4_update <if= p401 0 p= 401 1 p= 402 ComTime P+ 402 86400 P+ 402 d21600
SetPlotStatus 319 5 SetPlotStatus 320 7>
.4_HalfHour <if# p402 0 ifG ComTime p402 CancelSubPlot 319 CancelSubPlot 320
LoseSubPlot 318 Trigger0 .4_318_GoLoss History 401 if= RootSceneID &EpisodeScene
else .4_GoDistant Alert 402>
.4_end <ifSubPlotLost 319 CancelSubPlot 320 P= 402 -1 Goto HalfHour>
SUBPLOT_NAME_3 <Henchmen know things about stuff>
ELEMENT8 <S Prefab>
ELEMENT9 <I Prefab>
PLACE8 <3 >
PLACE9 </>
SUBPLOT1_4 <*:CS_DiscoverNPCMission&EnemyNPC&DestroyFactory 2 3 1>
SUBPLOT_NAME_4 <CSI Wannabe>
ELEMENT10 <Scene Public !Near -7 -Sleazy>
ELEMENT11 <Character Forensic Investigator !Near 5 NeverFail PREFAB>
PLACE11 <10 pass ally>
NeverFail6 <Forensic Investigator>
END_2 <if= PlotStatus 318 4 else END_1 LTrigger .4_end Goto END_1>
.6_end <ifItemDestroyed 249 LoseSubPlot 319>
SUBPLOT_NAME_5 <Beaten Gladiator>
ELEMENT12 <Scene Public Garage !Near -7>
ELEMENT13 <C Prefab>
PLACE13 <12 SD ally>
start <if= PlotStatus 316 11 else START_2 LTrigger .11_start Goto START_2>
UPDATE_3 <if= PlotStatus 318 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
.8_320_GoWin <ifNPCOK 452 else .8_320_GoLose Monologue 452 701 History 702
Trigger0 .7_320_GoReinforcements WinSubPlot 320>
.8_320_GoLose <LoseSubPlot 320>
Msg701 <You sure showed me. My lancemates will be there to help you fight the
raiders.>
Msg702 <You convinced Nomotyb to help in the upcoming battle.>
SUBPLOT1_5 <*CS_AnalyzeClue_LeadToNPC 1 2 3 6>
.7_start <ifNPCDead 452 LoseSubPlot 320>
.7_update <if= p701 0 p= 701 1 NPCLevel 452 StoryDL>
SUBPLOT_NAME_6 <Asteroid Duel>
ELEMENT14 <S Prefab>
PLACE14 <3>
UPDATE_4 <if= PlotStatus 320 7 else UPDATE_3 LTrigger .7_update Goto UPDATE_3>
.8_update <if= PlotStatus 320 8 else na if= P801 0 MoveNPC 452 -267 SetNPCTeam 452
2 NPCLevel 452 StoryDL P= 801 1>
SUBPLOT_NAME_7 <Confused Raider>
ELEMENT15 <C Prefab>
PLACE15 </>
START_1 <if= PlotStatus 320 7 else na LTrigger .7_start Goto na>
UPDATE_5 <if= PlotStatus 320 8 else UPDATE_4 LTrigger .8_update Goto UPDATE_4>
.9_GoCheckEntrance <if= P902 0 if= SceneID 13 ifUAwareness 4 Alert 901 P=
902 1>
Surrender453 <if= PlotStatus 321 9 else na LTrigger .9_Surrender453 Goto na>
Msg901 <As you enter The Atrium, you notice Neafas wandering around and looking
confused.>
Msg902 <Alright, I give up... You'll find the raiders in Athera Station Exterior,
if you even know where that is.>
Msg903 <You defeated Neafas, who revealed that the raiders are in Athera Station
Exterior.>
Msg904 <Neafas leaves the area.>
SUBPLOT1_6 <*CS_Duel&NoDerailment 2 1 3>
.9_start <ifNPCDead 453 else .9_GoCheckEntrance LoseSubPlot 321>
.9_update <if= p901 0 p= 901 1 NPCLevel 453 StoryDL MoveAndPacifyNPC 453 13>
.9_Surrender453 <if= PlotStatus 321 9 Monologue 453 902 StoryNote 903 Print 904
FreezeNPC 453 PCEnemy 453 XPV 100 SetEncounterActive -264 WinSubPlot 321>
SUBPLOT_NAME_8 <Speed Match>
ELEMENT16 <S Prefab>
PLACE16 <3 >
UPDATE_6 <if= PlotStatus 321 9 else UPDATE_5 LTrigger .9_update Goto UPDATE_5>
.10_update <if= p1001 0 p= 1001 1 FreezeNPC 453>
SUBPLOT_NAME_9 <Default Moot>
START_2 <if= PlotStatus 321 9 else START_1 LTrigger .9_start Goto START_1>
.11_loss <+T-- +F-->
UPDATE_7 <if= PlotStatus 321 10 else UPDATE_6 LTrigger .10_update Goto UPDATE_6>
Msg1101_1 <Character @ \SCENE NPCScene 449 :// Your mission has been cancelled.>
Msg1101_2 <Character @ \SCENE NPCScene 449 :// Your mission has been aborted.>
.11_start <ifNPCDead 449 SMemo 0 LoseComp 0 .11_loss>
.11_update <if= p1101 0 P= 1101 1 EMail 1101>
MEMO321 <Athera Spinner: You encountered Neafas and his lancemates in Athera
Station Exterior.>
Z
-1
0 -5 2 0 0
Stats
0 0 1301 1
0 7 10 1012077
0 7 22 316
-1
desig <PERSONA_BLANK>
greeting <if= PlotStatus 316 11 else GREETING_2 NewChat Say 1101 SMemo 0
NTBLoseComp 0 .11_loss>
GREETING_1 <NewChat SayAnything>
.2_GoChat <NewChat SayAnything>
.2_GoCheckProgress <ifChatNPCInPlay else .2_GoByPhone NewChat Say 201 AddChat 201
AddChat 202>
*.2_GoByPhone <*NotByPhone>
*.2_GoGreet <*IHearYouAreFightingNPC &EnemyNPC .2_GoReveal>
.2_GoReveal <NewChat Say 202 AddChat 203 AddChat 204 AddCHat 205>
.2_GoTrivial <NewChat Say 203 StoryNote 204 P= 201 -1 WinSubPlot 316 SetPlotStatus
317 3 SetEncounterActive -264>
*result201 <*ComeBackWhenYouKnowSomething>
result202 <EndCHat Say 205 StoryNote 206 P= 201 1 WinSubPlot 316 XPV 100
&SetPartnerNPC 449 &AddPartnerToLance>
result203 <AddSociable d8 Goto result205>
result204 <AddCheerful -d10 Goto result205>
result205 <NewChat Say 207 SMemo 208 History 209 AddChat 206 AddChat 207
SetPlotStatus 317 3 SetPlotStatus 321 9 SetXXRAttitude 449 XXR_A_IsEqual>
result206 <NewChat Say 210>
result207 <NewChat Say 211 History 212 SMemo 213 P= 201 -1 LoseSubPlot 316
AddReact -d10 AddSociable -d10 ifG d30 React PCEnemy 449>
Msg201_1 <Have you found out where \PERSONA &EnemyNPC is yet?>
CMsg201_1 <ifNPCOK &EnemyNPC Accept>
Msg201_2 <Have you found out where the raiders are yet?>
CMsg201_2 <ifNPCDead &EnemyNPC Accept>
Msg202 <I'm looking for \PERSONA &EnemyNPC too. I happen to know that \SPR
&EnemyNPC 's in town on a mission, but so far I can't find \PPR &EnemyNPC base.>
Msg203 <There's a lance of raiders in Athera Station Exterior. I'd go fight them
myself, but my doctor said to take it easy for a while.>
Msg204 <Character revealed the presence of raiders in Athera Station Exterior.>
Msg205 <Great! We shouldn't waste any time- let's go to Athera Station Exterior
right away!>
Msg206_1 <Character joined your lance to go fight \PERSONA &EnemyNPC in Athera
Station Exterior.>
CMsg206_1 <ifNPCOK &EnemyNPC Accept>
Msg206_2 <Character joined your lance to go fight the raiders in Athera Station
Exterior.>
CMsg206_2 <ifNPCDead &EnemyNPC Accept>
Msg207 <If you could help me to find \PERSONA &EnemyNPC , I could help you to
fight \OPR &EnemyNPC . Together I think we stand a better chance than either of us
would alone. What do you say?>
Msg208 <Character told you that \PERSONA &EnemyNPC is in town on a mission; \SPR
449 offered to join forces with you if you can find where \SPR &EnemyNPC is.>
Msg209 <Character offered to join forces with you against \PERSONA &EnemyNPC .>
Msg210 <Great. Just come see me after you learn where \SPR &EnemyNPC is but before
you fight \OPR &EnemyNPC . I'll be waiting.>
Msg211 <So that's how it is? I give you a hot lead, and you run off to snag my
bounty by yourself? Don't think I'm going to forget this, \PC ...>
Msg212 <You refused Character's offer.>
Msg213 <Character told you that \PERSONA &EnemyNPC is in town on a mission.>
Prompt201 <I'm still working on it.>
Prompt202 <Yes, I have. Let's go.>
CPrompt202 <IfSubPlotWon 321 Accept>
Prompt203 <Why don't we join up to fight \OPR &EnemyNPC ?>
Prompt204 <Sounds like you're pretty much a loser.>
Prompt205 <I could find \OPR &EnemyNPC easily enough.>
Prompt206 <I'll think about it.>
Prompt207 <Sorry, but I work better alone.>
GREETING_2 <if= PlotStatus 316 2 else .2_GoChat if= p201 0 else .2_GoChat if=
PlotStatus 317 0 else .2_GoCheckProgress ifNPCOK &EnemyNPC else .2_GoTrivial Goto
.2_GoGreet>
.11_loss <+T-- +F-->
Msg1101 <I'm afraid that you took too long on that mission. It's over now.>
requires <*ComeBackWhenYouKnowSomething>
.2_GoByPhone <EndChat Say 1201>
Msg1201 <I can't talk on the phone right now. Why don't you come see me at \SCENE
ChatNPCScene ?>
CMsg1201_1 <ifNPCSociable Accept>
CMsg1201_2 <ifNPCShy Accept>
CMsg1201_3 <ifNPCEasygoing Accept>
CMsg1201_4 <ifNPCPassionate Accept>
CMsg1201_5 <ifNPCCheerful Accept>
CMsg1201_6 <ifNPCMelancholy Accept>
.2_GoGreet <if= v1301 0 else .2_GoReveal V= 1301 1 NewChat Say 1301 AddChat 1301>
result1301 <Goto .2_GoReveal>
Msg1301 <Hey, \PC . I hear that you've had some trouble with \PERSONA &EnemyNPC
lately.>
CMsg1301_1 <ifNPCSociable Accept>
CMsg1301_2 <ifNPCShy Accept>
CMsg1301_3 <ifNPCEasygoing Accept>
CMsg1301_4 <ifNPCPassionate Accept>
CMsg1301_5 <ifNPCCheerful Accept>
CMsg1301_6 <ifNPCMelancholy Accept>
Prompt1301 <It's nothing I can't handle.>
result201 <NewChat Say 1401>
Msg1401 <Come back when you learn something.>
Z
-1
-1
0 -5 5 0 0
Stats
0 7 22 317
0 7 10 1008858
-1
desig <PERSONA_BLANK>
greeting <if= PlotStatus 317 3 else GoChat EndChat Say 301 AddCHat 301>
SPECIAL <Unlisted>
GREETING_1 <NewChat SayAnything>
GoChat <NewChat SayAnything>
result301 <EndCHat Say 302 Print 303>
Msg301 <\PC , so we finally meet. I am Harvi. I understand that you gave my men
some trouble back there.>
Msg302 <I'd advise you to not meddle in my affairs again. I've got a mission to
complete and no insignificant worm like yourself is going to stand in my way.
Here's a small taste of what you can expect should we happen to meet again.>
Msg303 <Harvi leaves the area.>
Prompt301 <No, I gave them a lot of trouble.>
Z
-1
-1
0 -11 4 2 0
Stats 1 23 2 30 3 30 4 1
0 7 5 20
0 7 22 317
0 21 3 1
0 22 1 1
0 22 2 1
0 21 1 1008857
0 7 10 1009464
0 0 2 1
0 0 1 1
-1
Start <if= L2 0 L= 2 1 ForceChat 287 StoryNote 1 SetXXRAttitude 287
XXR_A_IsSenior AlterContext .next>
.next <+H-->
nu1 <if= T1 0 Return if= V1 0 V= 1 1 AddRenown -1 SetPlotStatus 318 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 SALVAGE Alert 2
SetPlotStatus 318 4>
end <SetEncounterInactive -264 CancelSubPlot 317>
Msg1 <You fought Harvi's lancemates, while \SPR 287 left to complete a mission.>
Msg2 <You defeated Harvi's lancemates, but where did \SPR 287 go?>
NAME <METASCENE:-264>
CONTEXT < +P-- +C-- +Tgt +F-- +Hwn +B-- +Gkn C:MILIT =P00 !Ne E:++ E:NOFAC E:MEDIA
E:M.--- E:A.--- F:-- P:++ P:SILKN P:MILIT P:PCFAC P:ALLY R:-- T:++ T:NOFAC T:ADVEN
T:M.--- T:A.--- S:perm S:-- L:perm L:++ L:ATHSP L:SPACE L:MAQUI L:GROUND L:ALLY
I:-- A:-->
TERRAIN <SPACE>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
0 7 10 1008857
-1
Deploy <if= PlotStatus 317 3 SetSelfFaction &EnemyFac WMecha 2 StoryDL 100>
Z
-1
-1
-1
0 -11 7 2 0
Stats 1 6 2 50 3 50
0 7 5 12
0 7 22 318
-1
terrain <GROUND>
Start <if= L1 0 Alert 1 L= 1 1 P= 402 0 if# P403 0 Alert 4>
nu1 <if= T1 0 Return if= L2 0 L= 2 1 Goto GoLoseMission>
nu2 <if= T2 0 if= T4 0 if= L2 0 L= 2 1 Salvage ifG T3 0 else GoLoseMission Goto
GoWinMission>
GoLoseMission <Alert 2 Trigger0 .4_318_GoLoss LoseSubPlot 318>
GoWinMission <Alert 3 History 5 XPV 100 Trigger0 .4_318_GoWin WinSubPlot
318>
end <SetEncounterInactive -265>
Msg1 <You arrive just in time to defend the factory against Harvi's forces.
Fortunately, Harvi doesn't appear to be present.>
Msg2 <You did not manage to save the factory.>
Msg3 <You defended the factory against Harvi's forces.>
Msg4 <Your reinforcements are here, as promised.>
Msg5 <You defended a factory against Harvi's forces.>
NAME <METASCENE:-265>
CONTEXT < +P-- +C-- +Tgt +F-- +Hwn +B-- +Gkn C:MILIT =P00 !Ne E:++ E:NOFAC E:MEDIA
E:M.--- E:A.--- F:-- P:++ P:SILKN P:MILIT P:PCFAC P:ALLY R:-- T:++ T:NOFAC T:ADVEN
T:M.--- T:A.--- S:perm S:-- L:perm L:++ L:ATHSP L:SPACE L:MAQUI L:GROUND L:ALLY
I:-- A:-->
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -1 3 1
0 -1 4 1
0 -6 0 7
0 -6 1 7
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -1 3 -1
0 -1 4 -1
0 -6 0 45
0 -6 1 45
-1
Deploy <if= PlotStatus 318 4 SetSelfFaction &EnemyFac WMecha 2 ArenaRenown 200>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 -1
0 -1 1 1
0 -1 4 1
-1
Z
-1
-1
0 -4 4 0 0
Stats
0 -1 1 1
0 -1 3 1
0 -1 2 -1
0 -6 0 25
0 -6 1 7
-1
Deploy <if= PlotStatus 318 4 if# P403 0 WMecha 4 StoryDL 80>
Z
-1
-1
0 -8 -3 0 0
Stats
-1
name <The Factory>
desig <NW>
Z
-1
0 -17 0 0 0
Stats
0 -1 4 3
-1
requires <*Fortress>
Z
-1
-1
-1
-1
0 -11 8 2 0
Stats 2 30 3 30
0 7 5 20
0 7 22 319
-1
rumor5 <Harvi's henchmen have been spotted in Athera Station Exterior.>
Start <if= L2 0 L= 2 1 L= 1 0 Alert 1>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 AddRenown -1>
nu2 <if= T2 0 if= V1 0 V= 1 1 Alert 2 History 3 GiveItem 249
SetPlotStatus 319 6>
end <L= 2 0>
Msg1 <You face some of Harvi's lancemates. Maybe you'll be able to find out about
\PPR 287 plans from them.>
Msg2 <After the battle, you find a diary in the cockpit of one of the defeated
mecha.>
Msg3 <You obtained a diary from your enemy's henchman.>
NAME <METASCENE:-266>
CONTEXT < +P-- +C-- +Tgt +F-- +Hwn +B-- +Gkn C:MILIT =P00 !Ne E:++ E:NOFAC E:MEDIA
E:M.--- E:A.--- F:-- P:++ P:SILKN P:MILIT P:PCFAC P:ALLY R:-- T:++ T:NOFAC T:ADVEN
T:M.--- T:A.--- S:perm S:-- L:perm L:++ L:ATHSP L:SPACE L:MAQUI L:GROUND L:ALLY
I:-- A:-->
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <if= PlotStatus 319 5 SetSelfFaction &EnemyFac WMecha 2 StoryDL 100>
Z
-1
-1
-1
0 -5 11 0 0
Stats
0 7 22 319
-1
desig <PERSONA_BLANK>
greeting <if= PlotStatus 319 6 else GoChat ifChatNPCInPlay else GoNotHere ifItemOK
249 else GoChat ifG v601 0 else GoGreet ifG ComTime v601 else GoNotYet NewChat Say
601 AddCHat 601>
rumor6 <Oater Yvia does a bit of freelance forensic work.>
GREETING_1 <NewChat SayAnything>
GoNotHere <NewChat Say 611>
GoNotYet <NewChat Say 602>
GoChat <NewChat SayAnything>
GoGreet <if= v602 0 else GoMakeOffer V= 602 Threat StoryDL 3 NewChat Say 603
AddChat 602>
GoMakeOffer <NewChat Say 605 AddCHat 603 AddCHat 604>
result601 <NewChat Say 606 StoryNote 607 SetEncounterActive -265 WinSubPlot 319
DeleteItem 249>
result602 <NewChat Say 604 AddCHat 603 AddCHat 604>
result603 <NewChat Say 608 FreezeItem 249 Cash+ -v602 StoryNote 609 V= 601 ComTime
V+ 601 3600 V+ 601 d7200 V+ 601 d7200>
result604 <NewChat Say 610>
Msg601 <Aha, you're back. I've got the results from your Henchman's Diary right
here.>
Msg602 <I'm still working on that Henchman's Diary. Come back later.>
Msg603 <Yes, is there something I could help you with?>
Msg604 <Hmmm. I'd have to examine it thoroughly... Forensic work isn't cheap, you
realize. If you want me to investigate this item it's going to cost $ \VAL V602 .>
Msg605 <Hello again. If you want me to investigate your Henchman's Diary it's
going to cost $ \VAL V602 .>
Msg606 <I've learned that someone named Harvi can be found at Athera Spinner. I
certainly hope that this information is of use to you.>
Msg607 <You learned that Harvi can be found in Athera Spinner.>
Msg608 <Great. Come back here in a few hours and I'll tell you what I've learned.>
Msg609 <You gave the Henchman's Diary to Oater Yvia for investigation.>
Msg610 <I'll be waiting.>
Msg611 <Sorry, I can't talk right now. If you've got an item for me to examine why
don't you bring it to The Atrium?>
Prompt601 <Well, what can you tell me about it?>
Prompt602 <What can you tell me about this Henchman's Diary?>
Prompt603 <Here you go. [Give item and money]>
CPrompt603 <ifG PC$ v602 Accept>
Prompt604 <I'll be back later.>
Z
-1
-1
0 -5 13 0 0
Stats
0 7 22 320
-1
desig <PERSONA_BLANK>
greeting <if= PlotStatus 320 8 else GREETING_2 ifChatNPCInPlay else
.8_GoNotInPlay Goto .8_GoChallenge>
rumor7 <Nomotyb was recently defeated by the raiders.>
GREETING_1 <NewChat SayAnything>
GoCheckOffer <if= PlotStatus 320 7 else GoChat Goto GoGreet>
*GoGreet <*YouCouldUseHelp GoMakeOffer>
GoMakeOffer <NewChat Say 702 AddCHat 701 AddChat 702 AddChat 703>
GoChat <NewChat SayAnything>
result701 <NewChat Say 703 LoseSubPlot 320>
result702 <NewChat Say 704 AddChat 701 AddChat 703>
result703 <NewChat Say 705 AddChat 704 AddChat 705 AddChat 706>
result704 <NewChat Say 706 LoseSubPlot 320>
result705 <NewChat Say 707 AddChat 707 AddChat 708>
result706 <NewChat Say 708 History 709 XPV 100 Trigger0 .7_320_GoReinforcements
WinSubPlot 320>
result707 <SetPlotStatus 320 8 Goto .7_GoAcceptChallenge>
*.7_GoAcceptChallenge <*IAcceptYourChallenge 20>
result708 <NewChat Say 710 LoseSubPlot 320>
Msg701 <My lance will be there to help you out. Me, I gotta buy a new mek.>
Msg702 <Those raiders you're going up against? I fought them myself a while back,
but didn't do so well. Take my advice and stay well clear of them. You'll live
longer.>
Msg703 <You're welcome... though somehow I don't think you're going to be
following it.>
Msg704 <Well, I don't know where you can find them now, if that's what you're
talking about...>
Msg705 <Hold on there. You have no idea how tough these guys are. I seriously
doubt that you're strong enough to tip the balance in favor of me and my lance.>
Msg706 <Good luck with that. If you survive, I'll buy you a drink.>
Msg707 <You're really serious about this, huh? Well, I'm willing to beat you if
you're fool enough to meet me...>
Msg708 <Yes, I guess it would be... Look, my mecha's still being repaired, but my
lancemates are ready to go. When you face the raiders they'll be there at your
side.>
Msg709 <You convinced Nomotyb to help in the upcoming battle.>
Msg710 <Good... you're finally learning. Personally, I think I'm going to quit
this mercenary racket and get into something safe like accounting or lion taming.>
Prompt701 <Thanks for the advice.>
Prompt702 <Do you know where I can find them?>
Prompt703 <Why don't we team up and defeat them together?>
Prompt704 <Fine. I'll defeat them by myself.>
Prompt705 <I'll prove it to you... in a duel!>
Prompt706 <Maybe not, but wouldn't it be fun to try?>
CPrompt706 <ifChatNPCSexy ifFlirtation HardSkillTar StoryDL Accept>
Prompt707 <Let's do it.>
Prompt708 <Sorry, on second thought it's not such a good idea.>
GREETING_2 <ifSubPlotWon 320 else GoCheckOffer NewChat Say 701>
*.8_GoChallenge <*ArenaChallenge .8_GoThemeInfo>
*.8_GoThemeInfo <*THEME_EXPO&Enemy NA>
*.8_GoNotInPlay <*WaitingForDuel 20>
requires <*WaitingForDuel>
GoGreet <if= v1201 0 else GoMakeOffer v= 1201 1 NewChat Say 1201 AddChat 1201
AddChat 1202>
result1201 <Goto GoMakeOffer>
result1202 <Goto GoMakeOffer>
Msg1201 <Hey \PC , I hear that you could use some help.>
Prompt1201 <I'm doing fine by myself.>
Prompt1202 <Yeah, that's right... why?>
.7_GoAcceptChallenge <NewChat Say 1301>
Msg1301 <You think you're good enough to face me? Meet me in \Scene 20 and we'll
find out.>
Msg1301_1 <I accept your challenge. We should arrange a place... how about I meet
you in \SCENE 20 later on today? You should prepare your mecha first, of course.
I'll see you there.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Alright. Meet me in \Scene 20 .>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <A duel? I can agree to that. Go get yourself prepared and meet me in
\Scene 20 whenever you're ready.>
CMsg1301_3 <ifNPCEasygoing Accept>
Msg1301_4 <You're lucky that I'm bored. Normally I wouldn't waste time facing an
amateur like you... meet me in \Scene 20 and I'll show you how a pro fights.>
CMsg1301_4 <ifNPCPassionate Accept>
Msg1301_5 <Well, this sounds like fun. I accept your challenge! Meet me in \Scene
20 .>
CMsg1301_5 <ifNPCCheerful Accept>
Msg1301_6 <A challenge? Meet me in \Scene 20 and don't be late.>
CMsg1301_6 <ifNPCMelancholy Accept>
.8_GoChallenge <EndChat Say 1401 AddChat 1401>
result1401 <Goto .8_GoThemeInfo>
Msg1401 <Are you ready to fight?>
Prompt1401 <More ready than you.>
.8_GoThemeInfo <EndChat Say 1501 Goto NA>
Msg1501 <You don't stand a chance against my \ChatNPCMecha !>
.8_GoNotInPlay <EndChat Say 1601>
Msg1601 <I'm waiting for you in \SCENE 20 .>
Z
-1
-1
0 -11 14 2 0
Stats 1 -30 2 30 3 30
0 7 5 20
0 7 22 320
0 21 2 1
0 22 2 1
0 21 3 1
-1
special <ARENA SOLO>
Start <if= L2 0 L= 2 1 Alert 1 ForceChat 452>
nu1 <if= T1 0 Return if= L1 0 L= 1 1 MoveNPC 452 15 History 4 Print 2
Trigger0 .8_320_GoLose>
nu2 <if= T2 0 if= L1 0 L= 1 2 MoveNPC 452 15 History 5 Print 2
AddRenown 1 XPV 100 Trigger0 .8_320_GoWin>
Msg1 <Nomotyb found a large asteroid to fight on>
Msg2 <Nomotyb returns to Athera Mecha Center.>
Msg4 <You were defeated by Nomotyb in a duel.>
Msg5 <You defeated Nomotyb in a duel.>
NAME <METASCENE:-267>
CONTEXT < +P-- +C-- +Tgt +F-- +Hwn +B-- +Gkn C:MILIT =P00 !Ne E:++ E:NOFAC E:MEDIA
E:M.--- E:A.--- F:-- P:++ P:SILKN P:MILIT P:PCFAC P:ALLY R:-- T:++ T:NOFAC T:ADVEN
T:M.--- T:A.--- S:perm S:-- L:perm L:++ L:ATHSP L:SPACE L:MAQUI L:GROUND L:ALLY
I:-- A:-->
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Z
-1
-1
-1
0 -5 15 0 0
Stats
0 7 22 321
0 7 10 1007344
-1
desig <PERSONA_BLANK>
greeting <if= PlotStatus 321 9 else GoChat NewChat Say 1 AddChat 1 AddChat 2
AddChat 3>
SPECIAL <UNLISTED>
rumor9 <there's a confused pilot hanging out at The Atrium.>
GREETING_1 <NewChat SayAnything>
GoChat <NewChat SayAnything>
GoReveal <PMemo 321 11 History 12 XPV 100 SetEncounterActive -264 WinSubPlot 321>
result1 <NewChat Say 2 AddChat 4 AddChat 5>
result2 <Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10 Goto GoR2Finish>
*GoR2Finish <*BrushOff>
result3 <ifIntimidation HardSkillTar StoryDL else result2 NewChat Say 6 AddChat 6>
result4 <EndChat Say 7 Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10>
result5 <ifConversation SkillTar StoryDL else GoR5Fail NewChat Say 8 AddChat 7
AddChat 8 AddChat 9>
GoR5Fail <EndChat Say 9 Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10>
result6 <ifConversation SkillTar StoryDL else GoR6Fail NewChat Say 10 Goto
GoReveal>
GoR6Fail <EndChat Say 13 Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10>
result7 <ifConversation HardSkillTar StoryDL else GoR7Fail NewChat Say 14 Goto
GoReveal>
GoR7Fail <EndChat Say 15 Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10>
result8 <EndChat Say 16 Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10>
result9 <ifFlirtation SkillTar StoryDL else GoR9Fail NewChat Say 17 ifG React d100
else GoReveal if= &AmoreNPC 0 else GoReveal ifG ChatNPCDAge -3 else GoReveal
PCLover 453 History 18 Goto GoReveal>
GoR9Fail <EndChat Say 19 Print 3 History 4 PMemo 321 5 SetPlotStatus 321 10>
Msg1 <Yes, what do you want? I'm kind of busy right now.>
Msg2 <Well, I really shouldn't be talking about this to anyone... I'll do fine by
myself.>
Msg3 <Neafas leaves the area.>
Msg4 <Neafas left before you could learn where the raiders were.>
Msg5 <Neafas left before you could learn where the raiders are, but you may still
be able to find \OPR 453 nearby.>
Msg6 <Blazes... you're looking for the raiders I'm supposed to be meeting, aren't
you!? I knew I should never have signed on for this job...>
Msg7 <Don't worry. I know exactly what I'm doing... now, which way was the door
again?>
Msg8 <The problem is that I'm a little bit lost. I was supposed to meet some other
pilots for a mission, but I have no idea how to find them. How well do you know
this area?>
Msg9 <I appreciate the offer, but this is really something I have to do myself. I
should get going.>
Msg10 <Alright... you'll be able to find them in Athera Station Exterior. As for
me, I'm going somewhere very far away from all of this.>
Msg11 <You learned from Neafas that the raiders can be found in Athera Station
Exterior.>
Msg12 <You learned from Neafas that the raiders were in Athera Station Exterior.>
Msg13 <Forget it, I'll take my chances with running.>
Msg14 <That's great! Here, they gave me this map but I can't make heads or tails
of it. It's supposed to be someplace in Athera Station Exterior but I can't see
it. Really, if I can't figure it out soon, I'm not even going to bother going.>
Msg15 <That doesn't seem too likely. I think I'm better off on my own. Now, which
way was the door...?>
Msg16 <Seriously? Well, never mind then... I'll find it on my own.>
Msg17 <Really? Well, I was told that we'd be meeting in Athera Station Exterior,
but if you're going with me I'm not really interested in the mission anymore...>
Msg18 <You flirted with Neafas.>
Msg19 <Ewww... In that case, I think I better find them quickly, and on my own...>
Prompt1 <You look like you could use some help.>
Prompt2 <Nothing, I just wanted to chat.>
Prompt3 <I'm on the lookout for suspicious characters. Seen any?>
Prompt4 <Suit yourself. It's dangerous out there.>
Prompt5 <Come on, I won't tell anyone.>
Prompt6 <Tell me where they are, and I'll go easy on you.>
Prompt7 <I know it like the back of my hand.>
Prompt8 <Not very well at all, actually.>
Prompt9 <Not that well, but I'll stick with you all the way.>
CPrompt9 <ifChatNPCSexy Accept>
requires <*BrushOff>
GoR2Finish <NewChat Say 1201>
Msg1201 <Please go away. I'm busy.>
Z
-1
-1
0 -11 16 2 0
Stats 1 23 2 30 3 30 4 1
0 7 5 20
0 7 22 321
0 21 3 1
0 22 1 1
0 22 2 1
0 21 1 1008642
0 7 10 1008797
0 0 4 1008943
0 0 5 1
0 0 3 1
0 0 1 1
-1
rumor10 <Neafas has been spotted in Athera Station Exterior.>
Start <if= L2 0 L= 2 1 L= 1 0 Monologue 453 1 Alert 2 L= 4 ComTime L+ 4 300
L+ 4 * 120 L5 L+ 5 1 if= L3 0 L= 3 1 PMemo 321 3>
nu1 <if= T1 0 Return>
nu2 <if= T2 0 Return if= V1 0 V= 1 1 ifG L4 ComTime else GoTooLate Alert 4
StoryNote 5 SetEncounterActive -264 SeekGate -264 WinSubPlot 321 if= L5 1 XPV
100>
GoTooLate <Alert 6 AddRenown -1>
end <L= 2 0>
Msg1_1 <Look- it's that cavalier who's been following me. You guys deal with it;
I've got to get back to base.>
Msg2 <If you can defeat Neafas's lancemates quickly, you should be able to trail
\OPR 453 to the base.>
Msg3 <You encountered Neafas and \PPR 453 lancemates in Athera Station Exterior.>
Msg4 <You catch up with Neafas, and follow \OPR 453 to the raider's base.>
Msg5 <You trailed Neafas to the raider's base in Athera Station Exterior.>
Msg6 <After defeating the henchmen, you attempt to follow Neafas but are too late
to find \OPR 453 .>
NAME <METASCENE:-268>
CONTEXT < +P-- +C-- +Tgt +F-- +Hwn +B-- +Gkn C:MILIT =P00 !Ne E:++ E:NOFAC E:MEDIA
E:M.--- E:A.--- F:-- P:++ P:SILKN P:MILIT P:PCFAC P:ALLY R:-- T:++ T:NOFAC T:ADVEN
T:M.--- T:A.--- S:perm S:-- L:perm L:++ L:ATHSP L:SPACE L:MAQUI L:GROUND L:ALLY
I:-- A:-->
TERRAIN <SPACE>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
0 7 10 1008642
-1
Deploy <if= PlotStatus 321 10 SetSelfFaction &EnemyFac WMecha 2 StoryDL 80>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 11 3 15 4 14 5 15 6 11 7 7 8 11
0 5 8 1
0 5 1 368446
0 -2 1 1
0 -5 1 1
0 -5 2 1
0 -5 3 1
0 -2 4 367708
0 -2 3 367695
0 -2 2 367708
0 -4 0 8
0 -2 0 1
0 -6 255 -1
0 5 0 289
0 5 12 3
0 1 12 4
0 5 11 12
0 3 -6 5
0 3 -7 -16
0 3 -1 10
0 3 -2 43
0 1 33 3
0 1 26 3
0 1 18 3
0 1 10 3
0 1 9 3
0 1 8 3
0 1 7 3
0 1 6 3
0 1 5 3
0 1 4 3
0 1 3 3
0 1 2 3
0 1 1 3
0 3 3 1
0 2 0 1
0 3 -5 36
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Jinu>
ELEMENT <C Prefab>
TEAMDATA <SD ALLY>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1022700
0 7 10 1012327
0 7 21 1
0 -9 1 263
0 7 26 22
0 7 23 1
0 7 22 314
0 7 29 1
-1
name <PLOT: Fortune Cookie>
desc <Talk to a pilot, receive sage words of advice.>
requires <*GENERAL>
element1 <Character HasMecha Sociable>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
update <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1
86400>
GoCheckTime <ifG ComTime V1 EndPlot>
GoDelete <EndPlot>
SPCONTEXT
<"SPACE"CSNSP"city"town"spinner"target"outdoors"urban"destination"hometown"industr
ial"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Dokang>
NAME_2 <***NOT DEFINED***>
NAME_3 <***NOT DEFINED***>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
Z
-1
0 -5 1 0 0
Stats
-1
rumor <Dokang really likes fortune cookies.>
Greeting <NewChat ifG React 0 else GoNoLike Say 1 EndPlot>
GoNoLike <SayAnything EndPlot>
Msg1 <If you specialize in armed combat, you might want to think about getting a
boomerang or a spear so you'll have a missile attack which uses your best skill.>
Msg1_1 <Cybernetics may make you more powerful, but the side effects are killer if
you don't know what you're getting into.>
Msg1_2 <The higher a shield's defense bonus, the harder it is to attack with that
arm.>
Msg1_3 <Stealth isn't very useful if you're standing in the open.>
Msg1_4 <Zoanoids are deadly in close combat, but pretty much useless at range.>
Msg1_5 <Puffins fly, penguins plummet.>
Msg1_6 <Only villainous people like email spam.>
Msg1_7 <Running is good for your health.>
Msg1_8 <Fixing things is a good experience.>
Msg1_9 <If you keep buying and selling things, you'll get the hang of it
eventually.>
Msg1_10 <The more difficult the fight, the more you'll learn from it.>
Msg1_11 <You can shoot carefully or you can shoot lots but you can't do both at
once.>
Msg1_12 <The small pepper is hotter.>
Msg1_13 <If you're out of luck and your mecha's been trashed, maybe you should
just settle down and get a corporate job.>
Msg1_14 <Survivalists often find dead animals very useful.>
Msg1_15 <Mystics can learn a lot from shrines.>
Msg1_16 <If you would be a great warrior, you must battle through the cave naked,
armed only with a toothpick.>
Msg1_17 <Scientists spend too much time looking at rocks.>
Msg1_18 <An honest shopkeeper won't buy stolen goods.>
Msg1_19 <Even a crooked shopkeeper might have a conscience.>
Msg1_20 <Installing cyberware is a pragmatic decision.>
Msg1_21 <Spiritual people should keep their bodies pure.>
Msg1_22 <Save your fighting for the battlefield. There's no reason to pull a gun
on someone in town, unless they attack you first.>
Msg1_23 <Whoever pulls their gun out first will get blamed for starting the
fight.>
Msg1_24 <If you're good at intimidation, nobody's even going to want to fight
you.>
Msg1_25 <You'll be surprised very often if you don't have a good awareness of your
surroundings.>
Msg1_26 <There actually is such a thing as a stupid question.>
Msg1_27 <Money spent on training is never wasted.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1067700
0 7 10 1012327
0 -9 6 -269
0 7 21 6
0 -21 1 323
0 -19 1 2
0 -9 5 14
0 -9 4 11
0 -9 3 386
0 -9 2 6
0 -9 1 2
0 7 26 22
0 7 23 1
0 7 22 323
0 7 29 2
0 20 1 200
-1
name <Versus Military Patrol Job>
requires <*GENERAL -!Ne>
Element1 <Scene Town>
Element2 <Faction Military !Ally 1>
Element3 <Character !Comrade 2>
Element4 <Scene Environs>
Element5 <Faction !Enemy 2>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 323 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 323 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 323 0 if= P2 0 if= PCFac NPCFac 386 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Miamo@ \SCENE NPCSCene 386 :// Hey \RANK , I've got a mission for you in
Maquise Spinner.>
Msg1_1 <Miamo@ \SCENE NPCSCene 386 :// Report to \SCENE NPCScene 386 for a mission
at once.>
Msg1_2 <Miamo@ \SCENE NPCSCene 386 :// Your services are required by the Privateer
Guild. Come see me for mission briefing.>
Msg1_3 <Miamo@ \SCENE NPCSCene 386 :// I've got a mission for you. Come to \SCENE
NPCScene 386 for the briefing.>
SPCONTEXT
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Maquise Spinner>
NAME_2 <the Privateer Guild>
NAME_3 <Miamo>
NAME_4 <Maquise Station Exterior>
NAME_5 <the Rocket Stars>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Generic Faction Enemies>
ELEMENT6 <S Prefab>
PLACE6 <4 >
UPDATE_1 <if= PlotStatus 323 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 323 0 ifNPCOK 386 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*MECHAMISSION_Versus 3 4 5>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 323 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 323 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
323 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 323 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 323 3 else na ifNPCDead 386 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 323 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 323 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 323 4 else na ifNPCOK 386 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 323 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 323 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 323 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Miamo @ \SCENE NPCScene 386 :// Your mission has been cancelled.>
Msg501_2 <Miamo @ \SCENE NPCScene 386 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 323 5 else na ifNPCOK 386 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 323 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 3 0 0
Stats
-1
rumor0 <Miamo needs a mecha pilot to fight the Rocket Stars.>
greeting <if= PlotStatus 323 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 11>
GoCheckOffer <if# PlotStatus 323 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac 14>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac 14 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac 14>
GoR1Final <Memo 2 SetPlotStatus 323 2>
result2 <Goto GoRejectMission>
Msg1 <Some mecha from the Rocket Stars have been spotted in Maquise Station
Exterior. They must be driven out. Complete this mission and you'll get $ \VAL
Reward 22 PayRate plus salvage rights.>
Msg1_1 <You've heard that there are operatives from the Rocket Stars in the area,
right? Our intel network has located their mecha team in Maquise Station Exterior.
Your job will be to defeat them; do this and I'll give you $ \VAL Reward 22
PayRate plus salvage rights.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <A lance from the Rocket Stars has been detected in Maquise Station
Exterior. Eliminate them for $ \VAL Reward 22 PayRate plus salvage.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <We're having a bit of a problem with the Rocket Stars. They've got a
strike team in Maquise Station Exterior, and I want you to make it go away. I can
offer $ \VAL Reward 22 PayRate and full salvage rights for the job.>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <Those bastards at the Rocket Stars think they can just waltz on in here
and get away with it. Well, they won't! I want you to go to Maquise Station
Exterior and destroy their strike team. This job is worth $ \VAL Reward 22 PayRate
plus salvage.>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <I've been hoping we'd get a chance to show the Rocket Stars what we're
made of, and we finally have! They've got a unit of mecha in the area. I'll hire
you to defeat them for $ \VAL Reward 22 PayRate and full salvage.>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <Our city is under attack from the Rocket Stars; it's vital that we stop
them before anyone is killed. Their infiltrators have been traced to Maquise
Station Exterior. Defeat them and you'll earn $ \VAL Reward 22 PayRate plus
salvage.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <Miamo in \SCENE NPCScene 386 hired you to fight the Rocket Stars in Maquise
Station Exterior.>
Prompt1 <I'll be back when I'm finished.>
Prompt1_1 <No problem.>
Prompt1_2 <I'll get the job done.>
Prompt2 <You can find someone else for this job.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <This isn't my type of job.>
Prompt2_2 <Sorry, but I don't want this mission.>
GREETING_1 <if= PlotStatus 323 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 323 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 323 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 11 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail EndChat Say 701 Goto
GoEnd>
Msg701 <You've got a lot of nerve showing up here at a time like this...>
Msg701_1 <You shouldn't be here...>
Msg701_2 <I have nothing to say to you...>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801 AddChat 802>
result801 <Goto GoMissionBriefing>
result802 <AddRenown -1 Goto GoMissionBriefing>
Msg801 <Did you get the email I sent you?>
Msg801_1 <\PC , I've been waiting to speak with you. Did you get the email I
sent?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Did you get my email?>
CMsg801_2 <ifNPCShy Accept>
Msg801_3 <Wow, that was quick. I just sent email to you recently... Did you get
it?>
CMsg801_3 <ifNPCCheerful Accept>
Msg801_4 <Finally, you're here. I was worried that you weren't coming. Did you get
my email?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Hey, there you are... Look, I was hoping to bump into you. I sent an
email... did you get it?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <You're here! I have something urgent to speak with you about... Did you
get the email?>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <That's why I'm here.>
Prompt801_1 <Tell me what's up.>
Prompt801_2 <I came as fast as I could.>
Prompt802 <Email? What email?>
Prompt802_1 <Sorry, my spam blocker must have eaten it.>
Prompt802_2 <Um... no, I didn't.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 35 V+ 1001 d20 ifG React V1001
else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat 1002>
result1001 <Goto GoMissionBriefing>
result1002 <AddReact -1 Goto GoRejectMission>
Msg1001 <\PC , I was hoping to see you. I need someone for a mission and could use
your help.>
Msg1001_10 <When \FACTION ChatNPCFac asked me to locate a cavalier for an upcoming
mission, yours was the first name I thought of. How'd you like to help me?>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <I need someone for a mission against \FACTION 14 . How would you like
to help me out?>
CMsg1001_20 <ifFactionExists 14 Accept>
Msg1001_30 <Hey \PC , your old buddies from \FACTION 14 are in town. I have a
mission lined up against them and thought I'd give you first crack at it.>
CMsg1001_30 <ifFactionExists 14 ifFactionEnemy 14 Accept>
Prompt1001 <Tell me about it.>
Prompt1001_1 <What kind of mission is it?>
Prompt1001_2 <Of course I'll help you.>
Prompt1002 <Sorry, I can't.>
Prompt1002_1 <This isn't a good time for that now.>
Prompt1002_2 <Really, I'd rather not.>
GoCheckSkill <if= v1101 0 else .11_GoBeenBefore V= 1101 1 NewChat Say 1101
AddChat 1101 AddChat 1102 AddChat 1103 AddChat 1104>
.11_GoBeenBefore <NewChat SayAnything Goto GoEnd>
result1101 <ifConversation HardSkillTar 22 else .11_GoR1Lose ifG React -1 else
.11_GoR1Lose Goto GoMissionBriefing>
.11_GoR1Lose <NewChat Say 1102 Goto GoEnd>
result1102 <ifIntimidation SkillTar 22 else .11_GoR1Lose Goto GoMissionBriefing>
result1103 <AddEasygoing -d10 ifFlirtation HardSkillTar 22 else .11_GoR3Lose ifG
React 20 else .11_GoR3Lose AddReact 10 NewChat Say 1103 AddChat 1105>
.11_GoR3Lose <AddReact -10 EndChat Say 1104>
result1104 <Goto GoRejectMission>
result1105 <Goto GoMissionBriefing>
Msg1101 <I need to find a skilled mecha pilot for an upcoming mission.>
Msg1101_1 <I've been entrusted to locate a mecha pilot for an upcoming mission. I
certainly hope that I can find someone who's qualified.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <I need a decent pilot for a combat mission.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <It's going to be a lucky day for someone. I've been authorized to hire
a freelance mecha pilot for a lucrative combat mission.>
CMsg1101_3 <ifNPCCheerful Accept>
Msg1101_4 <It seems the trouble never ends. I need a skilled pilot for an urgent
combat mission.>
CMsg1101_4 <ifNPCMelancholy Accept>
Msg1101_5 <Hey, do you know any pilots around here? I've got to locate a skilled
cavalier for an upcoming job.>
CMsg1101_5 <ifNPCEasygoing Accept>
Msg1101_6 <I need to locate a pilot for an upcoming combat mission... only the
best will do.>
CMsg1101_6 <ifNPCPassionate Accept>
Msg1101_10 <I've been asked by \FACTION ChatNPCFac to locate a freelance pilot for
an upcoming combat mission.>
CMsg1101_10 <ifFactionExists ChatNPCFac Accept>
Msg1101_11 <You should know that I've been asked by \FACTION ChatNPCFac to find a
decent combat pilot for a freelance job they're offering. This could be a good
opportunity for anyone who meets our requirements.>
CMsg1101_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1101_12 <I need a pilot to run a combat mission for \FACTION ChatNPCFac .>
CMsg1101_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1101_13 <I need a skilled pilot for an upcoming mission. This could be a golden
opportunity for anyone who's ever wanted to work for \FACTION ChatNPCFac .>
CMsg1101_13 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1101_14 <It seems like the conflict never ends... \FACTION ChatNPCFac needs a
talented cavalier to perform a dangerous mission.>
CMsg1101_14 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1101_15 <I was asked by \FACTION ChatNPCFac to find a pilot for some kind of
mission.>
CMsg1101_15 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1101_16 <I need a cavalier to perform a mission for \FACTION ChatNPCFac . I
don't know why we aren't using one of our own pilots for this mission, but it is
not my place to judge.>
CMsg1101_16 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1101_20 <I need a talented mecha pilot for an upcoming combat mission against
\FACTION 14 .>
CMsg1101_20 <ifFactionExists 14 Accept>
Msg1101_21 <It's my duty to locate an experienced combat pilot for an upcoming
mission we have against \FACTION 14 . I've been searching high and low but so far
haven't found anyone qualified.>
CMsg1101_21 <ifNPCSociable ifFactionExists 14 Accept>
Msg1101_22 <I need a pilot for a job against \FACTION 14 .>
CMsg1101_22 <ifNPCShy ifFactionExists 14 Accept>
Msg1101_23 <As usual, the folks at \FACTION 14 are busy stirring up trouble. I've
been asked to find a mecha pilot to run a mission against them.>
CMsg1101_23 <ifNPCCheerful ifFactionExists 14 Accept>
Msg1101_24 <The conflict between us and \FACTION 14 may very well never end...
It's my duty to find a skilled pilot for a combat mission against them.>
CMsg1101_24 <ifNPCMelancholy ifFactionExists 14 Accept>
Msg1101_25 <Once again we square off against \FACTION 14 . This time I need a
freelance mecha pilot to run a mission against them.>
CMsg1101_25 <ifNPCEasygoing ifFactionExists 14 Accept>
Msg1101_26 <Those fools in \FACTION 14 must be punished for what they have done.
I've been authorized to hire a mecha pilot for an immediate combat mission against
them.>
CMsg1101_26 <ifNPCPassionate ifFactionExists 14 Accept>
Msg1102 <Sorry, but I don't think you're quite what we're looking for.>
Msg1102_1 <I don't think so. In addition to lacking the skills we need, you also
show a tragic lack of style. Skills can be learned with experience but that
boorish manner will be yours forever.>
CMsg1102_1 <ifNPCSociable ifG 20 React Accept>
Msg1102_10 <If it were just up to me, I'd hire you. Unfortunately I don't think
you'd be approved by everyone else.>
CMsg1102_10 <ifNPCSociable ifG React 19 Accept>
Msg1102_2 <You're not the type I'm looking for.>
CMsg1102_2 <ifNPCShy Accept>
Msg1102_3 <I don't think you're quite what we're looking for, but keep trying and
I'm sure you'll find a mission somewhere!>
CMsg1102_3 <ifNPCCheerful Accept>
Msg1102_4 <Didn't I say we were looking for a qualified pilot? I'm sorry, but
you're not it.>
CMsg1102_4 <ifNPCMelancholy Accept>
Msg1102_5 <You're not the sort of pilot I think we need for this mission. Maybe
you can find work somewhere else.>
CMsg1102_5 <ifNPCEasygoing Accept>
Msg1102_6 <I'll be honest... You may have the skills, but your presentation leaves
me cold. Nobody else along the chain of command would be willing to authorize you
like that.>
CMsg1102_6 <ifNPCPassionate Accept>
Msg1103 <I think you might be perfect for this job... among other things. How
about I give you the details?>
Msg1103_1 <I believe you may have what I need... er, I mean, what we need. For
this job. How about I just give you the details?>
Msg1103_2 <Oh my... Yes, I think you're definitely the right one for this...
job... What was I saying? How about I just give you the mission briefing?>
Msg1104 <Do you really expect to get a job after calling me "Baby"!? Get out of
here... Just leave...>
Msg1104_1 <Note for future reference: "Sleazy" is not a good look for a job
interview. Just get out of here, please...>
Msg1104_2 <Oh, yeah, like calling anyone "baby" has ever had a positive effect.
You can forget about this job... and anything else you had in mind, as well.>
Prompt1101 <Tell me the mission details.>
Prompt1101_1 <I'd like to hear more about that.>
Prompt1102 <If you're looking for the best pilot, that'd be me.>
Prompt1102_1 <If you want the job done right, I'm your pilot.>
Prompt1103 <I've got exactly what you need right here, baby.>
CPrompt1103 <ifChatNPCSexy Accept>
Prompt1103_1 <I'm the only one you need, baby.>
Prompt1104 <I'm not interested in working for you.>
Prompt1104_1 <Sorry, I'm not interested.>
Prompt1105 <Go on.>
Prompt1105_1 <Please do.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a success. Here's your reward.>
Msg1401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <You did it. Here's your pay.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1401_7 <ifG 5 React Accept>
Msg1401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 6 2 0
Stats 2 30 3 30
0 7 5 11
0 7 22 323
-1
Start <if= P202 0 P= 202 1 PCFEnemy 14>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5 Memo 1
SetPlotStatus 323 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 Salvage Memo 2
SetPlotStatus 323 3>
Msg1 <You lost Miamo's mission.>
Msg2 <You successfully completed Miamo's mission.>
NAME <METASCENE:-269>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <SetSelfFaction 14 WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1068000
0 7 10 1012327
0 -9 6 -270
0 7 21 6
0 -21 1 324
0 -19 1 2
0 -9 5 14
0 -9 4 11
0 -9 3 396
0 -9 2 3
0 -9 1 2
0 7 26 22
0 7 23 1
0 7 22 324
0 7 29 2
0 20 1 200
-1
name <Versus Military Patrol Job>
requires <*GENERAL -!Ne>
Element1 <Scene Town>
Element2 <Faction Military !Ally 1>
Element3 <Character !Comrade 2>
Element4 <Scene Environs>
Element5 <Faction !Enemy 2>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 324 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 324 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 324 0 if= P2 0 if= PCFac NPCFac 396 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Sonbes@ \SCENE NPCSCene 396 :// Hey \RANK , I've got a mission for you in
Maquise Spinner.>
Msg1_1 <Sonbes@ \SCENE NPCSCene 396 :// Report to \SCENE NPCScene 396 for a
mission at once.>
Msg1_2 <Sonbes@ \SCENE NPCSCene 396 :// Your services are required by the Silver
Knights. Come see me for mission briefing.>
Msg1_3 <Sonbes@ \SCENE NPCSCene 396 :// I've got a mission for you. Come to \SCENE
NPCScene 396 for the briefing.>
SPCONTEXT
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Maquise Spinner>
NAME_2 <the Silver Knights>
NAME_3 <Sonbes>
NAME_4 <Maquise Station Exterior>
NAME_5 <the Rocket Stars>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Generic Faction Enemies>
ELEMENT6 <S Prefab>
PLACE6 <4 >
UPDATE_1 <if= PlotStatus 324 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 324 0 ifNPCOK 396 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*MECHAMISSION_Versus 3 4 5>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 324 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 324 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
324 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 324 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 324 3 else na ifNPCDead 396 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 324 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 324 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 324 4 else na ifNPCOK 396 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 324 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 324 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 324 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Sonbes @ \SCENE NPCScene 396 :// Your mission has been cancelled.>
Msg501_2 <Sonbes @ \SCENE NPCScene 396 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"MAQSP"city"town"spinner"target"outdoors"urban"destination"hometown"capitol
"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 324 5 else na ifNPCOK 396 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 324 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 3 0 0
Stats
-1
rumor0 <Sonbes needs a mecha pilot to fight the Rocket Stars.>
greeting <if= PlotStatus 324 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 11>
GoCheckOffer <if# PlotStatus 324 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac 14>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac 14 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac 14>
GoR1Final <Memo 2 SetPlotStatus 324 2>
result2 <Goto GoRejectMission>
Msg1 <Some mecha from the Rocket Stars have been spotted in Maquise Station
Exterior. They must be driven out. Complete this mission and you'll get $ \VAL
Reward 22 PayRate plus salvage rights.>
Msg1_1 <You've heard that there are operatives from the Rocket Stars in the area,
right? Our intel network has located their mecha team in Maquise Station Exterior.
Your job will be to defeat them; do this and I'll give you $ \VAL Reward 22
PayRate plus salvage rights.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <A lance from the Rocket Stars has been detected in Maquise Station
Exterior. Eliminate them for $ \VAL Reward 22 PayRate plus salvage.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <We're having a bit of a problem with the Rocket Stars. They've got a
strike team in Maquise Station Exterior, and I want you to make it go away. I can
offer $ \VAL Reward 22 PayRate and full salvage rights for the job.>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <Those bastards at the Rocket Stars think they can just waltz on in here
and get away with it. Well, they won't! I want you to go to Maquise Station
Exterior and destroy their strike team. This job is worth $ \VAL Reward 22 PayRate
plus salvage.>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <I've been hoping we'd get a chance to show the Rocket Stars what we're
made of, and we finally have! They've got a unit of mecha in the area. I'll hire
you to defeat them for $ \VAL Reward 22 PayRate and full salvage.>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <Our city is under attack from the Rocket Stars; it's vital that we stop
them before anyone is killed. Their infiltrators have been traced to Maquise
Station Exterior. Defeat them and you'll earn $ \VAL Reward 22 PayRate plus
salvage.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <Sonbes in \SCENE NPCScene 396 hired you to fight the Rocket Stars in Maquise
Station Exterior.>
Prompt1 <I'll be back when I'm finished.>
Prompt1_1 <No problem.>
Prompt1_2 <I'll get the job done.>
Prompt2 <You can find someone else for this job.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <This isn't my type of job.>
Prompt2_2 <Sorry, but I don't want this mission.>
GREETING_1 <if= PlotStatus 324 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 324 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 324 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 11 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail NewChat Say 701 Goto
GoEnd>
Msg701 <You aren't welcome here. I suggest that you leave.>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801>
result801 <Goto GoMissionBriefing>
Msg801 <There you are. Shall we get down to business?>
Msg801_1 <I was hoping to speak with you. I have some very important business that
requires your attention. Shall we get straight to work?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Let's get straight to business, shall we?>
Msg801_3 <There's no time for chitchat. Let's get straight to the point, okay?>
Msg801_4 <A crisis is brewing, and your help is needed. Shall we get down to
business?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Ah, there you are. I sent you an email but it's always easier to do
these things in person. Shall we get straight to business?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <I don't have time for a lot of idle chatter... Let's get straight to the
reason I called you here.>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <Let's do that.>
Prompt801_1 <What's going on?>
Prompt801_2 <What did you want to talk about?>
Prompt801_3 <Tell me what's going on.>
Prompt801_4 <Yes, let's.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 35 V+ 1001 d20 ifG React V1001
else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat 1002>
result1001 <Goto GoMissionBriefing>
result1002 <AddReact -1 Goto GoRejectMission>
Msg1001 <\PC , I was hoping to see you. I need someone for a mission and could use
your help.>
Msg1001_10 <When \FACTION ChatNPCFac asked me to locate a cavalier for an upcoming
mission, yours was the first name I thought of. How'd you like to help me?>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <I need someone for a mission against \FACTION 14 . How would you like
to help me out?>
CMsg1001_20 <ifFactionExists 14 Accept>
Msg1001_30 <Hey \PC , your old buddies from \FACTION 14 are in town. I have a
mission lined up against them and thought I'd give you first crack at it.>
CMsg1001_30 <ifFactionExists 14 ifFactionEnemy 14 Accept>
Prompt1001 <Tell me about it.>
Prompt1001_1 <What kind of mission is it?>
Prompt1001_2 <Of course I'll help you.>
Prompt1002 <Sorry, I can't.>
Prompt1002_1 <This isn't a good time for that now.>
Prompt1002_2 <Really, I'd rather not.>
GoCheckSkill <if= v1101 0 else .11_GoBeenBefore V= 1101 1 NewChat Say 1101
AddChat 1101 AddChat 1102 AddChat 1103 AddChat 1104>
.11_GoBeenBefore <NewChat SayAnything Goto GoEnd>
result1101 <ifConversation HardSkillTar 22 else .11_GoR1Lose ifG React -1 else
.11_GoR1Lose Goto GoMissionBriefing>
.11_GoR1Lose <NewChat Say 1102 Goto GoEnd>
result1102 <ifIntimidation SkillTar 22 else .11_GoR1Lose Goto GoMissionBriefing>
result1103 <AddEasygoing -d10 ifFlirtation HardSkillTar 22 else .11_GoR3Lose ifG
React 20 else .11_GoR3Lose AddReact 10 NewChat Say 1103 AddChat 1105>
.11_GoR3Lose <AddReact -10 EndChat Say 1104>
result1104 <Goto GoRejectMission>
result1105 <Goto GoMissionBriefing>
Msg1101 <I need to find a skilled mecha pilot for an upcoming mission.>
Msg1101_1 <I've been entrusted to locate a mecha pilot for an upcoming mission. I
certainly hope that I can find someone who's qualified.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <I need a decent pilot for a combat mission.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <It's going to be a lucky day for someone. I've been authorized to hire
a freelance mecha pilot for a lucrative combat mission.>
CMsg1101_3 <ifNPCCheerful Accept>
Msg1101_4 <It seems the trouble never ends. I need a skilled pilot for an urgent
combat mission.>
CMsg1101_4 <ifNPCMelancholy Accept>
Msg1101_5 <Hey, do you know any pilots around here? I've got to locate a skilled
cavalier for an upcoming job.>
CMsg1101_5 <ifNPCEasygoing Accept>
Msg1101_6 <I need to locate a pilot for an upcoming combat mission... only the
best will do.>
CMsg1101_6 <ifNPCPassionate Accept>
Msg1101_10 <I've been asked by \FACTION ChatNPCFac to locate a freelance pilot for
an upcoming combat mission.>
CMsg1101_10 <ifFactionExists ChatNPCFac Accept>
Msg1101_11 <You should know that I've been asked by \FACTION ChatNPCFac to find a
decent combat pilot for a freelance job they're offering. This could be a good
opportunity for anyone who meets our requirements.>
CMsg1101_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1101_12 <I need a pilot to run a combat mission for \FACTION ChatNPCFac .>
CMsg1101_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1101_13 <I need a skilled pilot for an upcoming mission. This could be a golden
opportunity for anyone who's ever wanted to work for \FACTION ChatNPCFac .>
CMsg1101_13 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1101_14 <It seems like the conflict never ends... \FACTION ChatNPCFac needs a
talented cavalier to perform a dangerous mission.>
CMsg1101_14 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1101_15 <I was asked by \FACTION ChatNPCFac to find a pilot for some kind of
mission.>
CMsg1101_15 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1101_16 <I need a cavalier to perform a mission for \FACTION ChatNPCFac . I
don't know why we aren't using one of our own pilots for this mission, but it is
not my place to judge.>
CMsg1101_16 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1101_20 <I need a talented mecha pilot for an upcoming combat mission against
\FACTION 14 .>
CMsg1101_20 <ifFactionExists 14 Accept>
Msg1101_21 <It's my duty to locate an experienced combat pilot for an upcoming
mission we have against \FACTION 14 . I've been searching high and low but so far
haven't found anyone qualified.>
CMsg1101_21 <ifNPCSociable ifFactionExists 14 Accept>
Msg1101_22 <I need a pilot for a job against \FACTION 14 .>
CMsg1101_22 <ifNPCShy ifFactionExists 14 Accept>
Msg1101_23 <As usual, the folks at \FACTION 14 are busy stirring up trouble. I've
been asked to find a mecha pilot to run a mission against them.>
CMsg1101_23 <ifNPCCheerful ifFactionExists 14 Accept>
Msg1101_24 <The conflict between us and \FACTION 14 may very well never end...
It's my duty to find a skilled pilot for a combat mission against them.>
CMsg1101_24 <ifNPCMelancholy ifFactionExists 14 Accept>
Msg1101_25 <Once again we square off against \FACTION 14 . This time I need a
freelance mecha pilot to run a mission against them.>
CMsg1101_25 <ifNPCEasygoing ifFactionExists 14 Accept>
Msg1101_26 <Those fools in \FACTION 14 must be punished for what they have done.
I've been authorized to hire a mecha pilot for an immediate combat mission against
them.>
CMsg1101_26 <ifNPCPassionate ifFactionExists 14 Accept>
Msg1102 <Sorry, but I don't think you're quite what we're looking for.>
Msg1102_1 <I don't think so. In addition to lacking the skills we need, you also
show a tragic lack of style. Skills can be learned with experience but that
boorish manner will be yours forever.>
CMsg1102_1 <ifNPCSociable ifG 20 React Accept>
Msg1102_10 <If it were just up to me, I'd hire you. Unfortunately I don't think
you'd be approved by everyone else.>
CMsg1102_10 <ifNPCSociable ifG React 19 Accept>
Msg1102_2 <You're not the type I'm looking for.>
CMsg1102_2 <ifNPCShy Accept>
Msg1102_3 <I don't think you're quite what we're looking for, but keep trying and
I'm sure you'll find a mission somewhere!>
CMsg1102_3 <ifNPCCheerful Accept>
Msg1102_4 <Didn't I say we were looking for a qualified pilot? I'm sorry, but
you're not it.>
CMsg1102_4 <ifNPCMelancholy Accept>
Msg1102_5 <You're not the sort of pilot I think we need for this mission. Maybe
you can find work somewhere else.>
CMsg1102_5 <ifNPCEasygoing Accept>
Msg1102_6 <I'll be honest... You may have the skills, but your presentation leaves
me cold. Nobody else along the chain of command would be willing to authorize you
like that.>
CMsg1102_6 <ifNPCPassionate Accept>
Msg1103 <I think you might be perfect for this job... among other things. How
about I give you the details?>
Msg1103_1 <I believe you may have what I need... er, I mean, what we need. For
this job. How about I just give you the details?>
Msg1103_2 <Oh my... Yes, I think you're definitely the right one for this...
job... What was I saying? How about I just give you the mission briefing?>
Msg1104 <Do you really expect to get a job after calling me "Baby"!? Get out of
here... Just leave...>
Msg1104_1 <Note for future reference: "Sleazy" is not a good look for a job
interview. Just get out of here, please...>
Msg1104_2 <Oh, yeah, like calling anyone "baby" has ever had a positive effect.
You can forget about this job... and anything else you had in mind, as well.>
Prompt1101 <Tell me the mission details.>
Prompt1101_1 <I'd like to hear more about that.>
Prompt1102 <If you're looking for the best pilot, that'd be me.>
Prompt1102_1 <If you want the job done right, I'm your pilot.>
Prompt1103 <I've got exactly what you need right here, baby.>
CPrompt1103 <ifChatNPCSexy Accept>
Prompt1103_1 <I'm the only one you need, baby.>
Prompt1104 <I'm not interested in working for you.>
Prompt1104_1 <Sorry, I'm not interested.>
Prompt1105 <Go on.>
Prompt1105_1 <Please do.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a success. Here's your reward.>
Msg1401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <You did it. Here's your pay.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1401_7 <ifG 5 React Accept>
Msg1401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 6 2 0
Stats 2 30 3 30
0 7 5 11
0 7 22 324
-1
Start <if= P202 0 P= 202 1 PCFEnemy 14>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5 Memo 1
SetPlotStatus 324 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 Salvage Memo 2
SetPlotStatus 324 3>
Msg1 <You lost Sonbes's mission.>
Msg2 <You successfully completed Sonbes's mission.>
NAME <METASCENE:-270>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <SetSelfFaction 14 WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 5 22
0 0 1 1043100
0 7 10 1012327
0 7 21 4
0 -9 4 -272
0 -9 3 41
0 -9 2 20
0 -9 1 12
0 7 26 22
0 7 23 1
0 7 22 329
0 7 29 3
-1
name <Local Defense>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Scene Outdoors !Near 1>
Element3 <Character HasMecha !Near 1 !Ally 1>
ELEMENT4 <S Prefab>
Place4 <2>
start <ifNPCOK E3 else GoDelete ifG V1 0 Goto GoCheckTime>
update <ifNPCOK E3 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200
MoveNPC E3 E4 SetNPCTeam E3 2 SetEncounterName E4 .name P= 5 PCRenown ifG 3 P5
P= 5 d4>
.name <\ELEMENT 3 's Patrol>
GoCheckTime <ifG ComTime V1 if= P3 0 EndPlot>
GoDelete <EndPlot>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Athera Station Exterior>
NAME_3 <Damhew Skyit>
NAME_4 <Encounter>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
Z
-1
0 -5 3 0 0
Stats
-1
rumor <Damhew Skyit is out patrolling Athera Station Exterior.>
special <NOESCAPE>
greeting <if= P3 3 else GoCheckLoss EndPlot Goto GoDoWin>
*GoDoWin <*GetYouNextTime>
GoCheckLoss <if= P3 2 else GoCheckCombat EndPlot Goto GoDoLoss>
*GoDoLoss <*YouLose>
GoCheckCombat <if= P3 1 else GoCheckEnemy NewChat SayAnything>
GoCheckEnemy <ifNPCArchEnemy E3 else GoNoEnemy Goto GoFightPC>
*GoFightPC <*BattleChallenge&Avoid GoThemeExpo GoExit>
*GoThemeExpo <*THEME_EXPO&Enemy GoStartCombat>
GoStartCombat <Exit E4>
GoExit <EndPlot>
GoNoEnemy <NewChat Say 1 EndPlot>
Msg1 <I'm just doing a routine patrol of the city. Nothing to see here.>
Msg1_1 <Hello \PC ; I'm just doing a routine patrol of \SCENE E2 . This is
something we have to do regularly. So far I haven't encountered any problems.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <I can't talk now; I'm on patrol.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <I'm doing a patrol of \ELEMENT 1 . Everything looks OK from here.>
CMsg1_3 <ifNPCCheerful Accept>
Msg1_4 <There are a million forces out there who would love to destroy \ELEMENT 1
. It's our job to defend the city against them.>
CMsg1_4 <ifNPCMelancholy Accept>
Msg1_5 <This is \ELEMENT 3 ; I have nothing to report from my city patrol.>
CMsg1_5 <ifNPCEasygoing Accept>
Msg1_6 <The enemies of \SCENE E1 never sleep, so neither shall I...>
CMsg1_6 <ifNPCPassionate Accept>
Msg1_7 <The streets are peaceful. I've found no trace of unlicensed mecha.>
CMsg1_7 <ifNPCLawful Accept>
Msg1_8 <If you witness any criminal activity, report it to the authorities at
once.>
CMsg1_8 <ifNPCCriminal Accept>
Msg1_9 <Right now I'm patrolling \ELEMENT 2 . It's our job to keep the city safe.>
CMsg1_9 <ifNPCHeroic Accept>
Msg1_10 <I'm looking for someone to fight. Not you, not today...>
CMsg1_10 <ifNPCVillainous Accept>
Msg1_11 <I'm out patrolling the city. If I run into any problems, I'll give you a
call.>
CMsg1_11 <ifG React 45 Accept>
requires <*THEME_EXPO [MT3]>
GoDoWin <EndChat Say 201>
Msg201 <You have defeated me once, but I'll never give up!>
Msg201_1 <You've defeated one of the Silver Knights, but my comrades will avenge
this loss!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <Great justice cannot be denied.>
CMsg201_2 <ifPCVillainous Accept>
Msg201_3 <That was a great display of piloting, \PC . I commend you on your fine
skills.>
CMsg201_3 <ifNPCCheerful ifG PCRep 1 -1 Accept>
Msg201_4 <I have brought shame upon the Knights... I won't forget this day, \PC !>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I concede victory to you, \PC . We'll fight again another day.>
CMsg201_5 <ifNPCEasygoing ifG PCRep 1 -1 Accept>
Msg201_6 <So, you've battled one of the Silver Knights and lived... I admire your
skill, \PC .>
CMsg201_6 <ifNPCPassionate ifG PCRep 1 -1 Accept>
Msg201_7 <I concede this battle to you.>
CMsg201_7 <ifNPCShy Accept>
Msg201_8 <It's a shame we have to fight on opposite sides of this battle, \PC . I
salute the victory of my noble adversary.>
CMsg201_8 <ifNPCHeroic ifPCHeroic Accept>
GoDoLoss <EndChat Say 301>
Msg301 <Was that the best you could do?>
CMsg301_1 <ifNPCSociable Accept>
CMsg301_2 <ifNPCShy Accept>
Msg301_3 <That was fun... a bit easy, but fun none the less.>
CMsg301_3 <ifNPCCheerful Accept>
CMsg301_4 <ifNPCMelancholy Accept>
Msg301_5 <Wow. Beating you was easy... Let's do this again sometime.>
CMsg301_5 <ifNPCEasygoing Accept>
Msg301_6 <Defeating you wasn't even a challenge.>
CMsg301_6 <ifNPCPassionate Accept>
GoFightPC <EndChat Say 401 AddChat 401 AddChat 402 AddChat 403>
Result401 <Goto GoThemeExpo>
Result402 <EndChat AddEasygoing -d8 ifIntimidation NPCEgo ChatNPCID else
.4_Go2Fail Say 403 SkillXP 28 50 XPV 100 Goto GoExit>
.4_Go2Fail <Goto GoThemeExpo>
Result403 <EndChat AddRenown -5 ifNPCPassionate else .4_Go3Work Say 406 AddChat
404>
.4_Go3Work <Say 405 Goto GoExit>
result404 <Goto GoThemeExpo>
Msg401 <You should not be here, \PC . I'm going to have to fight you now.>
Msg401_1 <What are you doing here? Not that it matters, of course... Now that you
are here, you can't be permitted to leave.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <I challenge you.>
CMsg401_2 <ifNPCShy Accept>
Msg401_3 <Ah, a challenger. It will be fun defeating you.>
CMsg401_3 <ifNPCCheerful Accept>
Msg401_4 <I will destroy you, \PC ...>
CMsg401_4 <ifNPCMelancholy Accept>
Msg401_5 <You're in the wrong place at the wrong time, \PC ... I'm afraid I have
no choice but to challenge you.>
CMsg401_5 <ifNPCEasygoing Accept>
Msg401_6 <I found you at last! Prepare to defend yourself, \PC ...>
CMsg401_6 <ifNPCPassionate Accept>
Msg401_7 <This is \ChatNPC of \FACTION ChatNPCFac . I challenge you to battle.>
CMsg401_7 <ifFactionExists ChatNPCFac ifNPCSociable Accept>
Msg403 <Fighting you right now wouldn't be in my own best interest... You can go,
but we'll meet again.>
Msg403_1 <Er... I don't really want to fight... You win.>
Msg403_2 <I can see that this was a bad idea... Let's just go our separate ways,
alright?>
Msg404 <You have a lot of confidence... let's see if you can back it up!>
Msg404_1 <I don't frighten so easily. Prepare to defend yourself.>
Msg404_2 <Are you trying to intimidate me?>
Msg405 <You can go this time... Don't let me catch you here again.>
Msg405_1 <Alright, I have more important things to deal with right now than you...
I'll let you go this time.>
Msg405_2 <Feel lucky that I've decided to spare your life. You may go.>
Msg406 <You expect to just run away like a dog!? I won't allow it... You'll fight
me here and now!>
Msg406_1 <Do you really think I'll just let you run away like that? There'll be no
coward's way out for you!>
Prompt401 <I'm ready to fight you.>
Prompt401_1 <Let's do this.>
Prompt401_2 <Alright, let's do battle.>
Prompt402 <It's you who will be destroyed.>
Prompt402_1 <You'll regret you ever challenged me.>
Prompt402_2 <This may be the last mistake you'll ever make.>
Prompt403 <Sorry, I'll go away...>
Prompt403_1 <I'll be leaving now...>
Prompt403_2 <Look, I don't want to fight...>
Prompt404 <[More]>
GoThemeExpo <EndChat Say 501 Goto GoStartCombat>
Msg501 <Now you'll see what real skill is.>
Z
-1
-1
0 -11 4 2 0
Stats 2 30 3 30
0 7 5 20
-1
content <Some 1 15 Sub *BATTLE_X ->
start <if= P3 0 P= 3 1>
nu1 <if= T1 0 Return if= P3 1 P= 3 2 AddRenown -8 Goto GoLoss>
nu2 <if= T2 0 if= P3 1 P= 3 3 XPV 100 AddRenown 1 Goto GoVictory>
GoVictory <ifNPCOK E1 else GoE1Died ForceChat E1>
GoE1Died <EndPlot>
GoLoss <ifNPCOK E1 else GoE1Died ForceChat E1>
NAME <METASCENE:-272>
CONTEXT < >
Z
0 2 0 0 0
Stats 1 18 2 10 3 16 4 14 5 8 6 8 7 12 8 13
0 -1 4 2
0 -6 255 17
0 5 0 41
0 5 12 3
0 5 11 1
0 3 -6 109
0 3 -3 -43
0 3 1 4
0 -8 2 2
0 2 0 1
0 3 -2 50
0 3 -1 67
0 5 2 3
0 3 3 1
0 1 1 15
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 17 14
0 1 24 14
0 1 26 14
0 1 30 14
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Damhew Skyit>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <SetSelfFaction NPCFac E3 WMecha 2 P5 80>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1086900
0 7 10 1012327
0 -9 4 -273
0 7 21 4
0 -21 1 330
0 -19 1 2
0 -9 3 20
0 -9 2 456
0 -9 1 12
0 7 26 22
0 7 23 1
0 7 22 330
0 7 29 3
0 20 1 90
-1
name <Basic Police Patrol Job>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Character POLIC !Ally 1>
Element3 <Scene Environs>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 330 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 330 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 330 0 if= P2 0 if= PCFac NPCFac 456 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Pinhyo@ \SCENE NPCSCene 456 :// Hey \RANK , I've got a mission for you in
Athera Spinner.>
Msg1_1 <Pinhyo@ \SCENE NPCSCene 456 :// Report to \SCENE NPCSCene 456 for a
mission at once.>
Msg1_2 <Pinhyo@ \SCENE NPCSCene 456 :// Your services are required by \FACTION
NPCFac 456 . Come see me for mission briefing.>
Msg1_3 <Pinhyo@ \SCENE NPCSCene 456 :// I've got a mission for you. Come to \SCENE
NPCSCene 456 for the briefing.>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Pinhyo>
NAME_3 <Athera Station Exterior>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Generic Enemies>
ELEMENT4 <S Prefab>
PLACE4 <3 >
UPDATE_1 <if= PlotStatus 330 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 330 0 ifNPCOK 456 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*POLICEMISSION_Basic 2 3>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 330 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 330 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
330 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 330 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 330 3 else na ifNPCDead 456 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 330 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 330 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 330 4 else na ifNPCOK 456 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 330 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 330 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 330 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Pinhyo @ \SCENE NPCScene 456 :// Your mission has been cancelled.>
Msg501_2 <Pinhyo @ \SCENE NPCScene 456 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 330 5 else na ifNPCOK 456 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 330 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 2 0 0
Stats
-1
rumor0 <Pinhyo needs a pilot to fight some criminals.>
greeting <if= PlotStatus 330 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 20>
GoCheckOffer <if# PlotStatus 330 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac na>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac na 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
GoR1Final <Memo 2 SetPlotStatus 330 2>
result2 <Goto GoRejectMission>
Msg1 <There's a mecha gang operating in Athera Station Exterior . I want you to
locate them and disable their machines; for this, you'll earn $ \VAL Reward 22
PayRate .>
Msg1_1 <My sources have tipped us off to a meeting of mecha thieves that's going
to happen in Athera Station Exterior later on today. I want you to go there, and
defeat them all. If you can do that, you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <We've traced some mecha criminals to Athera Station Exterior. Defeat them
and you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <There's a gang of criminals hanging out in Athera Station Exterior. If you
can defeat them, I'll give you $ \VAL Reward 22 PayRate . What do you say?>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <The criminals I'm after are holed up in Athera Station Exterior. I need
you to locate them and eliminate every last one. Do this, and you'll earn $ \VAL
Reward 22 PayRate .>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <We've located a mecha gang in Athera Station Exterior. Go defeat them, and
you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <I need you to eliminate a gang of mecha thieves. You'll earn $ \VAL Reward
22 PayRate for this job; there's no salvage, since we're going to need that for
evidence.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <Pinhyo in \SCENE NPCSCene 456 hired you to fight some mecha criminals in
Athera Station Exterior.>
Prompt1 <I'll be back when I'm finished.>
Prompt1_1 <I'd love to do that.>
Prompt1_2 <You can count on me.>
Prompt2 <This isn't my kind of work.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <You can find someone else for this mission.>
Prompt2_2 <Really, I don't want to do this.>
GREETING_1 <if= PlotStatus 330 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 330 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 330 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 20 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail EndChat Say 701 Goto
GoEnd>
Msg701 <You aren't welcome here. You should get out before I call the guards.>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801 AddChat 802>
result801 <Goto GoMissionBriefing>
result802 <AddRenown -1 Goto GoMissionBriefing>
Msg801 <Did you get the email I sent you?>
Msg801_1 <\PC , I've been waiting to speak with you. Did you get the email I
sent?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Did you get my email?>
CMsg801_2 <ifNPCShy Accept>
Msg801_3 <Wow, that was quick. I just sent email to you recently... Did you get
it?>
CMsg801_3 <ifNPCCheerful Accept>
Msg801_4 <Finally, you're here. I was worried that you weren't coming. Did you get
my email?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Hey, there you are... Look, I was hoping to bump into you. I sent an
email... did you get it?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <You're here! I have something urgent to speak with you about... Did you
get the email?>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <That's why I'm here.>
Prompt801_1 <Tell me what's up.>
Prompt801_2 <I came as fast as I could.>
Prompt802 <Email? What email?>
Prompt802_1 <Sorry, my spam blocker must have eaten it.>
Prompt802_2 <Um... no, I didn't.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 1 ifG PCRenown d60 else
GoCheckSkill ifG React d20 else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat
1002>
result1001 <Goto GoMissionBriefing>
result1002 <Goto GoRejectMission>
Msg1001 <Hey, you're a cavalier, right? If you're looking for work I have a
mission that just might interest you.>
Msg1001_10 <Hey, how'd you like to do a mission for \FACTION ChatNPCFac ? I need a
cavalier for one right away.>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <You're a mecha pilot, aren't you? I've got a mission against \FACTION
na if you're looking for a job.>
CMsg1001_20 <ifFactionExists na Accept>
Msg1001_30 <You're \PC , right? I heard you're no fan of \FACTION na ... How would
you like a chance to face them in battle?>
CMsg1001_30 <ifFactionExists na ifFactionEnemy na Accept>
Prompt1001 <Give me the details.>
Prompt1001_1 <I'd like to hear more.>
Prompt1001_2 <Alright, I can do that.>
Prompt1002 <Sorry, I'm not interested.>
Prompt1002_1 <I'm too busy for that right now.>
Prompt1002_2 <That doesn't sound like my kind of thing.>
GoCheckSkill <if= v1101 0 else .11_GoBeenBefore V= 1101 1 NewChat Say 1101
AddChat 1101 AddChat 1102 AddChat 1103 AddChat 1104>
.11_GoBeenBefore <NewChat SayAnything Goto GoEnd>
result1101 <ifConversation HardSkillTar 22 else .11_GoR1Lose ifG React -1 else
.11_GoR1Lose Goto GoMissionBriefing>
.11_GoR1Lose <NewChat Say 1102 Goto GoEnd>
result1102 <ifIntimidation SkillTar 22 else .11_GoR1Lose Goto GoMissionBriefing>
result1103 <AddEasygoing -d10 ifFlirtation HardSkillTar 22 else .11_GoR3Lose ifG
React 20 else .11_GoR3Lose AddReact 10 NewChat Say 1103 AddChat 1105>
.11_GoR3Lose <AddReact -10 EndChat Say 1104>
result1104 <Goto GoRejectMission>
result1105 <Goto GoMissionBriefing>
Msg1101 <I need to find a skilled mecha pilot for an upcoming mission.>
Msg1101_1 <I've been entrusted to locate a mecha pilot for an upcoming mission. I
certainly hope that I can find someone who's qualified.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <I need a decent pilot for a combat mission.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <It's going to be a lucky day for someone. I've been authorized to hire
a freelance mecha pilot for a lucrative combat mission.>
CMsg1101_3 <ifNPCCheerful Accept>
Msg1101_4 <It seems the trouble never ends. I need a skilled pilot for an urgent
combat mission.>
CMsg1101_4 <ifNPCMelancholy Accept>
Msg1101_5 <Hey, do you know any pilots around here? I've got to locate a skilled
cavalier for an upcoming job.>
CMsg1101_5 <ifNPCEasygoing Accept>
Msg1101_6 <I need to locate a pilot for an upcoming combat mission... only the
best will do.>
CMsg1101_6 <ifNPCPassionate Accept>
Msg1101_10 <I've been asked by \FACTION ChatNPCFac to locate a freelance pilot for
an upcoming combat mission.>
CMsg1101_10 <ifFactionExists ChatNPCFac Accept>
Msg1101_11 <You should know that I've been asked by \FACTION ChatNPCFac to find a
decent combat pilot for a freelance job they're offering. This could be a good
opportunity for anyone who meets our requirements.>
CMsg1101_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1101_12 <I need a pilot to run a combat mission for \FACTION ChatNPCFac .>
CMsg1101_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1101_13 <I need a skilled pilot for an upcoming mission. This could be a golden
opportunity for anyone who's ever wanted to work for \FACTION ChatNPCFac .>
CMsg1101_13 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1101_14 <It seems like the conflict never ends... \FACTION ChatNPCFac needs a
talented cavalier to perform a dangerous mission.>
CMsg1101_14 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1101_15 <I was asked by \FACTION ChatNPCFac to find a pilot for some kind of
mission.>
CMsg1101_15 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1101_16 <I need a cavalier to perform a mission for \FACTION ChatNPCFac . I
don't know why we aren't using one of our own pilots for this mission, but it is
not my place to judge.>
CMsg1101_16 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1101_20 <I need a talented mecha pilot for an upcoming combat mission against
\FACTION na .>
CMsg1101_20 <ifFactionExists na Accept>
Msg1101_21 <It's my duty to locate an experienced combat pilot for an upcoming
mission we have against \FACTION na . I've been searching high and low but so far
haven't found anyone qualified.>
CMsg1101_21 <ifNPCSociable ifFactionExists na Accept>
Msg1101_22 <I need a pilot for a job against \FACTION na .>
CMsg1101_22 <ifNPCShy ifFactionExists na Accept>
Msg1101_23 <As usual, the folks at \FACTION na are busy stirring up trouble. I've
been asked to find a mecha pilot to run a mission against them.>
CMsg1101_23 <ifNPCCheerful ifFactionExists na Accept>
Msg1101_24 <The conflict between us and \FACTION na may very well never end...
It's my duty to find a skilled pilot for a combat mission against them.>
CMsg1101_24 <ifNPCMelancholy ifFactionExists na Accept>
Msg1101_25 <Once again we square off against \FACTION na . This time I need a
freelance mecha pilot to run a mission against them.>
CMsg1101_25 <ifNPCEasygoing ifFactionExists na Accept>
Msg1101_26 <Those fools in \FACTION na must be punished for what they have done.
I've been authorized to hire a mecha pilot for an immediate combat mission against
them.>
CMsg1101_26 <ifNPCPassionate ifFactionExists na Accept>
Msg1102 <Sorry, but I don't think you're quite what we're looking for.>
Msg1102_1 <I don't think so. In addition to lacking the skills we need, you also
show a tragic lack of style. Skills can be learned with experience but that
boorish manner will be yours forever.>
CMsg1102_1 <ifNPCSociable ifG 20 React Accept>
Msg1102_10 <If it were just up to me, I'd hire you. Unfortunately I don't think
you'd be approved by everyone else.>
CMsg1102_10 <ifNPCSociable ifG React 19 Accept>
Msg1102_2 <You're not the type I'm looking for.>
CMsg1102_2 <ifNPCShy Accept>
Msg1102_3 <I don't think you're quite what we're looking for, but keep trying and
I'm sure you'll find a mission somewhere!>
CMsg1102_3 <ifNPCCheerful Accept>
Msg1102_4 <Didn't I say we were looking for a qualified pilot? I'm sorry, but
you're not it.>
CMsg1102_4 <ifNPCMelancholy Accept>
Msg1102_5 <You're not the sort of pilot I think we need for this mission. Maybe
you can find work somewhere else.>
CMsg1102_5 <ifNPCEasygoing Accept>
Msg1102_6 <I'll be honest... You may have the skills, but your presentation leaves
me cold. Nobody else along the chain of command would be willing to authorize you
like that.>
CMsg1102_6 <ifNPCPassionate Accept>
Msg1103 <I think you might be perfect for this job... among other things. How
about I give you the details?>
Msg1103_1 <I believe you may have what I need... er, I mean, what we need. For
this job. How about I just give you the details?>
Msg1103_2 <Oh my... Yes, I think you're definitely the right one for this...
job... What was I saying? How about I just give you the mission briefing?>
Msg1104 <Do you really expect to get a job after calling me "Baby"!? Get out of
here... Just leave...>
Msg1104_1 <Note for future reference: "Sleazy" is not a good look for a job
interview. Just get out of here, please...>
Msg1104_2 <Oh, yeah, like calling anyone "baby" has ever had a positive effect.
You can forget about this job... and anything else you had in mind, as well.>
Prompt1101 <Tell me the mission details.>
Prompt1101_1 <I'd like to hear more about that.>
Prompt1102 <If you're looking for the best pilot, that'd be me.>
Prompt1102_1 <If you want the job done right, I'm your pilot.>
Prompt1103 <I've got exactly what you need right here, baby.>
CPrompt1103 <ifChatNPCSexy Accept>
Prompt1103_1 <I'm the only one you need, baby.>
Prompt1104 <I'm not interested in working for you.>
Prompt1104_1 <Sorry, I'm not interested.>
Prompt1105 <Go on.>
Prompt1105_1 <Please do.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a success. Here's your reward.>
Msg1401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <You did it. Here's your pay.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1401_7 <ifG 5 React Accept>
Msg1401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 4 2 0
Stats 2 30 3 30
0 7 5 20
0 7 22 330
-1
Start <if= P202 0 P= 202 1>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5
Memo 1 SetPlotStatus 330 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 AddLawful 1
Memo 2 SetPlotStatus 330 3>
Msg1 <You lost Pinhyo's mission.>
Msg2 <You successfully completed Pinhyo's mission.>
NAME <METASCENE:-273>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1087500
0 7 10 1012327
0 -9 4 -274
0 7 21 4
0 -21 1 331
0 -19 1 2
0 -9 3 20
0 -9 2 13
0 -9 1 44
0 7 26 22
0 7 23 1
0 7 22 331
0 7 29 3
0 20 1 105
-1
name <Basic Corporate Patrol Job>
requires <*GENERAL>
Element1 <Character Corporate>
element2 <Faction Corporate !Comrade 1>
Element3 <Scene Environs>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 331 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 331 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 331 0 if= P2 0 if= PCFac 13 if= d20 1 ifG PCCharm d40
Email 1 P= 2 1>
Msg1 <\ELEMENT 1 @ \SCENE NPCScene 44 :// I have a mission for you from \ELEMENT 2
.>
Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene 44 :// Report to \SCENE EScene 1 for a
mission at once.>
Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene 44 :// Your services are required by \ELEMENT
2 . Come see me for mission briefing.>
Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene 44 :// I've got a mission for you. Come here
for the briefing.>
Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene 44 :// There's a matter that requires your
attention. This is official \ELEMENT 2 business, so come as soon as possible.>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Meova>
NAME_2 <MUGL Enterprises>
NAME_3 <Athera Station Exterior>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Generic Enemies>
ELEMENT4 <S Prefab>
PLACE4 <3 >
UPDATE_1 <if= PlotStatus 331 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 331 0 ifNPCOK 44 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*MECHAMISSION_Basic 1 3>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 331 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 331 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
331 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 331 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 331 3 else na ifNPCDead 44 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 331 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 331 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 331 4 else na ifNPCOK 44 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 331 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 331 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 331 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Meova @ \SCENE NPCScene 44 :// Your mission has been cancelled.>
Msg501_2 <Meova @ \SCENE NPCScene 44 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 331 5 else na ifNPCOK 44 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 331 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 1 0 0
Stats
-1
rumor0 <Meova needs a mecha pilot to do a mission for MUGL Enterprises.>
greeting <if= PlotStatus 331 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 20>
GoCheckOffer <if# PlotStatus 331 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail 13 GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac 13 else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill 13 na>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
13 na 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final 13 na>
GoR1Final <Memo 2 SetPlotStatus 331 2>
result2 <Goto GoRejectMission>
Msg1 <Recently, a number of our shipments have been attacked by bandits. Your job
will be to locate those responsible and make sure they are incapable of attacking
us again. For this you will earn $ \VAL Reward 22 PayRate plus salvage.>
Msg1_1 <You've probably heard that several of our convoys have been attacked
recently. We've identified the bandit gang responsible; your job will be to
eliminate them once and for all. Do this and you'll earn $ \VAL Reward 22 PayRate
plus salvage.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <Some bandits have been attacking our shipments. Defeat them and you'll
earn $ \VAL Reward 22 PayRate plus salvage rights.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <This should be a straightforward assignment. Some bandits have been
attacking our shipments; you'll be paid $ \VAL Reward 22 PayRate plus salvage
rights for locating and eliminating them.>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <The enemies of \ELEMENT 2 never sleep. Some bandits have been attacking
our property... Your job will be to engage them in combat and eliminate them. Do
this and you'll earn $ \VAL Reward 22 PayRate plus salvage.>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <I want you to locate a particular bandit gang and disable their mecha. If
you can perform this task, \ELEMENT 2 will pay you $ \VAL Reward 22 PayRate plus
full salvage rights.>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <A gang of bandits has been attacking our shipments; several employees of
\ELEMENT 2 have been killed already. I want you to locate the bandits and
eliminate them. Upon completion of this mission you'll earn $ \VAL Reward 22
PayRate and salvage.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <\ELEMENT 1 in \SCENE NPCScene 44 hired you to fight some bandits in \ELEMENT
3 for \ELEMENT 2 .>
Prompt1 <Sounds good. I'll do it.>
Prompt1_1 <Alright, I'll do it.>
Prompt1_2 <I'll get to work immediately.>
Prompt2 <Sorry, I don't want this job.>
CPrompt2 <if# PCFac 13 Accept>
Prompt2_1 <On second thought, I don't want this job.>
Prompt2_2 <Really, I don't want to do this.>
GREETING_1 <if= PlotStatus 331 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 331 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 331 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 20 .>
GoCheckEnemy <ifFactionEnemy 13 else GoCheckEmail EndChat Say 701 Goto GoEnd>
Msg701 <You aren't welcome here. You should get out before I call the guards.>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801 AddChat 802>
result801 <Goto GoMissionBriefing>
result802 <AddRenown -1 Goto GoMissionBriefing>
Msg801 <Did you get the email I sent you?>
Msg801_1 <\PC , I've been waiting to speak with you. Did you get the email I
sent?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Did you get my email?>
CMsg801_2 <ifNPCShy Accept>
Msg801_3 <Wow, that was quick. I just sent email to you recently... Did you get
it?>
CMsg801_3 <ifNPCCheerful Accept>
Msg801_4 <Finally, you're here. I was worried that you weren't coming. Did you get
my email?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Hey, there you are... Look, I was hoping to bump into you. I sent an
email... did you get it?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <You're here! I have something urgent to speak with you about... Did you
get the email?>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <That's why I'm here.>
Prompt801_1 <Tell me what's up.>
Prompt801_2 <I came as fast as I could.>
Prompt802 <Email? What email?>
Prompt802_1 <Sorry, my spam blocker must have eaten it.>
Prompt802_2 <Um... no, I didn't.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 35 V+ 1001 d20 ifG React V1001
else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat 1002>
result1001 <Goto GoMissionBriefing>
result1002 <AddReact -1 Goto GoRejectMission>
Msg1001 <\PC , I was hoping to see you. I need someone for a mission and could use
your help.>
Msg1001_10 <When \FACTION 13 asked me to locate a cavalier for an upcoming
mission, yours was the first name I thought of. How'd you like to help me?>
CMsg1001_10 <ifFactionExists 13 Accept>
Msg1001_20 <I need someone for a mission against \FACTION na . How would you like
to help me out?>
CMsg1001_20 <ifFactionExists na Accept>
Msg1001_30 <Hey \PC , your old buddies from \FACTION na are in town. I have a
mission lined up against them and thought I'd give you first crack at it.>
CMsg1001_30 <ifFactionExists na ifFactionEnemy na Accept>
Prompt1001 <Tell me about it.>
Prompt1001_1 <What kind of mission is it?>
Prompt1001_2 <Of course I'll help you.>
Prompt1002 <Sorry, I can't.>
Prompt1002_1 <This isn't a good time for that now.>
Prompt1002_2 <Really, I'd rather not.>
GoCheckSkill <if= v1101 0 else .11_GoBeenBefore V= 1101 1 NewChat Say 1101
AddChat 1101 AddChat 1102 AddChat 1103 AddChat 1104>
.11_GoBeenBefore <NewChat SayAnything Goto GoEnd>
result1101 <ifConversation HardSkillTar 22 else .11_GoR1Lose ifG React -1 else
.11_GoR1Lose Goto GoMissionBriefing>
.11_GoR1Lose <NewChat Say 1102 Goto GoEnd>
result1102 <ifIntimidation SkillTar 22 else .11_GoR1Lose Goto GoMissionBriefing>
result1103 <AddEasygoing -d10 ifFlirtation HardSkillTar 22 else .11_GoR3Lose ifG
React 20 else .11_GoR3Lose AddReact 10 NewChat Say 1103 AddChat 1105>
.11_GoR3Lose <AddReact -10 EndChat Say 1104>
result1104 <Goto GoRejectMission>
result1105 <Goto GoMissionBriefing>
Msg1101 <I need to find a skilled mecha pilot for an upcoming mission.>
Msg1101_1 <I've been entrusted to locate a mecha pilot for an upcoming mission. I
certainly hope that I can find someone who's qualified.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <I need a decent pilot for a combat mission.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <It's going to be a lucky day for someone. I've been authorized to hire
a freelance mecha pilot for a lucrative combat mission.>
CMsg1101_3 <ifNPCCheerful Accept>
Msg1101_4 <It seems the trouble never ends. I need a skilled pilot for an urgent
combat mission.>
CMsg1101_4 <ifNPCMelancholy Accept>
Msg1101_5 <Hey, do you know any pilots around here? I've got to locate a skilled
cavalier for an upcoming job.>
CMsg1101_5 <ifNPCEasygoing Accept>
Msg1101_6 <I need to locate a pilot for an upcoming combat mission... only the
best will do.>
CMsg1101_6 <ifNPCPassionate Accept>
Msg1101_10 <I've been asked by \FACTION 13 to locate a freelance pilot for an
upcoming combat mission.>
CMsg1101_10 <ifFactionExists 13 Accept>
Msg1101_11 <You should know that I've been asked by \FACTION 13 to find a decent
combat pilot for a freelance job they're offering. This could be a good
opportunity for anyone who meets our requirements.>
CMsg1101_11 <ifNPCSociable ifFactionExists 13 Accept>
Msg1101_12 <I need a pilot to run a combat mission for \FACTION 13 .>
CMsg1101_12 <ifNPCShy ifFactionExists 13 Accept>
Msg1101_13 <I need a skilled pilot for an upcoming mission. This could be a golden
opportunity for anyone who's ever wanted to work for \FACTION 13 .>
CMsg1101_13 <ifNPCCheerful ifFactionExists 13 Accept>
Msg1101_14 <It seems like the conflict never ends... \FACTION 13 needs a talented
cavalier to perform a dangerous mission.>
CMsg1101_14 <ifNPCMelancholy ifFactionExists 13 Accept>
Msg1101_15 <I was asked by \FACTION 13 to find a pilot for some kind of mission.>
CMsg1101_15 <ifNPCEasygoing ifFactionExists 13 Accept>
Msg1101_16 <I need a cavalier to perform a mission for \FACTION 13 . I don't know
why we aren't using one of our own pilots for this mission, but it is not my place
to judge.>
CMsg1101_16 <ifNPCPassionate ifFactionExists 13 Accept>
Msg1101_20 <I need a talented mecha pilot for an upcoming combat mission against
\FACTION na .>
CMsg1101_20 <ifFactionExists na Accept>
Msg1101_21 <It's my duty to locate an experienced combat pilot for an upcoming
mission we have against \FACTION na . I've been searching high and low but so far
haven't found anyone qualified.>
CMsg1101_21 <ifNPCSociable ifFactionExists na Accept>
Msg1101_22 <I need a pilot for a job against \FACTION na .>
CMsg1101_22 <ifNPCShy ifFactionExists na Accept>
Msg1101_23 <As usual, the folks at \FACTION na are busy stirring up trouble. I've
been asked to find a mecha pilot to run a mission against them.>
CMsg1101_23 <ifNPCCheerful ifFactionExists na Accept>
Msg1101_24 <The conflict between us and \FACTION na may very well never end...
It's my duty to find a skilled pilot for a combat mission against them.>
CMsg1101_24 <ifNPCMelancholy ifFactionExists na Accept>
Msg1101_25 <Once again we square off against \FACTION na . This time I need a
freelance mecha pilot to run a mission against them.>
CMsg1101_25 <ifNPCEasygoing ifFactionExists na Accept>
Msg1101_26 <Those fools in \FACTION na must be punished for what they have done.
I've been authorized to hire a mecha pilot for an immediate combat mission against
them.>
CMsg1101_26 <ifNPCPassionate ifFactionExists na Accept>
Msg1102 <Sorry, but I don't think you're quite what we're looking for.>
Msg1102_1 <I don't think so. In addition to lacking the skills we need, you also
show a tragic lack of style. Skills can be learned with experience but that
boorish manner will be yours forever.>
CMsg1102_1 <ifNPCSociable ifG 20 React Accept>
Msg1102_10 <If it were just up to me, I'd hire you. Unfortunately I don't think
you'd be approved by everyone else.>
CMsg1102_10 <ifNPCSociable ifG React 19 Accept>
Msg1102_2 <You're not the type I'm looking for.>
CMsg1102_2 <ifNPCShy Accept>
Msg1102_3 <I don't think you're quite what we're looking for, but keep trying and
I'm sure you'll find a mission somewhere!>
CMsg1102_3 <ifNPCCheerful Accept>
Msg1102_4 <Didn't I say we were looking for a qualified pilot? I'm sorry, but
you're not it.>
CMsg1102_4 <ifNPCMelancholy Accept>
Msg1102_5 <You're not the sort of pilot I think we need for this mission. Maybe
you can find work somewhere else.>
CMsg1102_5 <ifNPCEasygoing Accept>
Msg1102_6 <I'll be honest... You may have the skills, but your presentation leaves
me cold. Nobody else along the chain of command would be willing to authorize you
like that.>
CMsg1102_6 <ifNPCPassionate Accept>
Msg1103 <I think you might be perfect for this job... among other things. How
about I give you the details?>
Msg1103_1 <I believe you may have what I need... er, I mean, what we need. For
this job. How about I just give you the details?>
Msg1103_2 <Oh my... Yes, I think you're definitely the right one for this...
job... What was I saying? How about I just give you the mission briefing?>
Msg1104 <Do you really expect to get a job after calling me "Baby"!? Get out of
here... Just leave...>
Msg1104_1 <Note for future reference: "Sleazy" is not a good look for a job
interview. Just get out of here, please...>
Msg1104_2 <Oh, yeah, like calling anyone "baby" has ever had a positive effect.
You can forget about this job... and anything else you had in mind, as well.>
Prompt1101 <Tell me the mission details.>
Prompt1101_1 <I'd like to hear more about that.>
Prompt1102 <If you're looking for the best pilot, that'd be me.>
Prompt1102_1 <If you want the job done right, I'm your pilot.>
Prompt1103 <I've got exactly what you need right here, baby.>
CPrompt1103 <ifChatNPCSexy Accept>
Prompt1103_1 <I'm the only one you need, baby.>
Prompt1104 <I'm not interested in working for you.>
Prompt1104_1 <Sorry, I'm not interested.>
Prompt1105 <Go on.>
Prompt1105_1 <Please do.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a complete success. Good job.>
Msg1401_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <The mission was a success.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That went well. Your mission was a complete success.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <You did it! Congratulations on a job well done.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <I can't believe you really did it. The mission was a success.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <You defeated \FACTION na . Congratulations.>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 4 2 0
Stats 2 30 3 30
0 7 5 20
0 7 22 331
-1
Start <if= P202 0 P= 202 1>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5 Memo 1
SetPlotStatus 331 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 Salvage Memo 2
SetPlotStatus 331 3>
Msg1 <You lost Meova's mission.>
Msg2 <You successfully completed Meova's mission.>
NAME <METASCENE:-274>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1087800
0 7 10 1012327
0 -9 4 -275
0 7 21 4
0 -21 1 332
0 -19 1 2
0 -9 3 20
0 -9 2 42
0 -9 1 12
0 7 26 22
0 7 23 1
0 7 22 332
0 7 29 3
0 20 1 100
-1
name <Basic City Patrol Job>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Character (HasMecha|POLIT) !Ally 1>
Element3 <Scene Environs>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 332 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 332 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 332 0 if= P2 0 if= PCFac NPCFac 42 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Ranpir@ \SCENE NPCSCene 42 :// Hey \RANK , I've got a mission for you in
Athera Spinner.>
Msg1_1 <Ranpir@ \SCENE NPCSCene 42 :// Report to \SCENE EScene 2 for a mission at
once.>
Msg1_2 <Ranpir@ \SCENE NPCSCene 42 :// Your services are required by \FACTION
NPCFac E2 . Come see me for mission briefing.>
Msg1_3 <Ranpir@ \SCENE NPCSCene 42 :// I've got a mission for you. Come to \SCENE
ESCene 2 for the briefing.>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Ranpir>
NAME_3 <Athera Station Exterior>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Generic Enemies>
ELEMENT4 <S Prefab>
PLACE4 <3 >
UPDATE_1 <if= PlotStatus 332 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 332 0 ifNPCOK 42 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*MECHAMISSION_Basic 2 3>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 332 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 332 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
332 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 332 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 332 3 else na ifNPCDead 42 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 332 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 332 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 332 4 else na ifNPCOK 42 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 332 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 332 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 332 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Ranpir @ \SCENE NPCScene 42 :// Your mission has been cancelled.>
Msg501_2 <Ranpir @ \SCENE NPCScene 42 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 332 5 else na ifNPCOK 42 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 332 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 2 0 0
Stats
-1
rumor0 <Ranpir needs a mecha pilot to intercept an enemy patrol.>
greeting <if= PlotStatus 332 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 20>
GoCheckOffer <if# PlotStatus 332 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac na>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac na 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
GoR1Final <Memo 2 SetPlotStatus 332 2>
result2 <Goto GoRejectMission>
Msg1 <A lance of unauthorized mecha has been spotted outside the city. Track them
down and you'll get $ \VAL Reward 22 PayRate plus salvage.>
CMsg1_1 <ifNPCSociable Accept>
CMsg1_2 <ifNPCShy Accept>
CMsg1_3 <ifNPCEasygoing Accept>
CMsg1_4 <ifNPCPassionate Accept>
CMsg1_5 <ifNPCCheerful Accept>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <\ELEMENT 2 in \SCENE NPCScene 42 hired you to fight some unauthorized mecha
in Athera Station Exterior.>
Prompt1 <Sounds good. I'll do it.>
Prompt1_1 <Alright, I'll do it.>
Prompt1_2 <I'll get to work immediately.>
Prompt2 <Sorry, I don't want this job.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <On second thought, I don't want this job.>
Prompt2_2 <Really, I don't want to do this.>
GREETING_1 <if= PlotStatus 332 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 332 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 332 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 20 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail EndChat Say 701 Goto
GoEnd>
Msg701 <You've got a lot of nerve showing up here at a time like this...>
Msg701_1 <You shouldn't be here...>
Msg701_2 <I have nothing to say to you...>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801 AddChat 802>
result801 <Goto GoMissionBriefing>
result802 <AddRenown -1 Goto GoMissionBriefing>
Msg801 <Did you get the email I sent you?>
Msg801_1 <\PC , I've been waiting to speak with you. Did you get the email I
sent?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Did you get my email?>
CMsg801_2 <ifNPCShy Accept>
Msg801_3 <Wow, that was quick. I just sent email to you recently... Did you get
it?>
CMsg801_3 <ifNPCCheerful Accept>
Msg801_4 <Finally, you're here. I was worried that you weren't coming. Did you get
my email?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Hey, there you are... Look, I was hoping to bump into you. I sent an
email... did you get it?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <You're here! I have something urgent to speak with you about... Did you
get the email?>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <That's why I'm here.>
Prompt801_1 <Tell me what's up.>
Prompt801_2 <I came as fast as I could.>
Prompt802 <Email? What email?>
Prompt802_1 <Sorry, my spam blocker must have eaten it.>
Prompt802_2 <Um... no, I didn't.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 35 V+ 1001 d20 ifG React V1001
else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat 1002>
result1001 <Goto GoMissionBriefing>
result1002 <AddReact -1 Goto GoRejectMission>
Msg1001 <\PC , I was hoping to see you. I need someone for a mission and could use
your help.>
Msg1001_10 <When \FACTION ChatNPCFac asked me to locate a cavalier for an upcoming
mission, yours was the first name I thought of. How'd you like to help me?>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <I need someone for a mission against \FACTION na . How would you like
to help me out?>
CMsg1001_20 <ifFactionExists na Accept>
Msg1001_30 <Hey \PC , your old buddies from \FACTION na are in town. I have a
mission lined up against them and thought I'd give you first crack at it.>
CMsg1001_30 <ifFactionExists na ifFactionEnemy na Accept>
Prompt1001 <Tell me about it.>
Prompt1001_1 <What kind of mission is it?>
Prompt1001_2 <Of course I'll help you.>
Prompt1002 <Sorry, I can't.>
Prompt1002_1 <This isn't a good time for that now.>
Prompt1002_2 <Really, I'd rather not.>
GoCheckSkill <NewChat Say 1101 AddChat 1101 AddChat 1102 AddChat 1103>
.11_GoFail <EndChat Say 1103 Goto GoEnd>
result1101 <ifConversation HardSkillTar 22 else .11_GoFail Goto GoMissionBriefing>
result1102 <ifTaunt SkillTar 22 else .11_GoFail ifG React 0 else .11_GoFail
NewChat Say 1102 AddChat 1104 AddChat 1105>
result1103 <Goto GoMissionBriefing>
result1104 <Goto GoMissionBriefing>
result1105 <Goto GoRejectMission>
Msg1101 <There's been a lot of mecha crime in \SCENE RootSceneID lately. This
problem must be stopped.>
Msg1101_1 <I suppose you've heard about the convoy attack last week... one attack
is one attack too many. These criminals must be stopped.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <There are too many bandits and mekjackers operating in this area.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <You know, my life would be much easier if not for all the mecha crime
we've been having recently. Someone ought to do something about it.>
CMsg1101_3 <ifNPCEasygoing Accept>
Msg1101_4 <I can't talk now- we're in the midst of a crime wave! Gangs of mecha-
equipped criminals are tearing up the streets.>
CMsg1101_4 <ifNPCPassionate Accept>
Msg1101_5 <Mecha crimes have been down recently, but any at all is still too
many.>
CMsg1101_5 <ifNPCCheerful Accept>
Msg1101_6 <Mecha crimes in \SCENE RootSceneID have been increasing at an alarming
rate. It's imperative that this trend be stopped.>
CMsg1101_6 <ifNPCMelancholy Accept>
Msg1102 <If you think you could do any better, I've got a mission you can try.>
Msg1102_1 <What, you think that you could do better? If you're willing to back
that up, I've got a mission you could do...>
Msg1102_2 <Talk is cheap. If you want to help solve the problem instead of just
complaining about it, I've got a mission you could do.>
Msg1103 <This matter is under control. There's no reason for citizens to be
concerned.>
Msg1103_1 <You don't need to concern yourself about this. We have the situation
under control, or we will shortly...>
CMsg1103_1 <ifNPCSociable Accept>
Msg1103_2 <Your concern is noted.>
CMsg1103_2 <ifNPCShy Accept>
Msg1103_3 <Eh, just try to stay out of trouble, okay?>
CMsg1103_3 <ifNPCEasygoing Accept>
Msg1103_4 <You think you can help? I doubt it. The situation's not that desperate
yet.>
CMsg1103_4 <ifNPCPassionate Accept>
Msg1103_5 <Rest assured that the police have this matter well under control.>
CMsg1103_5 <ifNPCCheerful Accept>
Msg1103_6 <Just don't do anything to contribute to the problem, and we'll call it
square.>
CMsg1103_6 <ifNPCMelancholy Accept>
Prompt1101_1 <What can I do to help?>
Prompt1101_2 <I'd like to volunteer to help.>
Prompt1101_3 <Maybe I could help you.>
Prompt1102_1 <Maybe it wouldn't happen if you weren't so useless.>
Prompt1102_2 <You just need to hire better pilots.>
Prompt1102_3 <As usual, the police are powerless to stop it.>
Prompt1103 <I've had some experience with this sort of thing.>
CPrompt1103 <ifG PCLaw 22 Accept>
Prompt1104 <Alright. It doesn't sound hard.>
Prompt1104_1 <I'll take you up on that offer.>
Prompt1105 <Sorry, but this is your mess to sort out.>
Prompt1105_1 <No way. I don't work for cops.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a success. Here's your reward.>
Msg1401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <You did it. Here's your pay.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1401_7 <ifG 5 React Accept>
Msg1401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 4 2 0
Stats 2 30 3 30
0 7 5 20
0 7 22 332
-1
Start <if= P202 0 P= 202 1>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5 Memo 1
SetPlotStatus 332 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 Salvage Memo 2
SetPlotStatus 332 3>
Msg1 <You lost Ranpir's mission.>
Msg2 <You successfully completed Ranpir's mission.>
NAME <METASCENE:-275>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 5 22
0 0 1 1045200
0 7 10 1012327
0 7 21 4
0 -9 4 -277
0 -9 3 401
0 -9 2 12
0 -9 1 12
0 7 26 22
0 7 23 1
0 7 22 334
0 7 29 3
-1
name <Local Defense>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Scene Outdoors !Near 1>
Element3 <Character HasMecha !Near 1 !Ally 1>
ELEMENT4 <S Prefab>
Place4 <2>
start <ifNPCOK E3 else GoDelete ifG V1 0 Goto GoCheckTime>
update <ifNPCOK E3 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200
MoveNPC E3 E4 SetNPCTeam E3 2 SetEncounterName E4 .name P= 5 PCRenown ifG 3 P5
P= 5 d4>
.name <\ELEMENT 3 's Patrol>
GoCheckTime <ifG ComTime V1 if= P3 0 EndPlot>
GoDelete <EndPlot>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Athera Spinner>
NAME_3 <Gehanhow>
NAME_4 <Encounter>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
Z
-1
0 -5 3 0 0
Stats
-1
rumor <Gehanhow is out patrolling Athera Spinner.>
special <NOESCAPE>
greeting <if= P3 3 else GoCheckLoss EndPlot Goto GoDoWin>
*GoDoWin <*GetYouNextTime>
GoCheckLoss <if= P3 2 else GoCheckCombat EndPlot Goto GoDoLoss>
*GoDoLoss <*YouLose>
GoCheckCombat <if= P3 1 else GoCheckEnemy NewChat SayAnything>
GoCheckEnemy <ifNPCArchEnemy E3 else GoNoEnemy Goto GoFightPC>
*GoFightPC <*BattleChallenge&Avoid GoThemeExpo GoExit>
*GoThemeExpo <*THEME_EXPO&Enemy GoStartCombat>
GoStartCombat <Exit E4>
GoExit <EndPlot>
GoNoEnemy <NewChat Say 1 EndPlot>
Msg1 <I'm just doing a routine patrol of the city. Nothing to see here.>
Msg1_1 <Hello \PC ; I'm just doing a routine patrol of \SCENE E2 . This is
something we have to do regularly. So far I haven't encountered any problems.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <I can't talk now; I'm on patrol.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <I'm doing a patrol of \ELEMENT 1 . Everything looks OK from here.>
CMsg1_3 <ifNPCCheerful Accept>
Msg1_4 <There are a million forces out there who would love to destroy \ELEMENT 1
. It's our job to defend the city against them.>
CMsg1_4 <ifNPCMelancholy Accept>
Msg1_5 <This is \ELEMENT 3 ; I have nothing to report from my city patrol.>
CMsg1_5 <ifNPCEasygoing Accept>
Msg1_6 <The enemies of \SCENE E1 never sleep, so neither shall I...>
CMsg1_6 <ifNPCPassionate Accept>
Msg1_7 <The streets are peaceful. I've found no trace of unlicensed mecha.>
CMsg1_7 <ifNPCLawful Accept>
Msg1_8 <If you witness any criminal activity, report it to the authorities at
once.>
CMsg1_8 <ifNPCCriminal Accept>
Msg1_9 <Right now I'm patrolling \ELEMENT 2 . It's our job to keep the city safe.>
CMsg1_9 <ifNPCHeroic Accept>
Msg1_10 <I'm looking for someone to fight. Not you, not today...>
CMsg1_10 <ifNPCVillainous Accept>
Msg1_11 <I'm out patrolling the city. If I run into any problems, I'll give you a
call.>
CMsg1_11 <ifG React 45 Accept>
requires <*THEME_EXPO [MT1]>
GoDoWin <EndChat Say 201>
Msg201 <You've won this time. Next time we meet, you won't be so lucky...>
Msg201_1 <How could I lose to a talentless upstart like you!? This makes no
sense... Everybody knows that I'm a superior pilot!>
CMsg201_1 <ifNPCSociable ifG ChatNPCRep 6 PCRep 6 Accept>
Msg201_2 <You won... How is that possible?>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <That wasn't any fun!>
CMsg201_3 <ifNPCCheerful Accept>
Msg201_4 <How interesting. Next time we meet, I'll have to stop holding back.>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <You win some, you lose some... This time it's your game, but next time
it'll be mine.>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <I'll get you next time, \PC ! Next time!!!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Given your reputation, I should have expected to lose. Someday, though,
I'll finally be good enough to take you down!>
CMsg201_7 <ifNPCSociable ifG PCRep 6 ChatNPCRep 6 Accept>
GoDoLoss <EndChat Say 301>
Msg301 <Was that the best you could do?>
CMsg301_1 <ifNPCSociable Accept>
CMsg301_2 <ifNPCShy Accept>
Msg301_3 <That was fun... a bit easy, but fun none the less.>
CMsg301_3 <ifNPCCheerful Accept>
CMsg301_4 <ifNPCMelancholy Accept>
Msg301_5 <Wow. Beating you was easy... Let's do this again sometime.>
CMsg301_5 <ifNPCEasygoing Accept>
Msg301_6 <Defeating you wasn't even a challenge.>
CMsg301_6 <ifNPCPassionate Accept>
GoFightPC <EndChat Say 401 AddChat 401>
Result401 <Goto GoThemeExpo>
Msg401 <I don't care what you're doing here, but you will now feel my wrath.>
Msg401_100 <You shouldn't be here; now you will feel the full wrath of \FACTION
ChatNPCFac .>
CMsg401_100 <ifFactionExists ChatNPCFac Accept>
Msg401_101 <I don't know if anyone told you, but this area is now under the
control of \FACTION ChatNPCFac . I'm afraid I have no choice but to challenge
you...>
CMsg401_101 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg401_102 <You shouldn't be fighting \FACTION ChatNPCFac ; now I'll have to
destroy you.>
CMsg401_102 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg401_103 <Didn't you know that I was in the area? Prepare to see the full power
of \FACTION ChatNPCFac !>
CMsg401_103 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg401_104 <You are interfering in the plans of \FACTION ChatNPCFac . Because of
this, you must die.>
CMsg401_104 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg401_105 <What do you think you're doing here? I have no choice but to challenge
you, in the name of \FACTION ChatNPCFac .>
CMsg401_105 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg401_106 <You dare to think that you can challenge \FACTION ChatNPCFac !? I'll
show you how wrong you are!>
CMsg401_106 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Prompt401 <I can take you.>
GoThemeExpo <EndChat Say 501 Goto GoStartCombat>
Msg501 <Nothing can stand against the burning power of my weapons... You'll
see...>
Z
-1
-1
0 -11 4 2 0
Stats 2 30 3 30
0 7 5 12
-1
content <Some 1 15 Sub *BATTLE_X ->
start <if= P3 0 P= 3 1>
nu1 <if= T1 0 Return if= P3 1 P= 3 2 AddRenown -8 Goto GoLoss>
nu2 <if= T2 0 if= P3 1 P= 3 3 XPV 100 AddRenown 1 Goto GoVictory>
GoVictory <ifNPCOK E1 else GoE1Died ForceChat E1>
GoE1Died <EndPlot>
GoLoss <ifNPCOK E1 else GoE1Died ForceChat E1>
NAME <METASCENE:-277>
CONTEXT < >
Z
0 2 0 0 0
Stats 1 15 2 13 3 18 4 17 5 9 6 13 7 7 8 15
0 -1 4 2
0 -6 255 14
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 60
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 11 10
0 1 12 11
0 1 13 10
0 1 18 10
0 1 26 10
0 1 33 10
0 3 1 7
0 3 -3 -47
0 3 -6 61
0 5 11 12
0 5 12 1
0 5 0 401
0 5 15 5
0 5 1 546596
0 5 8 1
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Gehanhow>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <SetSelfFaction NPCFac E3 WMecha 2 P5 80>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1089000
0 7 10 1012327
0 7 21 1
0 -9 1 43
0 7 26 22
0 7 23 1
0 7 22 336
0 7 29 3
-1
name <PLOT: Fortune Cookie>
desc <Talk to a pilot, receive sage words of advice.>
requires <*GENERAL>
element1 <Character HasMecha Sociable>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
update <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1
86400>
GoCheckTime <ifG ComTime V1 EndPlot>
GoDelete <EndPlot>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Gunro>
NAME_2 <***NOT DEFINED***>
NAME_3 <***NOT DEFINED***>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
Z
-1
0 -5 1 0 0
Stats
-1
rumor <Gunro really likes fortune cookies.>
Greeting <NewChat ifG React 0 else GoNoLike Say 1 EndPlot>
GoNoLike <SayAnything EndPlot>
Msg1 <If you specialize in armed combat, you might want to think about getting a
boomerang or a spear so you'll have a missile attack which uses your best skill.>
Msg1_1 <Cybernetics may make you more powerful, but the side effects are killer if
you don't know what you're getting into.>
Msg1_2 <The higher a shield's defense bonus, the harder it is to attack with that
arm.>
Msg1_3 <Stealth isn't very useful if you're standing in the open.>
Msg1_4 <Zoanoids are deadly in close combat, but pretty much useless at range.>
Msg1_5 <Puffins fly, penguins plummet.>
Msg1_6 <Only villainous people like email spam.>
Msg1_7 <Running is good for your health.>
Msg1_8 <Fixing things is a good experience.>
Msg1_9 <If you keep buying and selling things, you'll get the hang of it
eventually.>
Msg1_10 <The more difficult the fight, the more you'll learn from it.>
Msg1_11 <You can shoot carefully or you can shoot lots but you can't do both at
once.>
Msg1_12 <The small pepper is hotter.>
Msg1_13 <If you're out of luck and your mecha's been trashed, maybe you should
just settle down and get a corporate job.>
Msg1_14 <Survivalists often find dead animals very useful.>
Msg1_15 <Mystics can learn a lot from shrines.>
Msg1_16 <If you would be a great warrior, you must battle through the cave naked,
armed only with a toothpick.>
Msg1_17 <Scientists spend too much time looking at rocks.>
Msg1_18 <An honest shopkeeper won't buy stolen goods.>
Msg1_19 <Even a crooked shopkeeper might have a conscience.>
Msg1_20 <Installing cyberware is a pragmatic decision.>
Msg1_21 <Spiritual people should keep their bodies pure.>
Msg1_22 <Save your fighting for the battlefield. There's no reason to pull a gun
on someone in town, unless they attack you first.>
Msg1_23 <Whoever pulls their gun out first will get blamed for starting the
fight.>
Msg1_24 <If you're good at intimidation, nobody's even going to want to fight
you.>
Msg1_25 <You'll be surprised very often if you don't have a good awareness of your
surroundings.>
Msg1_26 <There actually is such a thing as a stupid question.>
Msg1_27 <Money spent on training is never wasted.>
Z
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1091100
0 7 10 1012327
0 -9 4 -278
0 7 21 4
0 -21 1 337
0 -19 1 2
0 -9 3 20
0 -9 2 39
0 -9 1 12
0 7 26 22
0 7 23 1
0 7 22 337
0 7 29 3
0 20 1 90
-1
name <Basic Police Patrol Job>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Character POLIC !Ally 1>
Element3 <Scene Environs>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 337 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 337 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 337 0 if= P2 0 if= PCFac NPCFac 39 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Hoeke@ \SCENE NPCSCene 39 :// Hey \RANK , I've got a mission for you in
Athera Spinner.>
Msg1_1 <Hoeke@ \SCENE NPCSCene 39 :// Report to \SCENE NPCSCene 39 for a mission
at once.>
Msg1_2 <Hoeke@ \SCENE NPCSCene 39 :// Your services are required by \FACTION
NPCFac 39 . Come see me for mission briefing.>
Msg1_3 <Hoeke@ \SCENE NPCSCene 39 :// I've got a mission for you. Come to \SCENE
NPCSCene 39 for the briefing.>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Hoeke>
NAME_3 <Athera Station Exterior>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Asteroid Encounter>
ELEMENT4 <S Prefab>
PLACE4 <3 >
UPDATE_1 <if= PlotStatus 337 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 337 0 ifNPCOK 39 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*POLICEMISSION_Basic 2 3>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 337 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 337 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
337 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 337 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 337 3 else na ifNPCDead 39 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 337 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 337 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 337 4 else na ifNPCOK 39 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 337 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 337 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 337 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Hoeke @ \SCENE NPCScene 39 :// Your mission has been cancelled.>
Msg501_2 <Hoeke @ \SCENE NPCScene 39 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 337 5 else na ifNPCOK 39 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 337 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 2 0 0
Stats
-1
rumor0 <Hoeke needs a pilot to fight some criminals.>
greeting <if= PlotStatus 337 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 20>
GoCheckOffer <if# PlotStatus 337 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac na>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac na 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
GoR1Final <Memo 2 SetPlotStatus 337 2>
result2 <Goto GoRejectMission>
Msg1 <There's a mecha gang operating in Athera Station Exterior . I want you to
locate them and disable their machines; for this, you'll earn $ \VAL Reward 22
PayRate .>
Msg1_1 <My sources have tipped us off to a meeting of mecha thieves that's going
to happen in Athera Station Exterior later on today. I want you to go there, and
defeat them all. If you can do that, you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <We've traced some mecha criminals to Athera Station Exterior. Defeat them
and you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <There's a gang of criminals hanging out in Athera Station Exterior. If you
can defeat them, I'll give you $ \VAL Reward 22 PayRate . What do you say?>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <The criminals I'm after are holed up in Athera Station Exterior. I need
you to locate them and eliminate every last one. Do this, and you'll earn $ \VAL
Reward 22 PayRate .>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <We've located a mecha gang in Athera Station Exterior. Go defeat them, and
you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <I need you to eliminate a gang of mecha thieves. You'll earn $ \VAL Reward
22 PayRate for this job; there's no salvage, since we're going to need that for
evidence.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <Hoeke in \SCENE NPCSCene 39 hired you to fight some mecha criminals in
Athera Station Exterior.>
Prompt1 <I'll be back when I'm finished.>
Prompt1_1 <I'd love to do that.>
Prompt1_2 <You can count on me.>
Prompt2 <This isn't my kind of work.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <You can find someone else for this mission.>
Prompt2_2 <Really, I don't want to do this.>
GREETING_1 <if= PlotStatus 337 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 337 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 337 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 20 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail EndChat Say 701 Goto
GoEnd>
Msg701 <You aren't welcome here. You should get out before I call the guards.>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801>
result801 <Goto GoMissionBriefing>
Msg801 <There you are. Shall we get down to business?>
Msg801_1 <I was hoping to speak with you. I have some very important business that
requires your attention. Shall we get straight to work?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Let's get straight to business, shall we?>
Msg801_3 <There's no time for chitchat. Let's get straight to the point, okay?>
Msg801_4 <A crisis is brewing, and your help is needed. Shall we get down to
business?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Ah, there you are. I sent you an email but it's always easier to do
these things in person. Shall we get straight to business?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <I don't have time for a lot of idle chatter... Let's get straight to the
reason I called you here.>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <Let's do that.>
Prompt801_1 <What's going on?>
Prompt801_2 <What did you want to talk about?>
Prompt801_3 <Tell me what's going on.>
Prompt801_4 <Yes, let's.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 1 ifG PCRenown d60 else
GoCheckSkill ifG React d20 else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat
1002>
result1001 <Goto GoMissionBriefing>
result1002 <Goto GoRejectMission>
Msg1001 <Hey, you're a cavalier, right? If you're looking for work I have a
mission that just might interest you.>
Msg1001_10 <Hey, how'd you like to do a mission for \FACTION ChatNPCFac ? I need a
cavalier for one right away.>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <You're a mecha pilot, aren't you? I've got a mission against \FACTION
na if you're looking for a job.>
CMsg1001_20 <ifFactionExists na Accept>
Msg1001_30 <You're \PC , right? I heard you're no fan of \FACTION na ... How would
you like a chance to face them in battle?>
CMsg1001_30 <ifFactionExists na ifFactionEnemy na Accept>
Prompt1001 <Give me the details.>
Prompt1001_1 <I'd like to hear more.>
Prompt1001_2 <Alright, I can do that.>
Prompt1002 <Sorry, I'm not interested.>
Prompt1002_1 <I'm too busy for that right now.>
Prompt1002_2 <That doesn't sound like my kind of thing.>
GoCheckSkill <if= v1101 0 else .11_GoBeenBefore V= 1101 1 NewChat Say 1101
AddChat 1101 AddChat 1102>
.11_GoBeenBefore <NewChat SayAnything Goto GoEnd>
result1101 <ifIntimidation SkillTar 22 else .11_GoR1Fail Goto .11_GoOfferMission>
.11_GoR1Fail <NewChat Say 1102 Goto GoEnd>
result1102 <ifConversation SkillTar 22 else .11_GoR2Fail Goto .11_GoOfferMission>
.11_GoR2Fail <NewChat Say 1103 Goto GoEnd>
.11_GoOfferMission <NewChat Say 1104 AddChat 1103 AddChat 1104>
result1103 <Goto GoMissionBriefing>
result1104 <Goto GoRejectMission>
Msg1101 <Yes, may I help you with something?>
Msg1101_1 <I'm swamped with work right now. Is there any reason why you're
bothering me?>
CMsg1101_1 <ifNPCMelancholy Accept>
Msg1101_2 <Hello. Is there anything I could help you with?>
CMsg1101_2 <ifNPCCheerful Accept>
Msg1101_3 <Is there something you want? I'm kind of busy right now...>
CMsg1101_3 <ifNPCEasygoing Accept>
Msg1101_4 <Is there something I can do for you? Hurry up, get to the point.>
CMsg1101_4 <ifNPCPassionate Accept>
Msg1102 <Sorry, I don't know of anything.>
Msg1102_1 <As far as I know \FACTION ChatNPCFac isn't currently hiring.>
CMsg1102_1 <ifFactionExists ChatNPCFac Accept>
Msg1102_3 <Nope, I couldn't help you with that.>
CMsg1102_3 <ifNPCEasygoing Accept>
Msg1102_4 <Until you get some more experience, you're not going to have any chance
of finding a job around here.>
CMsg1102_4 <ifNPCPassionate Accept>
Msg1102_5 <I can't help you myself, but keep looking. I'm sure something will turn
up.>
CMsg1102_5 <ifNPCCheerful Accept>
Msg1102_6 <Do you think I'd tell you if I did know about something like that? I
have to maintain my standards, after all.>
CMsg1102_6 <ifNPCMelancholy Accept>
Msg1103 <Okay, but make it quick. I have lots of work to do.>
Msg1103_1 <Sure, we can do that. It's always fun talking with you.>
CMsg1103_1 <ifG React 35 Accept>
Msg1103_2 <I was afraid of that... Go ahead, I guess there's no way I can stop
you.>
CMsg1103_2 <ifG 5 React Accept>
Msg1103_3 <Sure, why not? It's better than working.>
CMsg1103_3 <ifNPCEasygoing Accept>
Msg1103_4 <What, you expect me to drop everything I'm doing just for a bit of
mindless chatter? Alright, I guess I can do that...>
CMsg1103_4 <ifNPCPassionate Accept>
Msg1103_5 <Sounds like fun. Let's do that.>
CMsg1103_5 <ifNPCCheerful Accept>
Msg1103_6 <Alright. It's been a terrible day so far, I could use a break.>
CMsg1103_6 <ifNPCMelancholy Accept>
Msg1104 <You may be able to help me. I've got a mission that needs doing.>
Msg1104_2 <If you're interested, I've got a job you might be able to do.>
Msg1104_11 <Maybe you could be of use to me. I've got a mission for \FACTION
ChatNPCFac that needs doing.>
CMsg1104_11 <ifFactionExists ChatNPCFac Accept>
Msg1104_12 <How'd you like to work for \FACTION ChatNPCFac ? I'm looking for a
freelancer to run a mission for us.>
CMsg1104_12 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1104_13 <I suppose \FACTION ChatNPCFac could do worse than having you on their
side... If you're interested, I've got a job on offer.>
CMsg1104_13 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1104_14 <If you don't mind working for \FACTION ChatNPCFac , I've got a mission
you might be able to do.>
CMsg1104_14 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1104_15 <Right now, \FACTION ChatNPCFac needs a skilled cavalier for an urgent
mission. Do you think you're up for it?>
CMsg1104_15 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1104_21 <Maybe you could help me. I need someone to run a mission against
\FACTION na .>
CMsg1104_21 <ifFactionExists na Accept>
Msg1104_22 <I have something you may be interested in... We're planning a mission
against \FACTION na , and need someone to carry it out.>
CMsg1104_22 <ifNPCCheerful ifFactionExists na Accept>
Msg1104_23 <You may know about all the trouble that's been caused by \FACTION na .
I have to find someone for a mission against them, if you're willing to take it.>
CMsg1104_23 <ifNPCMelancholy ifFactionExists na Accept>
Msg1104_24 <How do you feel about tangling with \FACTION na ? If you're willing to
face them, I have a job that just might interest you.>
CMsg1104_24 <ifNPCEasygoing ifFactionExists na Accept>
Msg1104_25 <I have a job you might be interested in. We're taking the fight to
\FACTION na ... Do you want to hear more?>
CMsg1104_25 <ifNPCPassionate ifFactionExists na Accept>
Prompt1101 <I'm looking for a job. Know any leads?>
Prompt1101_1 <Actually, I'm looking for work.>
Prompt1101_2 <I was hoping you had a job available.>
Prompt1102 <I just wanted to talk for a while.>
Prompt1102_1 <Not really. I just wanted to chat.>
Prompt1102_2 <I'm just here to chat.>
Prompt1103 <Tell me about it.>
Prompt1103_1 <Give me the details.>
Prompt1104 <Sorry, I'm not interested.>
Prompt1104_1 <That doesn't interest me.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a success. Here's your reward.>
Msg1401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <You did it. Here's your pay.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1401_7 <ifG 5 React Accept>
Msg1401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 4 2 0
Stats 1 -30 2 30 3 30
0 7 5 20
0 7 22 337
0 21 2 1
0 22 2 1
0 21 3 1
-1
Start <if= P202 0 P= 202 1 Alert 3>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5
Memo 1 SetPlotStatus 337 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 AddLawful 1
Memo 2 SetPlotStatus 337 3>
Msg1 <You lost Hoeke's mission.>
Msg2 <You successfully completed Hoeke's mission.>
Msg3 <You locate your targets on a large asteroid.>
NAME <METASCENE:-278>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 0 1 1091400
0 7 10 1012327
0 -9 4 -279
0 7 21 4
0 -21 1 338
0 -19 1 2
0 -9 3 20
0 -9 2 407
0 -9 1 12
0 7 26 22
0 7 23 1
0 7 22 338
0 7 29 3
0 20 1 90
-1
name <Basic Police Patrol Job>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Character POLIC !Ally 1>
Element3 <Scene Environs>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 338 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 338 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 338 0 if= P2 0 if= PCFac NPCFac 407 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Iasep@ \SCENE NPCSCene 407 :// Hey \RANK , I've got a mission for you in
Athera Spinner.>
Msg1_1 <Iasep@ \SCENE NPCSCene 407 :// Report to \SCENE NPCSCene 407 for a mission
at once.>
Msg1_2 <Iasep@ \SCENE NPCSCene 407 :// Your services are required by \FACTION
NPCFac 407 . Come see me for mission briefing.>
Msg1_3 <Iasep@ \SCENE NPCSCene 407 :// I've got a mission for you. Come to \SCENE
NPCSCene 407 for the briefing.>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Iasep>
NAME_3 <Athera Station Exterior>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Asteroid Encounter>
ELEMENT4 <S Prefab>
PLACE4 <3 >
UPDATE_1 <if= PlotStatus 338 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 338 0 ifNPCOK 407 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*POLICEMISSION_Basic 2 3>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 338 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 338 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
338 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 338 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 338 3 else na ifNPCDead 407 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 338 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 338 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 338 4 else na ifNPCOK 407 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 338 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 338 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 338 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Iasep @ \SCENE NPCScene 407 :// Your mission has been cancelled.>
Msg501_2 <Iasep @ \SCENE NPCScene 407 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 338 5 else na ifNPCOK 407 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 338 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 2 0 0
Stats
-1
rumor0 <Iasep needs a pilot to fight some criminals.>
greeting <if= PlotStatus 338 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 20>
GoCheckOffer <if# PlotStatus 338 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac na>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac na 22>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
GoR1Final <Memo 2 SetPlotStatus 338 2>
result2 <Goto GoRejectMission>
Msg1 <There's a mecha gang operating in Athera Station Exterior . I want you to
locate them and disable their machines; for this, you'll earn $ \VAL Reward 22
PayRate .>
Msg1_1 <My sources have tipped us off to a meeting of mecha thieves that's going
to happen in Athera Station Exterior later on today. I want you to go there, and
defeat them all. If you can do that, you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <We've traced some mecha criminals to Athera Station Exterior. Defeat them
and you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <There's a gang of criminals hanging out in Athera Station Exterior. If you
can defeat them, I'll give you $ \VAL Reward 22 PayRate . What do you say?>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <The criminals I'm after are holed up in Athera Station Exterior. I need
you to locate them and eliminate every last one. Do this, and you'll earn $ \VAL
Reward 22 PayRate .>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <We've located a mecha gang in Athera Station Exterior. Go defeat them, and
you'll earn $ \VAL Reward 22 PayRate .>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <I need you to eliminate a gang of mecha thieves. You'll earn $ \VAL Reward
22 PayRate for this job; there's no salvage, since we're going to need that for
evidence.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <Iasep in \SCENE NPCSCene 407 hired you to fight some mecha criminals in
Athera Station Exterior.>
Prompt1 <I'll be back when I'm finished.>
Prompt1_1 <I'd love to do that.>
Prompt1_2 <You can count on me.>
Prompt2 <This isn't my kind of work.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <You can find someone else for this mission.>
Prompt2_2 <Really, I don't want to do this.>
GREETING_1 <if= PlotStatus 338 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 22 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 338 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 338 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 20 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail EndChat Say 701 Goto
GoEnd>
Msg701 <You've got a lot of nerve showing up here at a time like this...>
Msg701_1 <You shouldn't be here...>
Msg701_2 <I have nothing to say to you...>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801>
result801 <Goto GoMissionBriefing>
Msg801 <There you are. Shall we get down to business?>
Msg801_1 <I was hoping to speak with you. I have some very important business that
requires your attention. Shall we get straight to work?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Let's get straight to business, shall we?>
Msg801_3 <There's no time for chitchat. Let's get straight to the point, okay?>
Msg801_4 <A crisis is brewing, and your help is needed. Shall we get down to
business?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Ah, there you are. I sent you an email but it's always easier to do
these things in person. Shall we get straight to business?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <I don't have time for a lot of idle chatter... Let's get straight to the
reason I called you here.>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <Let's do that.>
Prompt801_1 <What's going on?>
Prompt801_2 <What did you want to talk about?>
Prompt801_3 <Tell me what's going on.>
Prompt801_4 <Yes, let's.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 1 ifG PCRenown d60 else
GoCheckSkill ifG React d20 else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat
1002>
result1001 <Goto GoMissionBriefing>
result1002 <Goto GoRejectMission>
Msg1001 <Hey, you're a cavalier, right? If you're looking for work I have a
mission that just might interest you.>
Msg1001_10 <Hey, how'd you like to do a mission for \FACTION ChatNPCFac ? I need a
cavalier for one right away.>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <You're a mecha pilot, aren't you? I've got a mission against \FACTION
na if you're looking for a job.>
CMsg1001_20 <ifFactionExists na Accept>
Msg1001_30 <You're \PC , right? I heard you're no fan of \FACTION na ... How would
you like a chance to face them in battle?>
CMsg1001_30 <ifFactionExists na ifFactionEnemy na Accept>
Prompt1001 <Give me the details.>
Prompt1001_1 <I'd like to hear more.>
Prompt1001_2 <Alright, I can do that.>
Prompt1002 <Sorry, I'm not interested.>
Prompt1002_1 <I'm too busy for that right now.>
Prompt1002_2 <That doesn't sound like my kind of thing.>
GoCheckSkill <NewChat Say 1101 AddChat 1101 AddChat 1102 AddChat 1103>
.11_GoFail <EndChat Say 1103 Goto GoEnd>
result1101 <ifConversation HardSkillTar 22 else .11_GoFail Goto GoMissionBriefing>
result1102 <ifTaunt SkillTar 22 else .11_GoFail ifG React 0 else .11_GoFail
NewChat Say 1102 AddChat 1104 AddChat 1105>
result1103 <Goto GoMissionBriefing>
result1104 <Goto GoMissionBriefing>
result1105 <Goto GoRejectMission>
Msg1101 <There's been a lot of mecha crime in \SCENE RootSceneID lately. This
problem must be stopped.>
Msg1101_1 <I suppose you've heard about the convoy attack last week... one attack
is one attack too many. These criminals must be stopped.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <There are too many bandits and mekjackers operating in this area.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <You know, my life would be much easier if not for all the mecha crime
we've been having recently. Someone ought to do something about it.>
CMsg1101_3 <ifNPCEasygoing Accept>
Msg1101_4 <I can't talk now- we're in the midst of a crime wave! Gangs of mecha-
equipped criminals are tearing up the streets.>
CMsg1101_4 <ifNPCPassionate Accept>
Msg1101_5 <Mecha crimes have been down recently, but any at all is still too
many.>
CMsg1101_5 <ifNPCCheerful Accept>
Msg1101_6 <Mecha crimes in \SCENE RootSceneID have been increasing at an alarming
rate. It's imperative that this trend be stopped.>
CMsg1101_6 <ifNPCMelancholy Accept>
Msg1102 <If you think you could do any better, I've got a mission you can try.>
Msg1102_1 <What, you think that you could do better? If you're willing to back
that up, I've got a mission you could do...>
Msg1102_2 <Talk is cheap. If you want to help solve the problem instead of just
complaining about it, I've got a mission you could do.>
Msg1103 <This matter is under control. There's no reason for citizens to be
concerned.>
Msg1103_1 <You don't need to concern yourself about this. We have the situation
under control, or we will shortly...>
CMsg1103_1 <ifNPCSociable Accept>
Msg1103_2 <Your concern is noted.>
CMsg1103_2 <ifNPCShy Accept>
Msg1103_3 <Eh, just try to stay out of trouble, okay?>
CMsg1103_3 <ifNPCEasygoing Accept>
Msg1103_4 <You think you can help? I doubt it. The situation's not that desperate
yet.>
CMsg1103_4 <ifNPCPassionate Accept>
Msg1103_5 <Rest assured that the police have this matter well under control.>
CMsg1103_5 <ifNPCCheerful Accept>
Msg1103_6 <Just don't do anything to contribute to the problem, and we'll call it
square.>
CMsg1103_6 <ifNPCMelancholy Accept>
Prompt1101_1 <What can I do to help?>
Prompt1101_2 <I'd like to volunteer to help.>
Prompt1101_3 <Maybe I could help you.>
Prompt1102_1 <Maybe it wouldn't happen if you weren't so useless.>
Prompt1102_2 <You just need to hire better pilots.>
Prompt1102_3 <As usual, the police are powerless to stop it.>
Prompt1103 <I've had some experience with this sort of thing.>
CPrompt1103 <ifG PCLaw 22 Accept>
Prompt1104 <Alright. It doesn't sound hard.>
Prompt1104_1 <I'll take you up on that offer.>
Prompt1105 <Sorry, but this is your mess to sort out.>
Prompt1105_1 <No way. I don't work for cops.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a success. Here's your reward.>
Msg1401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <You did it. Here's your pay.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1401_7 <ifG 5 React Accept>
Msg1401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 4 2 0
Stats 1 -30 2 30 3 30
0 7 5 20
0 7 22 338
0 21 2 1
0 22 2 1
0 21 3 1
-1
Start <if= P202 0 P= 202 1 Alert 3>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5
Memo 1 SetPlotStatus 338 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 AddLawful 1
Memo 2 SetPlotStatus 338 3>
Msg1 <You lost Iasep's mission.>
Msg2 <You successfully completed Iasep's mission.>
Msg3 <You locate your targets on a large asteroid.>
NAME <METASCENE:-279>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
Deploy <WMecha 2 22 100>
Z
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 7 29 3
0 7 22 343
0 7 23 1
0 7 26 23
0 -9 1 12
0 -9 2 12
0 -9 3 40
0 -9 4 -280
0 7 21 4
0 7 10 1012327
0 0 1 1049700
0 0 5 23
-1
name <Local Defense>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Scene Outdoors !Near 1>
Element3 <Character HasMecha !Near 1 !Ally 1>
ELEMENT4 <S Prefab>
Place4 <2>
start <ifNPCOK E3 else GoDelete ifG V1 0 Goto GoCheckTime>
update <ifNPCOK E3 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200
MoveNPC E3 E4 SetNPCTeam E3 2 SetEncounterName E4 .name P= 5 PCRenown ifG 3 P5
P= 5 d4>
.name <\ELEMENT 3 's Patrol>
GoCheckTime <ifG ComTime V1 if= P3 0 EndPlot>
GoDelete <EndPlot>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Athera Spinner>
NAME_3 <Baazee>
NAME_4 <Encounter>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
Z
-1
0 -5 3 0 0
Stats
-1
rumor <Baazee is out patrolling Athera Spinner.>
special <NOESCAPE>
greeting <if= P3 3 else GoCheckLoss EndPlot Goto GoDoWin>
*GoDoWin <*GetYouNextTime>
GoCheckLoss <if= P3 2 else GoCheckCombat EndPlot Goto GoDoLoss>
*GoDoLoss <*YouLose>
GoCheckCombat <if= P3 1 else GoCheckEnemy NewChat SayAnything>
GoCheckEnemy <ifNPCArchEnemy E3 else GoNoEnemy Goto GoFightPC>
*GoFightPC <*BattleChallenge&Avoid GoThemeExpo GoExit>
*GoThemeExpo <*THEME_EXPO&Enemy GoStartCombat>
GoStartCombat <Exit E4>
GoExit <EndPlot>
GoNoEnemy <NewChat Say 1 EndPlot>
Msg1 <I'm just doing a routine patrol of the city. Nothing to see here.>
Msg1_1 <Hello \PC ; I'm just doing a routine patrol of \SCENE E2 . This is
something we have to do regularly. So far I haven't encountered any problems.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <I can't talk now; I'm on patrol.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <I'm doing a patrol of \ELEMENT 1 . Everything looks OK from here.>
CMsg1_3 <ifNPCCheerful Accept>
Msg1_4 <There are a million forces out there who would love to destroy \ELEMENT 1
. It's our job to defend the city against them.>
CMsg1_4 <ifNPCMelancholy Accept>
Msg1_5 <This is \ELEMENT 3 ; I have nothing to report from my city patrol.>
CMsg1_5 <ifNPCEasygoing Accept>
Msg1_6 <The enemies of \SCENE E1 never sleep, so neither shall I...>
CMsg1_6 <ifNPCPassionate Accept>
Msg1_7 <The streets are peaceful. I've found no trace of unlicensed mecha.>
CMsg1_7 <ifNPCLawful Accept>
Msg1_8 <If you witness any criminal activity, report it to the authorities at
once.>
CMsg1_8 <ifNPCCriminal Accept>
Msg1_9 <Right now I'm patrolling \ELEMENT 2 . It's our job to keep the city safe.>
CMsg1_9 <ifNPCHeroic Accept>
Msg1_10 <I'm looking for someone to fight. Not you, not today...>
CMsg1_10 <ifNPCVillainous Accept>
Msg1_11 <I'm out patrolling the city. If I run into any problems, I'll give you a
call.>
CMsg1_11 <ifG React 45 Accept>
requires <*THEME_EXPO>
GoDoWin <EndChat Say 201>
Msg201 <You've won this time. Next time we meet, you won't be so lucky...>
Msg201_1 <How could I lose to a talentless upstart like you!? This makes no
sense... Everybody knows that I'm a superior pilot!>
CMsg201_1 <ifNPCSociable ifG ChatNPCRep 6 PCRep 6 Accept>
Msg201_2 <You won... How is that possible?>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <That wasn't any fun!>
CMsg201_3 <ifNPCCheerful Accept>
Msg201_4 <How interesting. Next time we meet, I'll have to stop holding back.>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <You win some, you lose some... This time it's your game, but next time
it'll be mine.>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <I'll get you next time, \PC ! Next time!!!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Given your reputation, I should have expected to lose. Someday, though,
I'll finally be good enough to take you down!>
CMsg201_7 <ifNPCSociable ifG PCRep 6 ChatNPCRep 6 Accept>
GoDoLoss <EndChat Say 301>
Msg301 <Was that the best you could do?>
CMsg301_1 <ifNPCSociable Accept>
CMsg301_2 <ifNPCShy Accept>
Msg301_3 <That was fun... a bit easy, but fun none the less.>
CMsg301_3 <ifNPCCheerful Accept>
CMsg301_4 <ifNPCMelancholy Accept>
Msg301_5 <Wow. Beating you was easy... Let's do this again sometime.>
CMsg301_5 <ifNPCEasygoing Accept>
Msg301_6 <Defeating you wasn't even a challenge.>
CMsg301_6 <ifNPCPassionate Accept>
GoFightPC <EndChat Say 401 AddChat 401>
result401 <Goto GoThemeExpo>
Msg401 <For the sake of the colonies, I challenge you!>
Msg401_1 <I am \ChatNPC of the Silver Knights, and I challenge you to honorable
combat.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <For great justice, I will defeat you.>
CMsg401_2 <ifNPCShy Accept>
CMsg401_3 <ifNPCCheerful Accept>
Msg401_4 <All I do is for the survival of my people. I, \ChatNPC of the Silver
Knights, challenge you to battle.>
CMsg401_4 <ifNPCMelancholy Accept>
CMsg401_5 <ifNPCEasygoing Accept>
Msg401_6 <Are you an honorable fighter? In the name of the Silver Knights, I
challenge you to battle!>
CMsg401_6 <ifNPCPassionate Accept>
Msg401_7 <You have been deemed an enemy of the L5 council. I have been sent to
defeat you.>
CMsg401_7 <ifFactionEnemy 1 Accept>
Msg401_8 <It will be my pleasure to dispatch your worthless life, villain. Prepare
yourself for combat.>
CMsg401_8 <ifPCVillainous Accept>
Prompt401 <You're going to lose.>
GoThemeExpo <EndChat Say 501 Goto GoStartCombat>
Msg501 <Now you'll see the full power of my \ChatNPCMecha !>
Z
-1
-1
0 -11 4 2 0
Stats 2 30 3 30
0 7 5 12
-1
content <Some 1 15 Sub *BATTLE_X ->
start <if= P3 0 P= 3 1>
nu1 <if= T1 0 Return if= P3 1 P= 3 2 AddRenown -8 Goto GoLoss>
nu2 <if= T2 0 if= P3 1 P= 3 3 XPV 100 AddRenown 1 Goto GoVictory>
GoVictory <ifNPCOK E1 else GoE1Died ForceChat E1>
GoE1Died <EndPlot>
GoLoss <ifNPCOK E1 else GoE1Died ForceChat E1>
NAME <METASCENE:-280>
CONTEXT < >
Z
0 2 0 0 0
Stats 1 18 2 10 3 15 4 11 5 11 6 9 7 10 8 13
0 5 8 2
0 5 1 1006639
0 5 0 40
0 5 12 2
0 1 12 11
0 5 11 12
0 3 -6 58
0 3 -4 -42
0 3 1 2
0 3 0 1
0 -8 2 1
0 2 0 1
0 3 -2 50
0 3 -1 -21
0 5 2 3
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 17 10
0 1 24 10
0 1 26 10
0 1 30 10
0 -6 255 17
0 -1 4 2
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Baazee>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
0 -6 1 5
0 -6 0 5
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -6 1 25
0 -6 0 25
0 -1 1 -1
-1
Deploy <SetSelfFaction NPCFac E3 WMecha 2 P5 80>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 18 2 10 3 14 4 13 5 9 6 10 7 10 8 17
0 -6 255 -1
0 5 0 453
0 5 12 1
0 5 11 2
0 3 -4 -25
0 3 -6 11
0 1 33 4
0 1 26 4
0 1 18 4
0 1 10 4
0 1 9 4
0 1 8 4
0 1 7 4
0 1 6 4
0 1 5 4
0 1 4 4
0 1 3 4
0 1 2 4
0 1 1 4
0 3 3 1
0 2 0 1
0 3 1 1
0 3 -5 50
0 -2 0 1
0 -4 0 7
0 -2 2 1008343
0 -2 3 1007343
0 -2 4 1007350
0 -5 3 1
0 -5 2 1
0 -5 1 1
0 5 1 1008104
0 5 8 1
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Neafas>
ELEMENT <C Prefab>
TEAMDATA <SD ALLY>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 2 1 -1
0 7 27 1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 -9 0 0 0
Stats
0 20 1 100
0 7 29 3
0 7 22 348
0 7 23 1
0 7 26 23
0 -9 1 12
0 -9 2 471
0 -9 3 20
0 -19 1 2
0 -21 1 348
0 7 21 4
0 -9 4 -281
0 7 10 1012327
0 0 1 1094400
-1
name <Basic City Patrol Job>
requires <*GENERAL>
Element1 <Scene Town>
Element2 <Character (HasMecha|POLIT) !Ally 1>
Element3 <Scene Environs>
SubPlot1 <*Util_WinMission_Basic 1>
start <if= PlotStatus 348 5 else START_4 LTrigger .5_start Goto START_4>
GoDelete <EndPlot>
update <if= PlotStatus 348 5 else UPDATE_3 LTrigger .5_update Goto UPDATE_3>
5min <if= PlotStatus 348 0 if= P2 0 if= PCFac NPCFac 471 if= d20 1 ifG PCCharm
d40 Email 1 P= 2 1>
Msg1 <Kepga@ \SCENE NPCSCene 471 :// Hey \RANK , I've got a mission for you in
Athera Spinner.>
Msg1_1 <Kepga@ \SCENE NPCSCene 471 :// Report to \SCENE EScene 2 for a mission at
once.>
Msg1_2 <Kepga@ \SCENE NPCSCene 471 :// Your services are required by \FACTION
NPCFac E2 . Come see me for mission briefing.>
Msg1_3 <Kepga@ \SCENE NPCSCene 471 :// I've got a mission for you. Come to \SCENE
ESCene 2 for the briefing.>
SPCONTEXT
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
NAME_1 <Athera Spinner>
NAME_2 <Kepga>
NAME_3 <Athera Station Exterior>
NAME_4 <***NOT DEFINED***>
NAME_5 <***NOT DEFINED***>
NAME_6 <***NOT DEFINED***>
NAME_7 <***NOT DEFINED***>
NAME_8 <***NOT DEFINED***>
NAME_9 <***NOT DEFINED***>
NAME_10 <***NOT DEFINED***>
NAME_11 <***NOT DEFINED***>
NAME_12 <***NOT DEFINED***>
NAME_13 <***NOT DEFINED***>
NAME_14 <***NOT DEFINED***>
NAME_15 <***NOT DEFINED***>
NAME_16 <***NOT DEFINED***>
NAME_17 <***NOT DEFINED***>
NAME_18 <***NOT DEFINED***>
NAME_19 <***NOT DEFINED***>
NAME_20 <***NOT DEFINED***>
NAME_21 <***NOT DEFINED***>
NAME_22 <***NOT DEFINED***>
NAME_23 <***NOT DEFINED***>
NAME_24 <***NOT DEFINED***>
NAME_25 <***NOT DEFINED***>
NAME_26 <***NOT DEFINED***>
NAME_27 <***NOT DEFINED***>
NAME_28 <***NOT DEFINED***>
NAME_29 <***NOT DEFINED***>
NAME_30 <***NOT DEFINED***>
SUBPLOT_NAME <Asteroid Encounter>
ELEMENT4 <S Prefab>
PLACE4 <3 >
UPDATE_1 <if= PlotStatus 348 0 if= P1 0 P= 1 ComTime P+ 1 86400>
START_1 <if= PlotStatus 348 0 ifNPCOK 471 else GoDelete ifG ComTime P1 EndPlot>
SUBPLOT1_1 <*MECHAMISSION_Basic 2 3>
SubPlot2 <*Util_LoseMission 1>
SubPlot3 <*Util_TimeOver 1>
SPCONTEXT_1
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.2_update <if= PlotStatus 348 2 else na if= p201 0 P= 201 ComTime P+ 201 86400>
.2_start <if= PlotStatus 348 2 else na ifG ComTime P201 if= P202 0 SetPlotStatus
348 5>
SUBPLOT_NAME_1 <Basic Win Mission>
START_2 <if= PlotStatus 348 2 else START_1 LTrigger .2_start Goto START_1>
SPCONTEXT_2
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.3_start <if= PlotStatus 348 3 else na ifNPCDead 471 EndPlot>
SUBPLOT_NAME_2 <Basic Lose Mission>
START_3 <if= PlotStatus 348 3 else START_2 LTrigger .3_start Goto START_2>
.4_GoEnd <EndPlot>
UPDATE_2 <if= PlotStatus 348 2 else UPDATE_1 LTrigger .2_update Goto UPDATE_1>
SPCONTEXT_3
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.4_start <if= PlotStatus 348 4 else na ifNPCOK 471 else .4_GoEnd ifG ComTime P401
EndPlot>
.4_update <if= PlotStatus 348 4 else na if= p401 0 P= 401 ComTime P+ 401 43200>
SUBPLOT_NAME_3 <Basic Time Over>
START_4 <if= PlotStatus 348 4 else START_3 LTrigger .4_start Goto START_3>
.5_GoEnd <EndPlot>
UPDATE_3 <if= PlotStatus 348 4 else UPDATE_2 LTrigger .4_update Goto UPDATE_2>
Msg501_1 <Kepga @ \SCENE NPCScene 471 :// Your mission has been cancelled.>
Msg501_2 <Kepga @ \SCENE NPCScene 471 :// Your mission has been aborted.>
SPCONTEXT_4
<"SPACE"ATHSP"city"town"spinner"target"outdoors"urban"destination"hometown"safe"cu
lture"GROUND"STATIC"MAQUI"L5PAT!Lo">
.5_start <if= PlotStatus 348 5 else na ifNPCOK 471 else .5_GoEnd ifG ComTime P501
EndPlot>
.5_update <if= PlotStatus 348 5 else na if= p501 0 P= 501 ComTime P+ 501 21600
EMail 501>
Z
-1
0 -5 2 0 0
Stats
-1
rumor0 <Kepga needs a mecha pilot to intercept an enemy patrol.>
greeting <if= PlotStatus 348 5 else GREETING_3 NewChat Say 501 EndPlot>
*GoRemind <*MechaMissionReminder 20>
GoCheckOffer <if# PlotStatus 348 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto Goto GoIsMember>
*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill ChatNPCFac na>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing GoEnd GoRejectMission
ChatNPCFac na 23>
*GoRejectMission <*RejectMission GoEnd>
GoEnd <EndPlot>
GoMissionBriefing <NewChat Say 1 AddChat 1 AddChat 2>
*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
GoR1Final <Memo 2 SetPlotStatus 348 2>
result2 <Goto GoRejectMission>
Msg1 <A lance of unauthorized mecha has been spotted outside the city. Track them
down and you'll get $ \VAL Reward 23 PayRate plus salvage.>
CMsg1_1 <ifNPCSociable Accept>
CMsg1_2 <ifNPCShy Accept>
CMsg1_3 <ifNPCEasygoing Accept>
CMsg1_4 <ifNPCPassionate Accept>
CMsg1_5 <ifNPCCheerful Accept>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <\ELEMENT 2 in \SCENE NPCScene 471 hired you to fight some unauthorized mecha
in Athera Station Exterior.>
Prompt1 <Sounds good. I'll do it.>
Prompt1_1 <Alright, I'll do it.>
Prompt1_2 <I'll get to work immediately.>
Prompt2 <Sorry, I don't want this job.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt2_1 <On second thought, I don't want this job.>
Prompt2_2 <Really, I don't want to do this.>
GREETING_1 <if= PlotStatus 348 2 else GoCheckOffer Goto GoRemind>
*.3_GoWinMission <*MissionWasSuccess&Reward&Mecha .3_GoEnd ChatNPCFac na>
.3_GoEnd <CashPrize Reward 23 PayRate FacXP+ ChatNPCFac 1 EndPlot>
GREETING_2 <if= PlotStatus 348 3 else GREETING_1 Goto .3_GoWinMission>
*.4_GoLostMission <*MissionWasFailure&Mecha .4_GoEnd ChatNPCFac na>
.4_GoEnd <EndPlot>
GREETING_3 <if= PlotStatus 348 4 else GREETING_2 Goto .4_GoLostMission>
Msg501 <I'm afraid that you took too long on that mission. It's over now.>
requires <*MissionWasFailure>
GoRemind <NewChat Say 601>
Msg601 <Come talk to me again after you've checked out \SCENE 20 .>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoCheckEmail EndChat Say 701 Goto
GoEnd>
Msg701 <You've got a lot of nerve showing up here at a time like this...>
Msg701_1 <You shouldn't be here...>
Msg701_2 <I have nothing to say to you...>
GoGotEmail <if= v801 0 else GoMissionBriefing V= 801 1 NewChat Say 801 AddChat
801 AddChat 802>
result801 <Goto GoMissionBriefing>
result802 <AddRenown -1 Goto GoMissionBriefing>
Msg801 <Did you get the email I sent you?>
Msg801_1 <\PC , I've been waiting to speak with you. Did you get the email I
sent?>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <Did you get my email?>
CMsg801_2 <ifNPCShy Accept>
Msg801_3 <Wow, that was quick. I just sent email to you recently... Did you get
it?>
CMsg801_3 <ifNPCCheerful Accept>
Msg801_4 <Finally, you're here. I was worried that you weren't coming. Did you get
my email?>
CMsg801_4 <ifNPCMelancholy Accept>
Msg801_5 <Hey, there you are... Look, I was hoping to bump into you. I sent an
email... did you get it?>
CMsg801_5 <ifNPCEasygoing Accept>
Msg801_6 <You're here! I have something urgent to speak with you about... Did you
get the email?>
CMsg801_6 <ifNPCPassionate Accept>
Prompt801 <That's why I'm here.>
Prompt801_1 <Tell me what's up.>
Prompt801_2 <I came as fast as I could.>
Prompt802 <Email? What email?>
Prompt802_1 <Sorry, my spam blocker must have eaten it.>
Prompt802_2 <Um... no, I didn't.>
GoIsMember <NewChat Say 901 AddChat 901>
result901 <Goto GoMissionBriefing>
Msg901 <Hello, \PC . I've got a job for you.>
Msg901_1 <I'm glad you could make it, \PC . I have an urgent mission for you.>
CMsg901_1 <ifNPCSociable Accept>
Msg901_2 <I've been waiting. I have a job for you.>
CMsg901_2 <ifNPCShy Accept>
Msg901_3 <Good to see you made it, \PC . If you're not busy I have a job that
needs your attention.>
CMsg901_3 <ifNPCEasygoing Accept>
Msg901_4 <You've come just in time! I have a job for you, \PC . It's best if we
get started right away.>
CMsg901_4 <ifNPCPassionate Accept>
Msg901_5 <It's good to see you, \PC , and you arrived at just the right time. I
have a job that you can help me with.>
CMsg901_5 <ifNPCCheerful Accept>
Msg901_6 <You're late. I have a mission here that needs urgent attention.>
CMsg901_6 <ifNPCMelancholy Accept>
Prompt901 <Tell me about it.>
Prompt901_1 <Tell me exactly what I'm supposed to do.>
CPrompt901_1 <ifPCSociable Accept>
Prompt901_2 <Okay.>
CPrompt901_2 <ifPCShy Accept>
Prompt901_3 <Alright. What's up?>
CPrompt901_3 <ifPCEasygoing Accept>
Prompt901_4 <I hope your job is worthy of my talents.>
CPrompt901_4 <ifPCPassionate Accept>
Prompt901_5 <Great! What kind of mission is it?>
CPrompt901_5 <ifPCCheerful Accept>
Prompt901_6 <Guess I don't have to ask if it'll be dangerous...>
CPrompt901_6 <ifPCMelancholy Accept>
GoCheckAuto <if= V1001 0 else GoCheckSkill V= 1001 1 ifG PCRenown d60 else
GoCheckSkill ifG React d20 else GoCheckSkill NewChat Say 1001 AddChat 1001 AddChat
1002>
result1001 <Goto GoMissionBriefing>
result1002 <Goto GoRejectMission>
Msg1001 <Hey, you're a cavalier, right? If you're looking for work I have a
mission that just might interest you.>
Msg1001_10 <Hey, how'd you like to do a mission for \FACTION ChatNPCFac ? I need a
cavalier for one right away.>
CMsg1001_10 <ifFactionExists ChatNPCFac Accept>
Msg1001_20 <You're a mecha pilot, aren't you? I've got a mission against \FACTION
na if you're looking for a job.>
CMsg1001_20 <ifFactionExists na Accept>
Msg1001_30 <You're \PC , right? I heard you're no fan of \FACTION na ... How would
you like a chance to face them in battle?>
CMsg1001_30 <ifFactionExists na ifFactionEnemy na Accept>
Prompt1001 <Give me the details.>
Prompt1001_1 <I'd like to hear more.>
Prompt1001_2 <Alright, I can do that.>
Prompt1002 <Sorry, I'm not interested.>
Prompt1002_1 <I'm too busy for that right now.>
Prompt1002_2 <That doesn't sound like my kind of thing.>
GoCheckSkill <NewChat Say 1101 AddChat 1101 AddChat 1102 AddChat 1103>
.11_GoFail <EndChat Say 1103 Goto GoEnd>
result1101 <ifConversation HardSkillTar 23 else .11_GoFail Goto GoMissionBriefing>
result1102 <ifTaunt SkillTar 23 else .11_GoFail ifG React 0 else .11_GoFail
NewChat Say 1102 AddChat 1104 AddChat 1105>
result1103 <Goto GoMissionBriefing>
result1104 <Goto GoMissionBriefing>
result1105 <Goto GoRejectMission>
Msg1101 <There's been a lot of mecha crime in \SCENE RootSceneID lately. This
problem must be stopped.>
Msg1101_1 <I suppose you've heard about the convoy attack last week... one attack
is one attack too many. These criminals must be stopped.>
CMsg1101_1 <ifNPCSociable Accept>
Msg1101_2 <There are too many bandits and mekjackers operating in this area.>
CMsg1101_2 <ifNPCShy Accept>
Msg1101_3 <You know, my life would be much easier if not for all the mecha crime
we've been having recently. Someone ought to do something about it.>
CMsg1101_3 <ifNPCEasygoing Accept>
Msg1101_4 <I can't talk now- we're in the midst of a crime wave! Gangs of mecha-
equipped criminals are tearing up the streets.>
CMsg1101_4 <ifNPCPassionate Accept>
Msg1101_5 <Mecha crimes have been down recently, but any at all is still too
many.>
CMsg1101_5 <ifNPCCheerful Accept>
Msg1101_6 <Mecha crimes in \SCENE RootSceneID have been increasing at an alarming
rate. It's imperative that this trend be stopped.>
CMsg1101_6 <ifNPCMelancholy Accept>
Msg1102 <If you think you could do any better, I've got a mission you can try.>
Msg1102_1 <What, you think that you could do better? If you're willing to back
that up, I've got a mission you could do...>
Msg1102_2 <Talk is cheap. If you want to help solve the problem instead of just
complaining about it, I've got a mission you could do.>
Msg1103 <This matter is under control. There's no reason for citizens to be
concerned.>
Msg1103_1 <You don't need to concern yourself about this. We have the situation
under control, or we will shortly...>
CMsg1103_1 <ifNPCSociable Accept>
Msg1103_2 <Your concern is noted.>
CMsg1103_2 <ifNPCShy Accept>
Msg1103_3 <Eh, just try to stay out of trouble, okay?>
CMsg1103_3 <ifNPCEasygoing Accept>
Msg1103_4 <You think you can help? I doubt it. The situation's not that desperate
yet.>
CMsg1103_4 <ifNPCPassionate Accept>
Msg1103_5 <Rest assured that the police have this matter well under control.>
CMsg1103_5 <ifNPCCheerful Accept>
Msg1103_6 <Just don't do anything to contribute to the problem, and we'll call it
square.>
CMsg1103_6 <ifNPCMelancholy Accept>
Prompt1101_1 <What can I do to help?>
Prompt1101_2 <I'd like to volunteer to help.>
Prompt1101_3 <Maybe I could help you.>
Prompt1102_1 <Maybe it wouldn't happen if you weren't so useless.>
Prompt1102_2 <You just need to hire better pilots.>
Prompt1102_3 <As usual, the police are powerless to stop it.>
Prompt1103 <I've had some experience with this sort of thing.>
CPrompt1103 <ifG PCLaw 23 Accept>
Prompt1104 <Alright. It doesn't sound hard.>
Prompt1104_1 <I'll take you up on that offer.>
Prompt1105 <Sorry, but this is your mess to sort out.>
Prompt1105_1 <No way. I don't work for cops.>
GoRejectMission <NewChat Say 1201 Goto GoEnd>
Msg1201 <That's too bad. I'll have to find someone else, then.>
Msg1201_1 <Maybe we can work together some other time.>
CMsg1201_1 <ifNPCSociable Accept>
Msg1201_2 <I see. Well, I should get back to work.>
CMsg1201_2 <ifNPCShy Accept>
Msg1201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1201_3 <ifNPCCheerful Accept>
Msg1201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1201_4 <ifNPCMelancholy Accept>
Msg1201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1201_5 <ifNPCEasygoing Accept>
Msg1201_6 <So that's how it is... Don't think I won't remember this.>
CMsg1201_6 <ifNPCPassionate Accept>
result1 <NewChat Say 1301 Goto GoR1Final>
Msg1301 <Good luck on the mission.>
Msg1301_1 <Report back here once you've completed everything. I'll be waiting to
hear from you.>
CMsg1301_1 <ifNPCSociable Accept>
Msg1301_2 <Good luck.>
CMsg1301_2 <ifNPCShy Accept>
Msg1301_3 <Have fun out there.>
CMsg1301_3 <ifNPCCheerful Accept>
Msg1301_4 <Make sure you come back alive, okay?>
CMsg1301_4 <ifNPCMelancholy Accept>
Msg1301_5 <Good luck. Hopefully this won't be too hard of a job...>
CMsg1301_5 <ifNPCEasygoing Accept>
Msg1301_6 <Now, get out there and kick some ass!>
CMsg1301_6 <ifNPCPassionate Accept>
.3_GoWinMission <NewChat Say 1401 Goto .3_GoEnd>
Msg1401 <The mission was a complete success. Good job.>
Msg1401_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <The mission was a success.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <That went well. Your mission was a complete success.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <You did it! Congratulations on a job well done.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <I can't believe you really did it. The mission was a success.>
CMsg1401_6 <ifNPCMelancholy Accept>
Msg1401_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg1401_10 <ifFactionExists ChatNPCFac Accept>
Msg1401_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg1401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1401_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg1401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1401_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg1401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1401_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg1401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1401_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg1401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1401_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg1401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1401_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1401_20 <ifFactionExists na Accept>
Msg1401_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1401_21 <ifNPCSociable ifFactionExists na Accept>
Msg1401_22 <You defeated \FACTION na . Congratulations.>
CMsg1401_22 <ifNPCShy ifFactionExists na Accept>
Msg1401_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1401_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1401_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1401_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1401_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoLostMission <NewChat Say 1501 Goto .4_GoEnd>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -11 4 2 0
Stats 1 -30 2 30 3 30
0 21 3 1
0 22 2 1
0 21 2 1
0 7 22 348
0 7 5 20
-1
Start <if= P202 0 P= 202 1 Alert 3>
nu1 <if= T1 0 Return if= V1 0 V= 1 1 addrenown -5 Memo 1
SetPlotStatus 348 4>
nu2 <if= T2 0 if= V1 0 V= 1 1 XPV 100 AddRenown 1 Salvage Memo 2
SetPlotStatus 348 3>
Msg1 <You lost Kepga's mission.>
Msg2 <You successfully completed Kepga's mission.>
Msg3 <You locate your targets on a large asteroid.>
NAME <METASCENE:-281>
CONTEXT < >
Z
-1
0 -4 1 0 0
Stats
0 -6 1 5
0 -6 0 5
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -6 1 25
0 -6 0 25
0 -1 1 -1
-1
Deploy <WMecha 2 23 100>
Z
-1
-1
-1
-1
-1
0 -12 1 200 0
Stats 1 23 2 50 3 50 4 3
-1
name <L5 Region>
special <Showall>
desig <L5PAT>
Z
0 15 0 5 0
Stats 4 2
0 -1 1 1
0 -1 0 1
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 12
0 -1 1 4
0 -1 0 7
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 22
0 -1 1 41
0 -1 0 3
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 54
0 -1 1 45
0 -1 0 44
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 67
0 -1 1 50
0 -1 0 40
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 77
0 -1 1 3
0 -1 0 35
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 88
0 -1 1 48
0 -1 0 38
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 96
0 -1 1 47
0 -1 0 33
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 107
0 -1 1 44
0 -1 0 40
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 117
0 -1 1 1
0 -1 0 30
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 129
0 -1 1 5
0 -1 0 35
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 146
0 -1 1 42
0 -1 0 14
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 157
0 -1 1 38
0 -1 0 15
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
0 15 0 5 0
Stats 4 164
0 -1 1 45
0 -1 0 14
0 13 0 1
-1
requires <*COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <if= StatVal STAT_MetaVisibility 0 ifNoObjections EWM StatVal 4 ifFactionEnemy
SceneFac StatVal 4 else GoEnter Goto GoFight>
GoFight <ifG SkRoll 11 15 else GoNoSee ifYesNo 2 3 4 else GoStartCombat Reputation
3 -d3 ifG SkRoll 25 15 else GoStealthFail Print 5 Exit StatVal 4>
GoNoSee <Alert 1 Goto GoStartCombat>
GoStealthFail <Print 6 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 PCRenown 200 .nu1 .nu2 DynaVar= 1 StatVal 4
DynaVar= 2 SceneID DynaFaction SceneFac StatVal 4>
.nu1 <if= T1 0 Return>
.nu2 <if= T2 0 if# V1 0 Exit V1 SeekGate V2 V= 1 0>
GoEnter <Exit StatVal 4>
Msg1 <While entering \SCENE StatVal 4 , you are attacked by the city's defenders!>
Msg2 <While entering \SCENE StatVal 4 , you are confronted by the city's
defenders.>
Msg3 <Try to sneak around them.>
Msg4 <Attack!>
Msg5 <You evade the guards and slip into the city.>
Msg6 <You fail to evade the guards, and will now have to defend yourself...>
Z
-1
-1
-1
0 -3 2 3 0
Stats 1 -7 2 30 3 10
0 7 29 2
0 0 1 1
0 7 10 980881
0 21 1 980880
0 5 2 1
0 -1 1 1
0 -1 0 1
-1
name <Maquise Spinner>
world <L5 Region>
desc <Maquise Spinner is home to fifteen million people. It is the largest and
most powerful of the spinner colonies.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown capitol>
habitat <SPACE.URBAN>
personatype <city capitol spinner>
entrance <*COLONY-1>
factions <MAQUI COMET SILKN PRIVA L5LAW>
desig <MAQSP>
context <SPACE>
Quest1 <*:LocalQuest>
Quest2 <*:MECHA_ARENA_BASE>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Maquise Spinner is the largest and most powerful station in the L5 Region.
Its people live in peace, confident that the Silver Knights can defend them from
all foes.>
Msg2 <You enter Maquise Spinner.>
TERRAIN <GROUND>
Z
0 15 10 0 3
Stats 1 3 4 3
0 7 10 306230
0 -1 1 5
0 -1 0 1
0 19 1 12
-1
roguechar <S>
NAME <Maquise Shopping Center>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 4
0 7 10 862757
0 -1 1 4
0 -1 0 21
0 19 1 10
-1
roguechar <H>
NAME <Maquise Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 4 4 5
0 7 10 825464
0 -1 1 9
0 -1 0 4
-1
ROGUECHAR <&>
NAME <Comet Tower>
requires <*BUILDING Tall>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 7
0 7 10 521555
0 -1 1 4
0 -1 0 17
-1
ROGUECHAR <&>
NAME <The Privateers Club>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 8
0 7 10 827948
0 -1 1 9
0 -1 0 1
0 19 1 11
-1
roguechar <G>
NAME <Maquise Service Depot>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 9
0 7 10 521815
0 -1 1 4
0 -1 0 8
-1
ROGUECHAR <&>
NAME <Alliance Plaza>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 10
0 7 10 981500
0 -1 1 1
0 -1 0 28
0 19 1 9
-1
roguechar <P>
NAME <Maquise Spaceport>
requires <*SPACEPORT>
Z
-1
-1
-1
0 -3 3 0 0
Stats 1 -1 2 35 3 20
0 0 2101 12
0 7 10 310794
0 -15 2 1
0 21 1 306230
0 7 16 6
-1
name <Maquise Shopping Center>
type <building mall public legit meeting>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
START <V= 2101 T2 Goto START_1>
Msg1 <You enter Maquise Shopping Center.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <ZONE_7>
HOME_8 <ZONE_7>
HOME_9 <ZONE_9>
HOME_10 <ZONE_9>
get177 <if= L1301 0 L= 1301 1 AddLawful -2 SetItemStolen 177 ifNPCCanSeePC 353
Monologue 353 1301 PCEnemy 353 AddRenown -1>
Msg1301 <[ \PERSONA 353 ]: Hey! Don't touch my stuff!>
Msg1301_1 <[ \PERSONA 353 ]: Keep your paws off the merchandise!>
Msg1301_2 <[ \PERSONA 353 ]: I saw that!>
HOME_11 <ZONE_11>
HOME_12 <ZONE_11>
HOME_13 <ZONE_13>
HOME_14 <ZONE_13>
HOME_15 <ZONE_13>
HOME_16 <Foyer>
HOME_17 <Foyer>
HOME_18 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .21_GoNotSafe if# V2102 -1 else .21_LastHit ifG v2101 T2
else .21_GoWarn Goto .21_GoAttack>
.21_GoNotSafe <V= 2102 -1>
.21_LastHit <V= 2102 0>
.21_GoWarn <if= v2102 0 else .21_GoAttack V= 2102 1 Print 2101>
.21_GoAttack <Print 2102 Alarm TeamAttack GuardTeam>
Msg2101 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg2102 <ALERT: You are not permitted to fire weapons here.>
HOME_19 <Foyer>
HOME_20 <Foyer>
HOME_21 <Foyer>
Z
0 17 23 250 0
Stats
0 -1 1 2
0 -1 0 30
0 -8 2 1
0 7 0 177
0 2 1 10
-1
name <Spare Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 27
0 -8 2 1
0 7 0 176
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 3
0 -1 1 2
0 -1 0 16
0 -8 2 5
0 7 0 175
0 -6 2 3
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <R>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 15
0 -8 2 4
0 7 0 174
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <O>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 14
0 -8 2 3
0 7 0 173
0 13 0 7
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <M>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 13
0 -8 2 2
0 7 0 172
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <R>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 1
0 -1 1 2
0 -1 0 12
0 -8 2 1
0 7 0 171
0 -6 2 1
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <A>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 30
0 -8 2 5
0 7 0 170
0 13 0 2
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <A>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 31
0 -8 2 4
0 7 0 169
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <R>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 32
0 -8 2 3
0 7 0 168
0 13 0 2
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <M>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 33
0 -8 2 2
0 7 0 167
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 34
0 -8 2 1
0 7 0 166
0 13 0 3
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-3>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <=>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 22
0 -8 2 2
0 7 0 165
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 7 2 7 3 9 4 10 5 12 6 6 7 8 8 7
0 -1 2 1
0 5 8 2
0 5 1 311570
0 -1 1 2
0 -1 0 20
0 -1 4 2
0 -8 2 1
0 5 0 348
0 3 -5 52
0 3 1 2
0 3 0 1
0 1 27 5
0 1 19 5
0 2 0 1
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Fercon>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 12
0 -8 2 5
0 7 0 164
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 19
0 -1 0 13
0 -8 2 4
0 7 0 163
0 13 0 2
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <T>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 6
0 -1 1 19
0 -1 0 14
0 -8 2 3
0 7 0 162
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <U>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 6
0 -1 1 19
0 -1 0 15
0 -8 2 2
0 7 0 161
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <F>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 5
0 -1 1 19
0 -1 0 16
0 -8 2 1
0 7 0 160
0 13 0 3
0 -6 2 1
-1
name <Vending Machine>
Desig <VENDING-1>
roguechar <F>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 14 2 14 3 13 4 13 5 15 6 12 7 13 8 10
0 -1 2 5
0 5 8 1
0 5 1 308168
0 -1 1 16
0 -1 0 28
0 -1 4 2
0 -12 3 5
0 -12 2 5
0 -8 2 1
0 5 0 174
0 1 23 8
0 1 21 8
0 1 15 8
0 1 5 8
0 2 0 1
0 3 0 1
0 3 -3 -50
0 3 -4 50
0 3 -7 50
0 3 1 6
0 5 2 5
0 3 3 1
0 1 1 8
0 1 2 8
0 1 3 8
0 1 4 8
0 1 10 8
0 1 12 8
0 1 18 9
0 5 12 4
0 5 11 18
0 3 -6 42
-1
job_desig <CRAFT>
JOB <MECHANIC>
name <Shandir>
SDL_PORTRAIT <por_f_jacket(-AY).png>
SDL_COLORS <66 121 119 245 213 160 152 70 97>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -4
0 2 5 -25
0 18 5 1
0 18 6 1
0 18 4 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 1 -4
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 7 27 1
0 2 1 -4
0 2 5 5
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 14 3 15 4 15 5 11 6 13 7 12 8 16
0 -1 2 1
0 5 8 1
0 5 1 307798
0 -1 4 3
0 -1 1 7
0 -1 0 23
0 5 0 359
0 5 12 3
0 1 42 14
0 5 11 42
0 3 -6 85
0 3 -3 36
0 3 1 -5
0 1 33 13
0 1 26 13
0 1 18 13
0 1 13 13
0 1 12 13
0 1 11 13
0 1 10 13
0 1 9 13
0 1 8 13
0 1 7 13
0 1 6 13
0 1 5 13
0 1 4 13
0 1 3 13
0 1 2 13
0 1 1 13
0 3 3 1
0 3 -1 50
0 3 -2 -37
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Miakun>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 12 3 15 4 11 5 13 6 8 7 10 8 11
0 5 8 2
0 5 1 334454
0 -1 2 3
0 -1 4 3
0 -1 1 18
0 -1 0 12
0 5 0 358
0 5 12 1
0 5 11 1
0 3 -6 66
0 3 -5 20
0 3 1 2
0 3 0 1
0 1 30 11
0 1 26 11
0 1 24 11
0 1 17 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 12
0 3 3 1
0 5 2 3
0 3 -1 -33
0 3 -2 75
0 2 0 1
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Itdes>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 8 3 9 4 9 5 11 6 9 7 7 8 9
0 -1 2 7
0 -1 4 2
0 -1 1 8
0 -1 0 6
0 5 0 357
0 3 -5 55
0 3 -1 -24
0 3 -3 39
0 3 1 7
0 1 27 1
0 1 19 5
0 2 0 1
-1
JOB <CITIZEN>
NAME <Maiubu>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 8 3 7 4 11 5 9 6 11 7 10 8 13
0 -1 2 7
0 -1 4 2
0 -1 1 17
0 -1 0 2
0 5 0 356
0 3 -5 25
0 1 27 1
0 1 19 5
0 2 0 1
0 3 1 11
-1
JOB <STUDENT>
NAME <Roders>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 9 3 10 4 10 5 7 6 11 7 12 8 9
0 -1 2 5
0 -1 4 2
0 -1 1 15
0 -1 0 2
0 5 0 355
0 3 -4 21
0 3 -5 44
0 3 1 9
0 1 27 1
0 1 19 5
0 2 0 1
-1
JOB <CITIZEN>
NAME <Jomohu>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 9 3 9 4 9 5 13 6 13 7 10 8 8
0 -1 2 4
0 5 8 1
0 5 1 307694
0 5 4 67932
0 5 3 467362000
0 -1 1 16
0 -1 0 18
0 -1 4 2
0 5 0 354
0 3 -4 3
0 3 1 7
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Yanro>
ELEMENT <C Prefab>
HOME <ZONE_13>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 8 4 13 5 12 6 8 7 11 8 9
0 -1 2 3
0 -1 1 2
0 -1 0 32
0 -1 4 2
0 5 0 353
0 3 -3 35
0 3 1 -1
0 3 0 1
0 1 23 5
0 1 21 15
0 3 -2 120
0 2 0 1
0 3 -6 87
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Damly>
ELEMENT <C Prefab>
HOME <ZONE_11>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 10 3 6 4 14 5 11 6 12 7 11 8 11
0 -1 2 1
0 5 8 1
0 5 1 308736
0 -1 1 3
0 -1 0 27
0 -1 4 2
0 5 0 352
0 3 -7 15
0 3 -5 41
0 3 1 9
0 3 0 1
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Itealt>
ELEMENT <C Prefab>
HOME <ZONE_9>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 4 2 8 3 6 4 11 5 12 6 13 7 11 8 10
0 5 8 1
0 5 1 311438
0 5 4 7540
0 5 3 1676410419
0 -1 2 2
0 -1 1 5
0 -1 0 13
0 -1 4 2
0 5 0 351
0 3 -7 20
0 3 -4 44
0 3 1 7
0 1 23 5
0 1 21 10
0 3 -2 14
0 2 0 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Bacuu Este>
ELEMENT <C Prefab>
HOME <ZONE_7>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 5 2 10 3 6 4 13 5 13 6 9 7 12 8 11
0 -1 2 6
0 -1 1 16
0 -1 0 34
0 -1 4 2
0 5 0 350
0 3 -7 32
0 3 -1 26
0 3 -4 -52
0 3 1 8
0 1 23 5
0 1 21 5
0 3 -2 120
0 2 0 1
0 3 -6 -50
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Seoubbac>
ELEMENT <C Prefab>
HOME <ZONE_5>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 6 3 6 4 8 5 10 6 11 7 8 8 10
0 -1 2 1
0 5 8 1
0 5 1 311488
0 5 15 5
0 -1 1 2
0 -1 0 18
0 -1 4 2
0 5 0 349
0 3 -1 26
0 3 -3 -46
0 3 -5 42
0 3 1 2
0 3 0 1
0 1 27 1
0 1 19 5
0 2 0 1
-1
JOB <CITIZEN>
NAME <Sunfer>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 9 3 10 4 10 5 11 6 9 7 10 8 11
0 -1 2 4
0 -1 1 16
0 -1 0 13
0 -1 4 2
0 5 0 347
0 3 -5 -14
0 3 -4 36
0 3 1 -2
0 3 0 1
0 1 23 5
0 1 21 15
0 3 -2 120
0 2 0 1
0 3 -6 71
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Maiseo>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 1 5 0
Stats 6 8
0 -1 1 3
0 -1 0 30
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 11
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 2 0 0 0
Stats 1 14 2 16 3 15 4 14 5 11 6 9 7 11 8 13
0 -1 4 3
0 -2 1 1
0 -5 1 1
0 -5 2 1
0 -2 4 306304
0 -2 3 306291
0 -2 2 306304
0 -4 0 18
0 -2 0 1
0 5 0 360
0 5 12 2
0 5 11 4
0 3 -6 107
0 3 -4 -20
0 3 -7 11
0 3 -5 46
0 3 1 3
0 3 0 1
0 1 33 14
0 1 26 14
0 1 18 14
0 1 13 14
0 1 12 14
0 1 11 14
0 1 10 14
0 1 9 14
0 1 8 14
0 1 7 14
0 1 6 14
0 1 5 14
0 1 4 15
0 1 3 14
0 1 2 14
0 1 1 14
0 3 3 1
0 3 -1 100
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Rayma>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 9 0
Stats 1 6 2 1 3 3
0 7 27 1
0 2 1 -5
0 2 5 -10
-1
Name <Stun Rifle>
Desig <L50>
desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
type <NONLETHAL>
Z
0 21 0 3 0
Stats
0 2 1 -2
-1
name <Power Cell 75>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 9 4 18
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -5 174 0 0
Stats
0 7 10 307243
0 -12 3 5
0 -12 2 5
-1
greeting <if= QuestStatus 5 6 else GREETING_1 SetQuestStatus 5 -1 ifG React d20
else .6_GoFail PCFriend ChatNPCID NewChat Say 601>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 7>
GoCheckStatus <if= ArenaState 174 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 174 NAV_AS_Win else GoCheckChallenge ifNPCOK 172 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 5 -1 ResetArena 174>
GoCheckChallenge <ResetArena 174 ifG ComTime ArenaRecharge 174 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2 AddChat 3>
*GoFirstTime <*PCChallengeNPC GoMakeChallenge GoWussOut>
GoMakeChallenge <AddSociable d6 NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2 AddChat
3>
GoWussOut <AddReact d10 NewChat Say 6 V= 1 1 AddCHat 1 AddChat 2 AddChat 3>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoOpenShop>
*GoOpenShop <*SERVICE_MECHANIC GoBye>
*GoBye <*GoodBye>
GoStartCombat <SetChallengerID 174 174 SetChallengerHome 174 3 MoveNPC 174 174
PrepArena 174 0 SetNPCTeam 174 2>
*result1 <*MeetMeAtArena 174 GoStartCombat>
*result2 <*RejectChallenge>
result3 <Goto GoOpenShop>
Msg1 <I'm waiting for you in \SCENE 174 . Come on and fight!>
Msg2 <You win... Mullins will have a prize for you.>
Msg3 <They say that Mullins died...>
Msg4 <I'm ready for our match. How about you?>
Msg5 <Not so loud... I don't want the other people at work to find out that I'm
dueling. Are you ready for our match right now?>
Msg6 <Oh, I get it... Mullins must have sent you, right? I have to keep things
quiet since I don't want the other people here to find out that I'm dueling. Are
you ready for our match, then?>
Msg7 <After I beat you, come to my shop in \SCENE 3 for repairs!>
Prompt1 <Let's get started.>
Prompt2 <Give me some more time.>
Prompt3 <I'd like to see your shop first.>
GREETING_1 <if= QuestStatus 5 5 else GoNoMatch if= ArenaState 174 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.6_GoFail <*IConcedeDefeat&Battle>
Msg601 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg601_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg601_1 <ifNPCSociable Accept>
Msg601_2 <I like you. Let's get together again someday.>
CMsg601_2 <ifNPCShy Accept>
Msg601_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg601_3 <ifNPCEasygoing Accept>
Msg601_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg601_4 <ifNPCPassionate Accept>
Msg601_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg601_5 <ifNPCCheerful Accept>
Msg601_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg601_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoFirstTime <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <Goto GoMakeChallenge>
result1602 <Goto GoWussOut>
Msg1601 <Why are you looking at me?>
Prompt1601 <I want to challenge you to a duel.>
Prompt1602 <Sorry, I... er... nothing.>
GoLater <NewChat Say 1701>
Msg1701 <Come back tomorrow and you can challenge me again.>
Msg1701_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I'm busy. Come back later.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <I'd rather not fight now. How about tomorrow?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <If you come back tomorrow, we can have more fun then.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1701_6 <ifNPCMelancholy Accept>
GoNoMatch <Goto GoOpenShop>
GoOpenShop <NewChat Say 1901 AddChat 1901 AddChat 1902>
result1901 <EndChat Say 1902 shop .19_wares Goto GoBye>
result1902 <Goto GoBye>
Msg1901 <I do service on all kinds of machine. If you've got damage to fix, just
bring it here.>
Msg1902 <Let me fire up the torch and see what I can do.>
Prompt1901 <I've got damage to fix.>
Prompt1902 <I don't need any service right now.>
GoBye <EndChat Say 2001>
msg2001 <It's time to go... I'm sure I'll be seeing you again.>
result1 <EndChat Say 2101 Goto GoStartCombat>
Msg2101 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2101_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 174 .>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let's do it. I'll see you at \SCENE 174 .>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <I'll be waiting for you at \SCENE 174 . Don't make me wait long.>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <Meet me at \SCENE 174 . This is going to be so much fun!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Come to \SCENE 174 when you're ready to die. I'll be waiting.>
CMsg2101_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2201>
Msg2201 <Come back when you're ready, then.>
Msg2201_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <Let me know when you're ready.>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <No worries. Get back to me when you're ready to go.>
CMsg2201_3 <ifNPCEasygoing Accept>
Msg2201_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2201_4 <ifNPCPassionate Accept>
Msg2201_5 <I'm looking forward to starting the fight!>
CMsg2201_5 <ifNPCCheerful Accept>
Msg2201_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2201_6 <ifNPCMelancholy Accept>
.6_GoFail <NewChat Say 2301>
Msg2301 <You won that fight. I concede defeat.>
Z
-1
-1
0 -8 -27 0 0
Stats 1 24 2 15 3 5 4 5
0 -1 2 2
-1
name <Shandir's Garage>
special <SHAREDPALETTE>
minimap <.............1......&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 15 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12345...............&---&STUFF>
Z
-1
-1
0 -8 -27 0 0
Stats 1 18 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 15 3 5 4 5
0 -1 2 2
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <12345...............&---&ARMS=>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 2 3 5 4 5
-1
name <ZONE_7>
SPECIAL < >
MINIMAP <12345...............&---&ARMOR>
Z
-1
-1
0 -8 -27 0 0
Stats 1 24 2 2 3 5 4 5
-1
name <ZONE_9>
SPECIAL < >
MINIMAP <...1................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 2 3 5 4 5
-1
name <ZONE_11>
SPECIAL < >
MINIMAP <1#...=#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 18 2 15 3 5 4 5
0 -1 2 2
-1
name <ZONE_13>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -5 347 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg201 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg202 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt201 <I'll see what you have.>
Prompt202 <Thanks, but I don't need anything.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 348 0 0
Stats
0 7 10 310150
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Cheerful>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <NewChat ifG PC$ 74 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -75>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
Keywords <FOOD RESTAURANT>
result202 <Goto GoBye>
Msg201 <Welcome to the \SCENE RootSceneID Sandwich Stop. You can get a sandwich
platter including two side dish choices for $75.>
Msg202 <Here's your order. Enjoy your meal.>
Msg203 <You don't have enough money to pay for this...>
Msg204 <Sorry, I don't make deliveries. You'll have to come over here to order
your sandwich.>
Prompt201 <I'll take one.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <No thanks, I'm not hungry.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <It was a real pleasure seeing you!>
msg302 <Good-bye.>
Z
-1
-1
0 -5 350 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_WEAPON GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON AMMO ACCESSORY>
KEYWORDS <WEAPON AMMO ACCESSORY>
Msg201 <I have the latest weapons and accessories.>
Msg202 <Take a look around. If you have any questions, I should be able to answer
them.>
Prompt201 <I'd like to see your wares.>
Prompt202 <I'm just browsing, thanks.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 351 0 0
Stats
0 7 10 310393
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ARMOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ARMOR CLOTHING>
KEYWORDS <ARMOR CLOTHING>
Msg201 <This is \ChatNPC 's Armor Emporium. How'd you like to browse our extensive
range of "AdventuWear"?>
Msg202 <Take your time. We've got all kinds of products to choose from!>
Prompt201 <Alright, I'll have a look.>
Prompt202 <I'm not interested right now.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 352 0 0
Stats
0 7 10 307811
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ELECTRONICS GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ELECTRONICS ENTERTAINMENT SOFTWARE>
KEYWORDS <ELECTRONICS ENTERTAINMENT SOFTWARE>
Msg201 <Welcome to \ChatNPC 's software and game source. We have computers, games,
and electronic devices.>
Msg202 <If it looks like fun, it probably is!>
Prompt201 <I'll take a look at your gear.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 353 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable ~Pragmatic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <if= V301 0 else .3_End ifG React 25 else .3_End V= 301 1 NewChat Say 302
AddChat 301 AddChat 302 AddChat 303>
.3_End <EndChat Say 301>
result301 <EndChat AddReact d3 Say 303>
result302 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 303>
result303 <EndChat Reputation 3 -d8 Say 304>
msg301 <Good-bye.>
Msg302 <One more thing before you go... Could I get your email address?>
Msg303 <Thanks! I'll be sure to write sometime.>
Msg304 <I understand... Well, I'll see you around.>
Prompt301 <Sure. Here it is.>
Prompt302 <Just don't sign me up for any spam lists, okay?>
Prompt303 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -5 354 0 0
Stats
0 7 10 306739
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ELECTRONICS GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ELECTRONICS SOFTWARE>
KEYWORDS <ELECTRONICS SOFTWARE>
Msg201 <I sell all manner of electronics. Whatever kind of gadget you need, you'll
find it here.>
Msg202 <You can never go wrong by upgrading your current system.>
Prompt201 <Let me see what you have.>
Prompt202 <Thanks, I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 356 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
0 -5 357 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Mall>
greeting <if= V101 0 else .1_GoSecond V= 101 1 EndChat Say 101>
.1_GoSecond <if= V101 1 else GoMiscTalk V= 101 2 EndChat Say 102 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Can't you see I'm talking on my mobile? Go away.>
Msg102 <Alright, now that I've finished talking, I can see what you want...>
Prompt101 <[more]>
GoMiscTalk <NewChat Say 201>
Msg201 <So, what are you hoping to buy?>
Msg201_7 <There are so many great deals here!>
Msg201_1 <I really love to shop. In addition to the walking exercise, I also get
to meet all kinds of people!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <This place is crowded, but you can't beat the value!>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <I should really be working right now, but I'd rather be shopping.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Shopping is a passion. I could do this all day, every day.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <It's fun looking in all the stores, even though I don't have the money
to buy anything.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Everything here is so overpriced...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 358 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER MaqSp>
greeting <if= V101 0 else .1_GoSecond V= 101 1 EndChat Say 101>
.1_GoSecond <if= V101 1 else GoMiscTalk V= 101 2 EndChat Say 102 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Can't you see I'm talking on my mobile? Go away.>
Msg102 <Alright, now that I've finished talking, I can see what you want...>
Prompt101 <[more]>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <I wouldn't want to live anywhere but Maquise Spinner.>
Msg201_1 <Hey, what do you think of my new clothes? I just bought them at the
mall. Everyone's wearing pants like these nowadays.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <The one problem with living in Maquise Spinner is that there's no place
to be alone...>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <Maquise Spinner is the richest of the colonies. That's largely because
of Comet Metalworks.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Everything happens here first. In five or six cycles, the rest of the
spinners might catch on.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <This place is the center of government. If you dream of becoming
important, this is where you have to be.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <The central offices of the L5 Alliance are right here. If terrorists are
going to attack one of the colonies, Maquise is the most likely target.>
CMsg201_6 <ifNPCMelancholy Accept>
Msg201_7 <The mall is the best place to buy things, but I hear they also have
shops at the Privateer's Club and Comet Tower.>
Z
-1
-1
-1
0 -3 4 0 0
Stats 1 -1 2 20 3 10
0 0 601 3
0 7 10 870577
0 -15 2 1
0 21 1 862757
0 7 16 2
-1
name <Maquise Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
START <V= 601 T2 Goto START_1>
Msg1 <You enter Maquise Hospital.>
HOME <UZONE_1>
HOME_1 <ZONE_1>
ZONE_SPECIAL <NoGO>
get198 <if= L401 0 L= 401 1 AddLawful -3>
get199 <if= L401 0 L= 401 1 AddLawful -3>
get200 <if= L401 0 L= 401 1 AddLawful -3>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
START_1 <Print 1>
PCAttack <ifSafeArea else .6_GoNotSafe if# V602 -1 else .6_LastHit ifG v601 T2
else .6_GoWarn Goto .6_GoAttack>
.6_GoNotSafe <V= 602 -1>
.6_LastHit <V= 602 0>
.6_GoWarn <if= v602 0 else .6_GoAttack V= 602 1 Print 601>
.6_GoAttack <Print 602 Alarm TeamAttack GuardTeam>
Msg601 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg602 <ALERT: You are not permitted to fire weapons here.>
HOME_4 <UZONE_1>
HOME_5 <UZONE_1>
HOME_6 <UZONE_1>
Z
0 17 20 120 0
Stats
0 -1 1 3
0 -1 0 17
0 -8 2 3
0 7 0 200
0 2 1 1
-1
Name <Medicated Bandages>
desc <Premedicated sterile bandages.>
ELEMENT <I Prefab>
Z
-1
-1
0 18 0 0 0
Stats 2 1500 3 5
0 -1 1 2
0 -1 0 18
0 -8 2 2
0 7 0 199
-1
Name <Regen Boost Pill>
Effect <1 12 3 25>
desc <This medicine increases the body's ability to repair itself. While it is in
effect injuries will be healed much faster than normal.>
ELEMENT <I Prefab>
Z
-1
-1
0 18 0 0 0
Stats 2 1000 3 5
0 -1 1 2
0 -1 0 16
0 -8 2 1
0 7 0 198
-1
Name <Quick Fix Pill>
Effect <2 10 20 0>
desc <This medicine promotes rapid cellular regeneration, and can instantly heal
many injuries.>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -1 2 2
0 -1 1 2
0 -1 0 10
0 -8 2 2
0 7 0 197
0 -6 2 2
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 2 2
0 -1 1 2
0 -1 0 9
0 -8 2 1
0 7 0 196
0 -6 2 2
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 15 2 12 3 14 4 13 5 9 6 13 7 7 8 12
0 5 8 1
0 5 1 825487
0 5 15 20
0 -1 4 3
0 -1 1 9
0 -1 0 19
0 5 0 397
0 5 12 3
0 5 11 12
0 3 -6 112
0 3 -7 12
0 3 -4 37
0 3 1 12
0 3 0 1
0 1 33 15
0 1 26 15
0 1 18 15
0 1 13 15
0 1 12 16
0 1 11 15
0 1 10 15
0 1 9 15
0 1 8 15
0 1 7 15
0 1 6 15
0 1 5 15
0 1 4 15
0 1 3 15
0 1 2 15
0 1 1 15
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Chaal>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 6
0 7 27 1
0 2 5 10
0 2 1 -8
-1
Name <MonoSword>
Type <ARMORPIERCING>
desc <A ceram sword with a monomolecularly sharp edge.>
sdl_portrait <item_longsword.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 13 3 18 4 15 5 13 6 7 7 10 8 10
0 -1 2 2
0 -1 4 3
0 -1 1 8
0 -1 0 19
0 5 0 396
0 5 12 3
0 1 42 16
0 5 11 42
0 3 -6 112
0 3 -7 21
0 3 -3 38
0 3 1 2
0 3 0 1
0 1 30 15
0 1 26 15
0 1 24 15
0 1 17 15
0 1 10 15
0 1 9 15
0 1 8 15
0 1 7 15
0 1 6 15
0 1 5 15
0 1 4 15
0 1 3 15
0 1 2 15
0 1 1 15
0 3 3 1
0 5 2 3
0 3 -1 50
0 3 -2 50
0 2 0 1
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Sonbes>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 19 0
Stats 2 -1
0 7 27 1
0 2 1 -6
-1
Name <Chainsaw>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <An energy-cell powered cutting tool. Particularly suited for cutting through
materials.>
category <MELEE TOOL>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -1
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 8 3 11 4 7 5 15 6 7 7 14 8 17
0 -1 2 4
0 5 15 15
0 5 8 2
0 5 1 825698
0 -1 4 2
0 -1 1 9
0 -1 0 14
0 5 0 395
0 3 -6 39
0 3 -2 22
0 3 -3 34
0 3 1 15
0 3 0 1
0 1 20 5
0 1 19 5
0 3 -5 50
0 3 -1 50
0 2 0 1
-1
job_desig <MEDIC>
JOB <NURSE>
NAME <Eyehawk>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 5 3 7 4 14 5 17 6 11 7 18 8 11
0 -1 2 4
0 5 8 5
0 5 1 864002
0 5 4 71874
0 5 3 354524727
0 -1 1 5
0 -1 0 9
0 -1 4 2
0 5 0 394
0 3 -2 27
0 3 -3 49
0 3 -4 -12
0 3 1 16
0 1 24 10
0 1 21 5
0 1 20 10
0 1 16 5
0 3 -7 50
0 2 0 1
-1
job_desig <MEDIC>
JOB <CYBERDOC>
NAME <Miaex>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 10 3 12 4 13 5 12 6 14 7 12 8 18
0 -1 2 4
0 5 8 2
0 5 1 521358
0 -1 1 8
0 -1 0 18
0 -1 4 2
0 -12 3 7
0 -12 2 6
0 5 0 175
0 1 35 10
0 1 28 10
0 1 27 10
0 1 26 10
0 1 21 10
0 1 19 10
0 3 -6 54
0 2 0 1
0 3 1 2
0 5 2 5
0 3 0 1
0 3 -3 50
0 3 -4 50
0 3 -5 50
0 3 3 1
0 1 1 11
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 12 10
0 1 18 10
0 1 42 10
0 16 30 1
0 5 12 3
0 5 11 1
0 5 15 10
-1
job_desig <MEDIA>
JOB <SINGER>
name <Fuschia>
SDL_PORTRAIT <por_f_ladivikki(JAY).png>
SDL_COLORS <157 172 183 255 212 195 122 88 193>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -4
0 2 5 -25
0 18 5 1
0 18 6 1
0 18 4 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 1 -4
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 12 0
Stats 2 2 3 3
0 7 27 1
0 2 1 -7
0 2 5 10
-1
Name <Gyro Mace>
Type <BRUTAL>
desc <A combat mace with counterspinning contact heads for maximum damage
potential.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_mace.png>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -25
0 18 5 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 15 1 5 0
Stats 6 14
0 -1 1 6
0 -1 0 17
0 7 10 676567
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 367932
0 -1 1 6
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 6
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 8
-1
desig <EntranceGrid>
Content <Some 2 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
name <UZONE_1>
SPECIAL < >
Z
-1
-1
0 -5 175 0 0
Stats
0 7 10 520497
0 -12 3 7
0 -12 2 6
-1
greeting <if= QuestStatus 6 8 else GREETING_1 SetQuestStatus 6 -1 ifG React d20
else .8_GoFail PCFriend ChatNPCID NewChat Say 801>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndCHat Say 6>
GoCheckStatus <if= ArenaState 174 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 174 NAV_AS_Win else GoCheckChallenge ifNPCOK 172 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 6 -1 ResetArena 174>
GoCheckChallenge <ResetArena 174 ifG ComTime ArenaRecharge 174 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 174 175 SetChallengerHome 174 4 MoveNPC 175 174
PrepArena 174 0 SetNPCTeam 175 2>
*result1 <*MeetMeAtArena 174 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <I'm waiting...>
Msg2_1 <You defeated me. My fans are going to be so disappointed. Go see Mullins
about the match prize.>
CMsg2_1 <if# SceneID 174 Accept>
Msg2_2 <Is it over already? My fans are going to be so disappointed. Go see
Mullins about the match prize.>
CMsg2_2 <if= SceneID 174 Accept>
Msg3 <I hear the arena's closing down. It's time to move on.>
Msg4 <It's time for another concert of destruction. Shall we do battle?>
Msg5 <Hello \PC . I understand that you'll be my opponent today. Are you ready to
begin the show?>
Msg6 <Let's give the audience a great show!>
Prompt1 <Let's get to it.>
Prompt2 <I need a bit more time to prepare.>
GREETING_1 <if= QuestStatus 6 7 else GoNoMatch if= ArenaState 174 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.8_GoFail <*IConcedeDefeat&Battle>
Msg801 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg801_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg801_1 <ifNPCSociable Accept>
Msg801_2 <I like you. Let's get together again someday.>
CMsg801_2 <ifNPCShy Accept>
Msg801_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg801_3 <ifNPCEasygoing Accept>
Msg801_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg801_4 <ifNPCPassionate Accept>
Msg801_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg801_5 <ifNPCCheerful Accept>
Msg801_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg801_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoLater <NewChat Say 1601>
Msg1601 <Come back tomorrow and you can challenge me again.>
Msg1601_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I'm busy. Come back later.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I'd rather not fight now. How about tomorrow?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <If you come back tomorrow, we can have more fun then.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 1701 AddChat 1701 AddChat
1702>
result1701 <Goto GoChat>
result1702 <AddEasygoing -d4 ifG Flirtation 5 else .17_GoFail ifG React 0 else
.17_GoFail AddReact 10 SkillXP 27 100 NewChat Say 1703 AddChat 1704>
.17_GoFail <NewChat AddReact -5 Say 1702 AddChat 1703 PCMoraleDmg 10 ifG PCRenown
0 AddRenown -1>
result1703 <Goto GoChat>
result1704 <Goto GoChat>
Msg1701 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg1701_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg1701_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg1702 <Cut the lines, creep. I'm not interested.>
Msg1702_1 <Don't even think about it. You are so not my type.>
Msg1703 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg1703_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt1701 <Nice to meet you.>
Prompt1701_1 <I'm glad to meet you.>
Prompt1701_2 <It's nice to meet you.>
Prompt1702 <What's a beautiful person like you doing here?>
CPrompt1702 <ifNPCSexy ChatNPCID Accept>
Prompt1702_1 <It's a great pleasure to meet someone so attractive.>
Prompt1702_2 <And it's VERY nice to meet you!>
Prompt1703 <I see...>
Prompt1703_1 <Ah...>
Prompt1704 <I look forward to it.>
Prompt1704_1 <I'd like that a lot.>
GoChat <NewChat SayAnything>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <I'll go wait for you at \SCENE 174 . Take however much time you need.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Cool. I'll see you at \SCENE 174 , then.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_5 <This is going to be a fun match! Come meet me at \SCENE 174 when you're
ready.>
CMsg1901_5 <ifNPCCheerful Accept>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
.8_GoFail <NewChat Say 2101>
Msg2101 <You won that fight. I concede defeat.>
Z
-1
-1
0 -4 4 0 0
Stats
0 -1 1 1
-1
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12..................#&+&#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <.1.2...3............##=##>
SPECIAL < NoGO>
Z
-1
-1
0 -5 394 0 0
Stats
0 7 10 862985
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Passionate>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE CYBERWARE>
Keywords <MEDICINE CYBERWARE>
Msg201 <I offer a full range of medical and cybernetic services. Whether you are
in need of aid or augmentation I'll do my best to help.>
Msg202 <Rest assured that you will receive the best possible care here.>
Prompt201 <Let me see what you can do.>
Prompt202 <Thankfully, I don't need any of that.>
GoBye <EndChat ifG React 50 else .3GoNoFriend Say 301>
.3GoNoFriend <ifG React 0 else .3GoNoLike Say 302>
.3GoNoLike <Say 303>
msg301 <Come back and see me again anytime!>
msg302 <Good-bye, \PC .>
msg303 <Don't let the door hit your ass on the way out.>
Z
-1
-1
0 -5 396 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
-1
0 -3 5 0 0
Stats 1 -1 2 20 3 15
0 0 801 8
0 7 10 827716
0 -15 2 1
0 21 1 825464
0 7 16 2
0 5 2 2
-1
name <Comet Tower>
type <building public legit corporate>
entrance <*Building Tall>
special <ADDEXIT>
Content1 <Variety 1 1 Sub *MAQSP_ComTow_Content>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
START <V= 801 T2 Goto START_1>
Msg1 <You enter Comet Tower.>
end <if= QuestStatus 2 2 else na ifNPCDead 171 else na SetQuestStatus 2 -2 Goto
na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
START_1 <Print 1>
PCAttack <ifSafeArea else .8_GoNotSafe if# V802 -1 else .8_LastHit ifG v801 T2
else .8_GoWarn Goto .8_GoAttack>
.8_GoNotSafe <V= 802 -1>
.8_LastHit <V= 802 0>
.8_GoWarn <if= v802 0 else .8_GoAttack V= 802 1 Print 801>
.8_GoAttack <Print 802 Alarm TeamAttack GuardTeam>
Msg801 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg802 <ALERT: You are not permitted to fire weapons here.>
HOME_6 <Foyer>
HOME_7 <Foyer>
HOME_8 <Foyer>
Z
0 2 0 0 0
Stats 1 12 2 13 3 14 4 17 5 10 6 14 7 11 8 12
0 -1 2 4
0 -1 1 2
0 -1 0 2
0 5 0 367
0 5 12 8
0 5 11 18
0 3 -6 63
0 3 -7 19
0 3 -4 61
0 3 -3 41
0 3 -5 -42
0 3 1 12
0 1 33 11
0 1 26 11
0 1 18 12
0 1 13 11
0 1 12 11
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 11
0 3 3 1
0 3 -1 70
0 3 -2 50
0 2 0 1
0 5 2 9
0 -1 4 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Iacyn>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -10
-1
Name <Light Helmet>
desc <A light combat helmet, made from a combination of plastics and shock
absorbers.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 1 0
Stats
0 7 27 1
0 2 1 3
0 2 5 -25
-1
Name <Leather Jacket>
desc <A comfortable leather jacket with a zipper down the front.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Elbow Pad>
desc <Protects elbows from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Elbow Pad>
desc <Protects elbows from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Knee Pad>
desc <Protects knees from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Knee Pad>
desc <Protects knees from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 9 3 8 4 10 5 13 6 12 7 12 8 8
0 -1 2 1
0 5 8 1
0 5 1 828237
0 5 15 5
0 -1 1 9
0 -1 0 19
0 5 0 31
0 5 2 2
0 3 1 6
0 3 -7 50
0 3 -4 50
0 3 -3 50
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
name <Jamil>
SDL_PORTRAIT <por_m_guy3(AA-).png>
SDL_COLORS <234 180 88 255 212 195 1 75 67>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 16 3 17 4 16 5 10 6 12 7 11 8 13
0 5 8 1
0 5 1 826754
0 0 1 1
0 5 2 9
0 7 10 827700
0 -1 1 13
0 -1 0 12
0 -1 4 2
0 -12 3 2
0 -12 2 2
0 5 0 171
0 1 33 7
0 1 26 7
0 1 18 7
0 1 13 7
0 1 12 7
0 1 11 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 8
0 1 3 7
0 1 2 7
0 1 1 7
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 3 -3 59
0 3 -6 32
0 5 11 4
0 5 12 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
update <if= V1 0 SetSelfFaction 9 V= 1 1>
NAME <Juranchu Suk>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 3 0
Stats 3 5
0 7 27 1
0 2 5 -5
-1
Name <Beam Knife>
desc <A small plasma-beam projector, useful for cutting through tough materials.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_beamknife.png>
Z
0 21 0 1 0
Stats
0 2 1 -1
-1
name <Power Cell 25>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 12 3 16 4 15 5 10 6 12 7 11 8 13
0 -1 2 4
0 5 8 5
0 5 1 873921
0 -1 1 7
0 -1 0 2
0 -1 4 2
0 -6 255 9
0 5 0 32
0 5 12 8
0 1 42 15
0 5 11 42
0 3 -6 108
0 3 -5 -13
0 3 -4 41
0 3 1 1
0 -8 2 1
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Phiia>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -30
-1
Name <Sports Helmet>
desc <A hard polymer helmet more suited to sports than combat.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
SDL_PORTRAIT <item_sportshelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 11 3 6 4 17 5 13 6 14 7 11 8 9
0 5 8 1
0 5 1 827622
0 5 15 10
0 -1 1 13
0 -1 0 13
0 -1 4 2
0 5 0 362
0 3 -2 33
0 3 -3 -25
0 3 1 14
0 3 0 1
0 1 21 5
0 1 19 5
0 2 0 1
0 5 2 2
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
NAME <Quiatin>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 11 3 9 4 11 5 14 6 9 7 13 8 9
0 -1 2 7
0 5 8 1
0 5 1 828323
0 5 15 15
0 -1 1 12
0 -1 0 15
0 -1 4 2
0 5 0 364
0 3 -4 30
0 3 -5 32
0 3 -3 56
0 3 1 1
0 3 0 1
0 1 21 5
0 1 19 5
0 2 0 1
0 5 2 2
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
NAME <Conhow>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 10 3 9 4 11 5 14 6 13 7 18 8 9
0 -1 2 2
0 5 8 1
0 5 1 827015
0 5 15 10
0 5 2 2
0 7 10 827700
0 -1 4 2
0 -1 1 13
0 -1 0 2
0 5 0 366
0 3 -4 6
0 3 1 -4
0 1 31 5
0 1 29 10
0 1 22 10
0 1 17 5
0 1 15 5
0 1 11 3
0 2 0 1
-1
job_desig <ACADE>
JOB <SCIENTIST>
update <SetSelfFaction LocalFaction>
NAME <Bescyn>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 19 3 12 4 13 5 12 6 12 7 12 8 1
0 -1 2 7
0 -1 4 3
0 -1 1 14
0 -1 0 7
0 7 0 178
0 18 5 1
0 1 33 30
0 1 11 5
0 1 10 3
0 1 9 4
0 1 8 5
0 1 7 4
0 1 6 4
0 2 6 70
-1
Name <ANDROBOT>
roguechar <R>
sdl_sprite <monster_androbot.png>
sdl_colors <157 172 183 162 153 235 230 0 0>
sdl_portrait <por_x_androbot.png>
type <Robot Guard>
CHAT_ATTACK <Leave the premesis or face retaliation.>
clue29 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut Flay V= 1 SkRoll 29 ifG V1 27 else GoMeat
Print 1 GiveSTC .stcdesc>
GoMeat <ifG V1 12 else GoFail Print 4 GiveSTC .fooddesc>
.stcdesc <SELFDEFENSEMATRIX>
.fooddesc <SPAREPARTS-1>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You manage to extract the Self Defense NNet from this robot.>
Msg2 <You take apart the robot, but don't find anything useful.>
Msg3 <You've already disassembled this robot.>
Msg4 <You salvage some spare parts from this robot.>
JOB <ANIMAL>
ELEMENT <I Prefab>
Z
-1
0 1 2 7 0
Stats 1 5
-1
Z
0 11 2 7 0
Stats
-1
name <Androbot Helmet>
Z
-1
-1
-1
-1
0 1 1 7 0
Stats 1 6
-1
Z
0 11 1 9 0
Stats
-1
name <Androbot Armor>
Z
-1
-1
-1
-1
0 1 3 7 0
Stats 1 7
-1
Z
-1
0 7 0 1 0
Stats
-1
Z
0 4 2 6 0
Stats 1 4 2 1 3 1 4 2
0 2 1 2
-1
Name <Hand Cannon>
desig <ADB>
desc <This rifle was designed for use by the Androbot security unit.>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 45
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
Z
-1
-1
-1
-1
-1
-1
0 1 3 7 0
Stats 1 7
-1
Z
0 10 0 8 0
Stats 1 3
-1
name <Androbot Shield>
Z
-1
-1
-1
0 7 0 1 0
Stats
-1
Z
-1
-1
-1
0 1 4 7 0
Stats 1 7
-1
Z
-1
-1
0 1 4 7 0
Stats 1 7
-1
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 9 3 8 4 10 5 13 6 12 7 12 8 8
0 -1 2 1
0 5 8 1
0 5 1 827092
0 -1 1 11
0 -1 0 11
0 -1 4 2
0 -8 2 1
0 1 21 5
0 1 19 5
0 2 0 1
0 3 -1 -50
0 3 -3 50
0 3 -5 -50
0 5 2 2
0 3 1 12
0 5 0 361
-1
job_desig <CORPO>
job <Human Resources Manager>
name <Bracett>
SDL_PORTRAIT <por_m_guy2(-A-).png>
SDL_COLORS <234 180 88 255 212 195 50 50 50>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 7 3 7 4 15 5 15 6 13 7 11 8 11
0 -1 2 2
0 5 8 1
0 5 1 828219
0 5 4 11385
0 5 3 383263923
0 5 2 2
0 7 10 827700
0 -1 1 14
0 -1 0 19
0 -1 4 2
0 -8 2 1
0 5 0 363
0 3 -3 -13
0 3 1 3
0 1 23 5
0 1 21 12
0 3 -2 120
0 2 0 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
update <SetSelfFaction LocalFaction>
NAME <Baun>
ELEMENT <C Prefab>
mecha_colors <75 200 212 234 180 88 200 000 100>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 5 2 11 3 8 4 11 5 12 6 9 7 13 8 13
0 -1 2 6
0 5 8 1
0 5 1 827716
0 5 4 15075
0 5 3 378190159
0 5 2 2
0 7 10 827700
0 -1 1 2
0 -1 0 15
0 -1 4 2
0 -8 2 1
0 5 0 365
0 3 -7 7
0 3 -6 -24
0 3 -4 50
0 3 1 5
0 1 23 5
0 1 21 12
0 3 -2 120
0 2 0 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
update <SetSelfFaction LocalFaction>
NAME <Quyan>
ELEMENT <C Prefab>
mecha_colors <75 200 212 234 180 88 200 000 100>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 8
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats 6 14
0 7 10 827700
0 -1 1 6
0 -1 0 11
-1
ROGUECHAR <+>
NAME <Door>
update <ifAccessArmory SetStat 6 0 if# StatVal 5 0 DrawTerr SelfX SelfY 19 SetStat
5 0>
Z
-1
-1
0 15 4 0 0
Stats 4 6
0 -1 1 2
0 -1 0 11
0 -8 2 1
-1
ROGUECHAR <\>
name <Comet Factory>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 826022
0 -1 1 10
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 7 10 825464
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
minimap <..1.................##=##>
Special <NOGO>
name <UZONE_1>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 13
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 45 Here *NPC_GUARD>
Content3 <Some 2 35 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -3 6 0 0
Stats 1 -24 2 35 3 35
0 7 102 15
0 7 101 85
0 5 2 2
-1
name <Comet Factory>
type <Building Secret>
special <NORESCUE NOEXIT>
Content1 <Some 1 100 Sub *ALARMSYS 1>
Content2 <Some 5 50 Here *NPC_GUARD>
Content3 <Some 1 50 Sub *SECURITY>
Content4 <Fill Sub *CORP_RND 1>
Start <if= V2 0 else GoSecondTime L= 2 1 Print 2 Alert 3>
GoSecondTime <Print 2>
Alarm <MonsterUp 3 35 TeamAttack 3 PCFEnemy SceneFac SceneID AddRenown -5>
5Min <ifTeamHostile 3 else TM1 MonsterUp 3 d20>
TM1 <ifNotAccessArmory ifTeamNotHostile 3 ifTeamCanSeePC 3 ifG 5 Stealth Alert 1
Alarm>
PCATTACK <ifNotAccessArmory ifTeamNotHostile 3 ifG 10 Stealth Alert 4 Alarm>
Msg1 <You are spotted!>
Msg2 <You enter the Comet Factory.>
Nsg3 <WARNING: Unauthorized entry strictly forbidden. Security forces authorized
to use lethal force.>
Msg4 <Suddenly an alarm sounds!>
Z
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <ifAccessArmory SetStat 6 0 if# StatVal 5 0 DrawTerr SelfX SelfY 19 SetStat
5 0>
Z
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 3 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
type <Guard Robot>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Content <Some 2 25 Here *NPC_GUARD>
Z
-1
0 15 3 0 0
Stats 4 5
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -5 171 0 0
Stats
0 7 10 826084
0 -12 3 2
0 -12 2 2
-1
rumor0 <Juranchu Suk has been trying to stop a group of mecha joyriders.>
greeting <if= QuestStatus 2 2 else GoCheckChat NewChat Say 1 AddChat 1>
GoCheckChat <if# QuestStatus 2 0 else GoCheckEnemy NewChat SayAnything>
*GoCheckEnemy <*ENEMY_CHECK GoStartQuest 9 GoEndQuest>
GoStartQuest <NewChat Say 1 QMemo 2 2 SetQuestStatus 2 2 ItemVar= 1 1 ComTime
ItemVar= 1 2 32>
GoEndQuest <DeleteItem 1 SetQuestStatus 2 -2>
result1 <Goto .3_GoInit>
Msg1 <I'm advising everyone to be cautious when traveling through \SCENE 11 .
There's a delinquent joyrider gang that's been attacking other mecha for fun.>
Msg2 <Juranchu Suk informed you that there are dangerous mecha joyriders in \SCENE
11 .>
Prompt1 <I've taken care of the joyriders.>
CPrompt1 <if# ItemVar 1 3 0 Accept>
*.3_GoInit <*MissionWasSuccess&Reward .3_GoFinish ChatNPCFac na>
.3_GoFinish <CashPrize Reward 34 250 SetQuestStatus 2 -1>
requires <*MissionWasSuccess &Reward>
GoCheckEnemy <ifFactionEnemy 9 else GoStartQuest EndChat Say 1501 Goto
GoEndQuest>
Msg1501 <You've got a lot of nerve showing up here at a time like this...>
Msg1501_1 <You shouldn't be here...>
Msg1501_2 <I have nothing to say to you...>
.3_GoInit <NewChat Say 1601 Goto .3_GoFinish>
Msg1601 <The mission was a success. Here's your reward.>
Msg1601_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You did it. Here's your pay.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1601_7 <ifG 5 React Accept>
Msg1601_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1601_10 <ifFactionExists ChatNPCFac Accept>
Msg1601_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1601_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1601_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1601_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1601_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1601_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1601_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1601_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1601_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1601_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1601_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1601_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
MINIMAP <............1.......##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_3>
MINIMAP <............1.......&---&>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_5>
MINIMAP <............1.......&---&>
SPECIAL < >
Z
-1
-1
0 -5 361 0 0
Stats
0 0 401 1
0 7 10 826167
-1
greeting <if# ChatNPCFac 0 else GoChat if= PCFac ChatNPCFac else
GoCheckEligibility Goto GoTrain>
*GoTrain <*SKILL_TRAINING GoGoodbye>
*GoCheckEligibility <*ENEMY_CHECK GoCheckFaction ChatNPCFac GoNil>
GoCheckFaction <if= PCFac 0 else GoChat Goto GoCheckSkills>
*GoCheckSkills <*FACTION_ENTRANCE_EXAM GoJobOffer ChatNPCFac>
*GoChat <*MISC_CHATTER>
*GoGoodbye <*GOODBYE>
*GoJobOffer <*FACTION_JOIN_OFFER ChatNPCFac GoJoin>
*GoJoin <*FACTION_JOIN_ACCEPT ChatNPCFac>
requires <*FACTION_JOIN_ACCEPT>
GoTrain <NewChat Say 101 AddChat 101 AddChat 102>
result101 <EndChat Say 102 School .1_skills Goto GoGoodbye>
result102 <Goto GoGoodbye>
.1_skills <1 2 3 4 5 6 7 8 9 10>
Msg101 <I can teach you many things about combat.>
Msg102 <Keep studying and you'll see improvement eventually.>
Prompt101 <I'd like to train.>
Prompt102 <I'm just here to chat.>
GoCheckEligibility <ifFactionEnemy ChatNPCFac else GoCheckFaction EndChat Say 201
Goto GoNil>
Msg201 <You've got a lot of nerve showing up here at a time like this...>
Msg201_1 <You shouldn't be here...>
Msg201_2 <I have nothing to say to you...>
GoCheckSkills <V= 301 PCRep 6 V+ 301 React ifG PCRep 6 0 else .3_GoFail ifG
V301 50 else .3_GoFail Goto GoJobOffer>
.3_GoFail <NewChat Say 301>
Msg301 <I've been asked to find some new recruits for \FACTION ChatNPCFac .>
GoChat <NewChat if= V401 1 else .4_GoSpecial if# d3 1 else .4_GoSpecial
SayAnything>
.4_GoSpecial <V= 401 1 Say 401>
Msg401 <I wouldn't want to live anywhere but Maquise Spinner.>
Msg401_1 <Hey, what do you think of my new clothes? I just bought them at the
mall. Everyone's wearing pants like these nowadays.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <The one problem with living in Maquise Spinner is that there's no place
to be alone...>
CMsg401_2 <ifNPCShy Accept>
Msg401_3 <Maquise Spinner is the richest of the colonies. That's largely because
of Comet Metalworks.>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <Everything happens here first. In five or six cycles, the rest of the
spinners might catch on.>
CMsg401_4 <ifNPCPassionate Accept>
Msg401_5 <This place is the center of government. If you dream of becoming
important, this is where you have to be.>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <The central offices of the L5 Alliance are right here. If terrorists are
going to attack one of the colonies, Maquise is the most likely target.>
CMsg401_6 <ifNPCMelancholy Accept>
Msg401_7 <The mall is the best place to buy things, but I hear they also have
shops at the Privateer's Club and Comet Tower.>
GoGoodbye <EndChat Say 501>
msg501 <Good-bye.>
GoJobOffer <NewChat Say 601 AddChat 601 AddChat 602>
result601 <Goto GoJoin>
result602 <NewChat Say 602>
Msg601 <You might have what it takes to join \FACTION ChatNPCFac . What do you
say?>
Msg602 <That's too bad.>
Prompt601 <Alright, sign me up!>
Prompt602 <Sorry, I'm not interested.>
GoJoin <NewChat Say 701 RandomMecha .7_mecha PCRenown XPV 200 CashPrize 150000
SetPCFac ChatNPCFac History 702>
.7_mecha <GENERAL \FACTION_DESIG ChatNPCFac>
Msg701 <Great! To start with, you'll recieve a basic mecha and an equipment
allowance. Welcome to \FACTION ChatNPCFac .>
Msg702 <You joined \FACTION ChatNPCFac .>
Z
-1
-1
0 -5 362 0 0
Stats
0 0 201 1
0 7 10 826277
-1
*greeting <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoChat if# 0 ChatNPCFac else GoChat NewChat Say
101 AddChat 101 AddChat 102 AddChat 103>
result101 <Goto GoChat>
result102 <AddSociable -d6 Goto GoChat>
result103 <NewChat Say 102 AddChat 104>
result104 <Goto GoChat>
Msg101 <I work for \FACTIOn ChatNPCFac . It's one of the largest and most
important corporation in the world.>
Msg101_1 <The best part of working at \FACTIOn ChatNPCFac is being part of the
team. My co-workers are the best group of professionals you're ever likely to
meet, and I'm sure they feel the same about me.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <I work for \FACTIOn ChatNPCFac .>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <I just love working for \FACTIOn ChatNPCFac ! The environment here is
really great, you know? The pay is pretty good as well.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Working here at \FACTIOn ChatNPCFac is really dull, and the pay isn't
the greatest, but at least we have job security...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Working at \FACTIOn ChatNPCFac isn't so bad. The hours are a bit long
for my taste, but the pay is good and there are plenty of benefits.>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Did you know that \FACTIOn ChatNPCFac is the most powerful corporation
in all of space? I'm going to work hard to keep us at number one!>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <Really? I haven't seen you around... Well, it's nice to meet you.>
Msg102_1 <In that case, you must be \PC ! Am I right? Well, it's nice to meet
you.>
CMsg102_1 <ifG PCRep 6 25 Accept>
Msg102_2 <You are also an employee of \FACTION ChatNPCFac ? How very
interesting... Well, I am pleased to make your acquaintance.>
CMsg102_2 <ifNPCVillainous Accept>
Prompt101 <Good for you.>
Prompt101_1 <How interesting.>
Prompt102 <I don't really care about that.>
CPrompt102 <if# PCFac ChatNPCFac Accept>
Prompt102_1 <That doesn't concern me.>
Prompt103 <I know, I work here myself.>
CPrompt103 <if= PCFac ChatNPCFac Accept>
Prompt104 <Nice to meet you too.>
GoChat <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 363 0 0
Stats
0 0 101 1
0 7 10 827082
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shy>
greeting <if= V101 0 else GoShop V= 101 1 NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Welcome to my shop. I don't have time for a big sales pitch, the products
speak for themselves. Shall we have a look?>
Msg101_1 <I could tell you right now how good my merchandise is, but you've heard
that a million times before from everyone out there. Just take a look and see for
yourself. Shall we get down to business?>
CMsg101_1 <ifNPCEasygoing Accept>
Msg101_2 <Look, I know you've had enough of stupid sales pitches. Let's cut the
crap and just look at what I've got for sale.>
CMsg101_2 <ifNPCPassionate Accept>
Prompt101 <Let's get to it.>
Prompt101_1 <Yes, let's.>
Prompt101_2 <Good idea.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg201 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg202 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt201 <I'll see what you have.>
Prompt202 <Thanks, but I don't need anything.>
GoBye <EndChat Say 301>
msg301 <Bye.>
Z
-1
-1
0 -5 364 0 0
Stats
0 0 201 1
0 7 10 827212
-1
*greeting <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoChat NewChat Say 101 AddChat 101>
result101 <Goto GoChat>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoChat <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 365 0 0
Stats
0 7 10 826686
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <NewChat Say 102 AddChat 103>
result102 <NewChat Say 103 AddChat 103>
result103 <Goto GoShop>
Msg101 <Hey, you there, are you looking for a job?>
Msg102 <Independantly wealthy, huh? That must be nice. My name's \ChatNPC . I'm
just hanging out, you know.>
Msg103 <Yeah, me too. If I earn some cash maybe I can get my own apartment. Living
with my parents sucks. By the way, I'm \ChatNPC . I'm just hanging out, you
know.>
Prompt101 <No, not at the moment.>
Prompt102 <Yes, I am.>
Prompt103 <Uh-huh.>
Prompt103_1 <Whatever.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA SPACE FOOD>
KEYWORDS <MECHA SPACE FOOD>
Msg201 <I stock a variety of exploration goods- rations, space gear, and even
mecha.>
Msg202 <In space, having the right equipment can mean the difference between life
and death.>
Prompt201 <I'd like to see what you have.>
Prompt202 <Sorry, I don't need anything.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
-1
0 -3 7 0 0
Stats 1 -1 2 20 3 15
0 0 1301 9
0 7 10 521637
0 -15 2 1
0 21 1 521555
0 7 16 3
-1
name <The Privateers Club>
type <building public sleazy garage mall dangerous>
entrance <*Building Short>
special <ADDEXIT>
START <V= 1301 T2 Goto START_1>
Msg1 <You enter the Privateers Club.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 1 80 Sub *MECHA_SHOP>
Content3 <Some 1 100 Sub *MAQSP_PG_PrivateerShop na>
Content4 <Fill Sub *SHOP_RANDOM>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_6>
HOME_7 <ZONE_6>
HOME_8 <ZONE_6>
HOME_9 <Foyer>
HOME_10 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .13_GoNotSafe if# V1302 -1 else .13_LastHit ifG v1301 T2
else .13_GoWarn Goto .13_GoAttack>
.13_GoNotSafe <V= 1302 -1>
.13_LastHit <V= 1302 0>
.13_GoWarn <if= v1302 0 else .13_GoAttack V= 1302 1 Print 1301>
.13_GoAttack <Print 1302 Alarm TeamAttack GuardTeam>
Msg1301 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1302 <ALERT: You are not permitted to fire weapons here.>
HOME_11 <Foyer>
HOME_12 <Foyer>
HOME_13 <Foyer>
Z
0 2 0 0 0
Stats 1 11 2 10 3 17 4 14 5 9 6 5 7 10 8 8
0 -1 2 7
0 5 15 5
0 -1 1 12
0 -1 0 17
0 -1 4 2
0 4 113 4
0 4 0 14
0 4 105 20
0 5 1 353448
0 -6 255 7
0 5 8 4
0 5 0 288
0 5 12 9
0 5 11 4
0 3 -6 5
0 3 -5 16
0 3 -4 -30
0 3 1 11
0 1 33 3
0 1 26 3
0 1 13 3
0 1 10 3
0 1 9 3
0 1 8 3
0 1 7 3
0 1 6 3
0 1 5 3
0 1 4 3
0 1 3 3
0 1 2 3
0 1 1 3
0 3 3 1
0 2 0 1
-1
job_desig <ADVEN>
JOB <MERCENARY>
NAME <Qualtzee>
ELEMENT <C Prefab>
TEAMDATA < ally PASS>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 10 3 14 4 16 5 8 6 17 7 10 8 13
0 5 8 3
0 5 1 826601
0 -1 1 3
0 -1 0 7
0 -1 4 2
0 -12 3 2
0 -12 2 3
0 5 0 172
0 1 33 9
0 1 26 5
0 1 13 2
0 1 10 8
0 1 9 9
0 1 8 9
0 1 7 12
0 1 6 12
0 1 5 4
0 1 4 2
0 1 3 5
0 1 2 7
0 1 1 7
0 2 0 1
0 3 0 1
0 3 -1 50
0 3 -2 -50
0 3 -3 50
0 3 -5 -50
0 3 -6 50
0 3 1 25
0 5 2 5
-1
job_desig <ADVEN>
JOB <MERCENARY>
name <Mullins>
SDL_PORTRAIT <por_f_mullins(O-Y).png>
SDL_SPRITE <cha_f_bandit.png>
SDL_COLORS <200 200 0 142 62 39 1 75 67>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 17 3 14 4 13 5 14 6 12 7 9 8 11
0 -1 2 3
0 5 8 1
0 5 1 352901
0 5 15 10
0 -1 1 12
0 -1 0 10
0 -1 4 2
0 -12 3 3
0 -12 2 4
0 5 0 173
0 1 33 7
0 1 26 7
0 1 18 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 8
0 1 2 7
0 1 1 7
0 3 3 1
0 2 0 1
0 3 -3 50
0 3 -4 50
0 3 -2 50
0 3 1 9
0 5 12 4
0 5 11 3
0 5 2 2
0 16 8 1
0 3 -6 30
-1
job_desig <LABOR>
job <Foreman>
name <Derrich>
SDL_Portrait <por_m_guy6(-P-).png>
SDL_Colors <234 180 88 255 212 195 10 50 100>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 6
0 2 1 -8
0 2 5 10
0 7 27 1
-1
Name <MonoSword>
Type <ARMORPIERCING>
desc <A ceram sword with a monomolecularly sharp edge.>
sdl_portrait <item_longsword.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 12 3 17 4 19 5 15 6 16 7 13 8 15
0 -1 2 5
0 5 8 1
0 5 1 352479
0 5 15 5
0 -1 1 13
0 -1 0 9
0 -1 4 2
0 -12 3 9
0 -12 2 7
0 5 0 176
0 1 33 11
0 1 26 11
0 1 18 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 12
0 1 1 11
0 5 2 5
0 3 3 1
0 2 0 1
0 3 0 1
0 3 -5 -50
0 3 -3 -50
0 3 -4 50
0 3 -7 -50
0 3 1 -3
0 5 12 8
0 5 11 2
0 1 11 11
0 1 21 11
0 1 25 11
0 1 31 11
0 16 17 1
0 16 28 1
0 3 -6 66
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
name <Winter>
SDL_Portrait <por_f_ladilolita(YC-).png>
SDL_Colors <80 80 85 255 212 195 188 199 160>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 12 3 7 4 11 5 12 6 12 7 7 8 7
0 5 8 2
0 5 1 353053
0 5 4 8807
0 5 3 576582571
0 -1 1 11
0 -1 0 11
0 -1 4 2
0 5 0 381
0 3 -6 26
0 3 -4 38
0 3 1 8
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 2
0 -1 2 1
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Buckten>
ELEMENT <C Prefab>
HOME <ZONE_1>
mecha_colors <75 200 212 234 180 88 200 000 100>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 10 3 10 4 8 5 10 6 11 7 12 8 11
0 5 8 1
0 5 1 353465
0 5 4 32192
0 5 3 321622002
0 -1 1 3
0 -1 0 16
0 -1 4 2
0 5 0 382
0 3 -1 19
0 3 -3 -33
0 3 1 6
0 3 0 1
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 5 2 13
0 3 -5 60
0 -1 2 2
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Howar>
ELEMENT <C Prefab>
HOME <ZONE_3>
mecha_colors <255 105 180 255 253 208 0 240 240>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 12 3 8 4 15 5 12 6 12 7 13 8 11
0 5 8 1
0 5 1 353077
0 5 4 32901
0 5 3 1375428208
0 -1 2 7
0 -1 1 11
0 -1 0 17
0 -1 4 2
0 5 0 384
0 3 -4 43
0 3 1 10
0 1 23 5
0 1 21 5
0 3 -2 100
0 2 0 1
0 3 -6 -50
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Desu>
ELEMENT <C Prefab>
HOME <ZONE_6>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 15 3 12 4 11 5 13 6 10 7 10 8 10
0 -1 4 2
0 -1 1 7
0 -1 0 6
0 5 0 385
0 1 9 14
0 1 7 14
0 1 6 14
0 1 3 14
0 1 2 14
0 5 12 3
0 5 11 5
0 3 -6 100
0 3 -7 18
0 3 -3 65
0 3 1 6
0 1 33 14
0 1 23 14
0 1 19 14
0 1 15 14
0 1 10 14
0 1 8 14
0 1 5 15
0 1 4 14
0 1 1 14
0 3 3 1
0 2 0 1
0 -1 2 1
-1
job_desig <LABOR>
JOB <TRUCKER>
NAME <Ruored>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 2 1 -10
0 2 5 10
0 7 27 1
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 14 3 12 4 11 5 16 6 13 7 6 8 8
0 5 8 1
0 5 1 342501
0 5 15 10
0 -1 4 3
0 -1 1 2
0 -1 0 6
0 5 0 387
0 5 12 5
0 5 11 5
0 3 -6 92
0 3 -7 9
0 3 -5 -23
0 3 1 9
0 1 42 13
0 1 26 13
0 1 17 13
0 1 13 13
0 1 10 13
0 1 9 13
0 1 8 13
0 1 7 13
0 1 6 13
0 1 5 14
0 1 4 13
0 1 3 13
0 1 2 13
0 1 1 13
0 3 3 1
0 3 -2 -50
0 2 0 1
0 5 2 8
0 -1 2 1
-1
job_desig <ADVEN>
JOB <PIRATE>
NAME <Escha>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -2
0 7 27 1
-1
name <Light Space Helm>
desc <A light spacesuit helm with integrated rebreather.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Space Suit>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Sleeve>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Sleeve>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Legging>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Legging>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 15 3 13 4 17 5 10 6 15 7 11 8 12
0 5 8 2
0 5 1 874472
0 -1 4 3
0 -1 1 2
0 -1 0 7
0 5 0 389
0 5 12 1
0 5 11 12
0 3 -6 77
0 3 -5 -13
0 3 -3 -39
0 3 1 5
0 3 0 1
0 1 33 12
0 1 26 12
0 1 18 12
0 1 13 12
0 1 12 13
0 1 11 12
0 1 10 12
0 1 9 12
0 1 8 12
0 1 7 12
0 1 6 12
0 1 5 12
0 1 4 12
0 1 3 12
0 1 2 12
0 1 1 12
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Ferold>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 15 3 15 4 12 5 13 6 14 7 9 8 9
0 -1 2 7
0 5 8 1
0 5 1 352176
0 5 4 30300
0 5 3 203754433
0 -1 1 4
0 -1 0 11
0 -1 4 2
0 -8 2 1
0 1 42 10
0 1 26 5
0 1 17 5
0 1 13 5
0 1 10 5
0 1 9 8
0 1 8 8
0 1 7 8
0 1 6 9
0 1 5 5
0 1 4 8
0 1 3 8
0 1 2 8
0 1 1 8
0 3 -2 50
0 2 0 1
0 5 2 6
0 3 1 23
0 3 -7 50
0 3 -4 -50
0 1 21 12
0 5 0 383
-1
job_desig <MILIT>
JOB <PRIVATEER>
name <Aveyhar>
SDL_PORTRAIT <por_m_comiccarter(OUY).png>
SDL_COLORS <20 90 130 150 112 89 168 153 230>
ELEMENT <C Prefab>
mecha_colors <0 49 83 80 80 85 200 100 0>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 10 0
Stats
0 -1 2 5
0 -1 1 14
0 -1 0 19
0 -8 2 1
0 7 0 181
0 -6 2 1
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <R>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 14
0 -1 0 18
0 -8 2 2
0 7 0 182
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <O>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 14
0 -1 0 17
0 -8 2 3
0 7 0 183
0 13 0 7
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <M>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 14
0 -1 0 16
0 -8 2 4
0 7 0 184
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <R>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 7
0 -1 1 14
0 -1 0 15
0 -8 2 5
0 7 0 185
0 -6 2 3
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <A>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 8
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 13
0 -1 0 13
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 2 0 0 0
Stats 1 15 2 13 3 13 4 12 5 14 6 14 7 8 8 12
0 5 1 874868
0 -1 4 3
0 5 8 5
0 5 15 10
0 5 0 386
0 5 12 3
0 5 11 2
0 3 -6 71
0 3 -4 49
0 3 1 14
0 1 42 11
0 1 26 11
0 1 17 11
0 1 13 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 12
0 1 1 11
0 3 3 1
0 3 -2 -40
0 2 0 1
0 5 2 6
-1
job_desig <MILIT>
JOB <PRIVATEER>
NAME <Miamo>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
0 2 5 -15
0 2 1 -6
0 7 27 1
-1
name <Heavy Space Helm>
desc <An armored spacesuit helm with integrated rebreather.>
Category <CLOTHING ARMOR SPACE>
Factions <MAQUI>
SDL_PORTRAIT <item_spacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Suit>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Sleeve>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Sleeve>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 8 0
Stats 2 1
0 2 1 -7
0 2 5 15
0 7 27 1
-1
name <Sparkling Lawn Dart>
Type <THROWN ARMORPIERCING BURN BRUTAL>
desc <The inventor of this toy is currently serving eight consecutive life
sentances on Phobos.>
SDL_PORTRAIT <item_lawndart.png>
category <CONTRABAND>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Legging>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Legging>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 12 3 14 4 16 5 9 6 12 7 8 8 16
0 -1 4 3
0 5 8 1
0 5 1 352078
0 5 15 5
0 5 0 388
0 5 12 1
0 1 42 13
0 5 11 42
0 3 -6 76
0 3 -5 -12
0 3 -3 36
0 3 1 8
0 1 33 12
0 1 26 12
0 1 18 12
0 1 13 12
0 1 12 12
0 1 11 12
0 1 10 12
0 1 9 12
0 1 8 12
0 1 7 12
0 1 6 12
0 1 5 12
0 1 4 12
0 1 3 12
0 1 2 12
0 1 1 12
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Mostar>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 13
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -5 172 0 0
Stats
0 7 10 825751
0 -12 3 2
0 -12 2 3
-1
rumor <Mullins used to be one of the greatest privateers, but had to retire when
she was crippled in battle.>
rumor0 <there's an illegal mecha arena somewhere in the colony.>
Greeting <if= QuestStatus 7 9 else GREETING_4 if= ArenaState 174 NAV_AS_Win else
.9_GoCheckLoss SetQuestStatus 7 10 if# ArenaWins 174 10 else GoBigWin Goto
.9_GoArenaWin>
GoCheckLoss <if= ArenaState 174 NAV_AS_Loss else GoCheckReady Goto GoArenaLoss>
GoCheckReady <if= ArenaState 174 NAV_AS_Vacant else GoArenaFull ifG ComTime
ArenaRecharge 174 else GoArenaBusy Goto GoOfferFight>
GoArenaWin <if= ArenaWins 174 10 else GoMinorWin Goto GoBigWin>
*GoMinorWin <*BasicArenaWin 174 GoResetArena>
*GoArenaLoss <*BasicArenaLoss 174 GoResetArena>
GoResetArena <ResetArena 174>
*GoArenaFull <*ArenaIsFull 174>
GoArenaBusy <if= QuestStatus 3 -1 else GoReallyBusy Goto GoSkillTraining>
*GoReallyBusy <*ArenaIsBusy 174>
GoChooseBattle <if= ArenaWins 174 9 else GoCheckQ3 Goto .9_GoInit>
GoCheckQ3 <if= ArenaWins 174 7 else GoCheckQ2 Goto .7_GoInit>>
GoCheckQ2 <if= ArenaWins 174 5 else GoCheckQ1 Goto .5_GoInit>>
GoCheckQ1 <if= ArenaWins 174 3 else GoNormalBattle Goto .3_GoInit>
*GoNormalBattle <*StartArenaBattle 174 GoStartFight>
GoStartFight <SavePos PrepArena 174 100 Jump 174>
*GoRefuseBattle <*RefuseArenaFight 174>
GoStartQuest <SetQuestStatus 3 2 SetArenaThreat 174 10>
GoOfferFight <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
GoBigWin <NewChat Say 4 History 5 XPV 500 SetQuestStatus 3 -1 AddChat 4 CashPrize
Reward ArenaThreat 174 1000 Goto GoResetArena>
GoSkillTraining <NewChat Say 6 AddChat 5>
*GoPreQuest <*NiceToMeetYou GoArenaIntro>
GoArenaIntro <NewChat Say 7 AddChat 6 AddChat 7 AddCHat 8>
result1 <Goto GoChooseBattle>
result2 <Goto GoRefuseBattle>
result3 <EndChat Say 2 School .skills Say 3>
.skills <1 2 3 4 5 6 7 8 9 10 12 17 18 42>
result4 <Goto result3>
result5 <Goto result3>
result6 <NewChat Say 8 AddChat 1 AddChat 2 Goto GoStartQuest>
result7 <NewChat Say 9 AddCheerful -1 Goto GoStartQuest>
result8 <NewChat Say 10 AddChat 9 AddChat 10 AddLawful 1 AddEasygoing d4 AddRenown
-1 Goto GoStartQuest>
result9 <Goto result6>
result10 <Goto GoRefuseBattle>
Msg1 <Good to see you again. Are you ready to take part in today's fight?>
Msg2 <There's more than one path to success in the arena. Choose a strategy and
train accordingly.>
Msg3 <The real test will come on the battlefield.>
Msg4 <You did it! Congratulations, you are now the champion of the Privateer
Arena! In recognition of this feat, I'll give you something more valuable than a
prize: the chance to learn from my years of combat experience.>
Msg5 <You were crowned champion at the Privateer Arena.>
Msg6 <There's no battle going on right now, but I can teach you about combat if
you'd like.>
Msg7 <Hey, would you like to test your mettle in real combat? Some of the pirates
around here run dueling matches just outside the spinner, in the shadow of the
solar arrays. If you'd like to take part there's a cash prize for whoever wins.>
Msg8 <There's a match ready to go right now. Would you like to take part, or will
you be back later?>
Msg9 <Come on back when you're feeling braver.>
Msg10 <It's technically illegal, but the police have better things to worry about
than a few pilots having a bit of fun. Sure people get hurt sometimes but everyone
knew what they were getting into. What do you say?>
Prompt1 <I'm ready to battle.>
CPrompt1 <ifChatNPCInPlay ifG PCMeks 0 Accept>
Prompt2 <Maybe some other time.>
Prompt3 <I'd like to train my skills.>
CPrompt3 <if= QuestStatus 3 -1 Accept>
Prompt4 <Let's start training right now.>
Prompt5 <Let's do that.>
Prompt6 <I'd like that very much.>
Prompt7 <No thanks, I'd rather live.>
Prompt8 <Isn't that illegal?>
Prompt9 <Alright, I could give it a try.>
Prompt10 <Sorry, that's not my thing.>
GREETING_1 <if# QuestStatus 3 0 else GoPreQuest if= ArenaState 174 NAV_AS_Win else
GoCheckLoss Goto GoArenaWin>
*.3_GoCheckLoss <*ChallengerStatusReport 173 174 .3_GoNPCDied>
.3_GoInit <ifNPCOK 173 else .3_GoNPCDied NewChat Say 301 SetQuestStatus 4 3
NPCSubQMemo 173 3 302 AddChat 301>
*.3_GoNPCDied <*YourChallengerDied 174 4>
*.3_GoArenaWin <*ChallengeArenaWin 173 174 .3_GoConclude>
.3_GoConclude <ResetArena 174>
Result301 <NewChat Say 303>
Msg301 <For the next match, you'll be fighting a construction worker named Derrich
. He's been working on the new space platform for Comet Industries. You can find
\OPR 173 at \SCENE 7 .>
Msg302 <Mullins sent you to battle Derrich in arena combat; \SPR 173 can be found
in \SCENE 7 .>
Msg303 <He tends to prefer brutal close combat attacks. If you can stay at range,
you should be able to win.>
Prompt301 <What can you tell me about him?>
GREETING_2 <if= QuestStatus 4 3 else GREETING_1 if= ArenaState 174 NAV_AS_Win
else .3_GoCheckLoss SetQuestStatus 4 4 if# ArenaWins 174 10 else GoBigWin Goto
.3_GoArenaWin>
*.5_GoCheckLoss <*ChallengerStatusReport 174 174 .5_GoNPCDied>
.5_GoInit <ifNPCOK 174 else .5_GoNPCDied NewChat Say 501 SetQuestStatus 5 5
NPCSubQMemo 174 5 502 AddChat 501>
*.5_GoNPCDied <*YourChallengerDied 174 5>
*.5_GoArenaWin <*ChallengeArenaWin 174 174 .5_GoConclude>
.5_GoConclude <ResetArena 174>
Result501 <NewChat Say 503>
Msg501 <You've been scheduled to fight a pilot named Shandir . You can find her at
her place of business in \SCENE 3 .>
Msg502 <Mullins sent you to battle Shandir in arena combat; \SPR 174 can be found
in \SCENE 3 .>
Msg503 <She's a skilled mechanic and can easily determine her opponent's weak
points. She tends to favor short ranged weapons; you may be able to use this to
your advantage.>
Prompt501 <What can you tell me about her?>
GREETING_3 <if= QuestStatus 5 5 else GREETING_2 if= ArenaState 174 NAV_AS_Win
else .5_GoCheckLoss SetQuestStatus 5 6 if# ArenaWins 174 10 else GoBigWin Goto
.5_GoArenaWin>
*.7_GoCheckLoss <*ChallengerStatusReport 175 174 .7_GoNPCDied>
.7_GoInit <ifNPCOK 175 else .7_GoNPCDied NewChat Say 701 SetQuestStatus 6 7
NPCSubQMemo 175 7 702 AddChat 701>
*.7_GoNPCDied <*YourChallengerDied 174 6>
*.7_GoArenaWin <*ChallengeArenaWin 175 174 .7_GoConclude>
.7_GoConclude <ResetArena 174>
Result701 <NewChat Say 703>
Msg701 <Your next match is against a pop singer named Fuschia . You should be able
to find \OPR 175 at \SCENE 4 .>
Msg702 <Mullins sent you to battle Fuschia in arena combat; \SPR 175 can be found
in \SCENE 4 .>
Msg703 <Don't make the mistake of taking her lightly. As far as I know Fuschia
started arena fighting as a publicity stunt, but it turns out that she has real
talent.>
Prompt701 <I'm fighting a pop singer!?>
GREETING_4 <if= QuestStatus 6 7 else GREETING_3 if= ArenaState 174 NAV_AS_Win
else .7_GoCheckLoss SetQuestStatus 6 8 if# ArenaWins 174 10 else GoBigWin Goto
.7_GoArenaWin>
*.9_GoCheckLoss <*ChallengerStatusReport 176 174 .9_GoNPCDied>
.9_GoInit <ifNPCOK 176 else .9_GoNPCDied NewChat Say 901 SetQuestStatus 7 9
NPCSubQMemo 176 9 902 AddChat 901>
*.9_GoNPCDied <*YourChallengerDied 174 7>
*.9_GoArenaWin <*ChallengeArenaWin 176 174 .9_GoConclude>
.9_GoConclude <ResetArena 174>
Result901 <NewChat Say 903>
Msg901 <The next battle will be a solo contest against a pilot named Winter . Go
meet \OPR 176 at \SCENE 7 and work out a match time.>
Msg902 <Mullins sent you to battle Winter in arena combat; \SPR 176 can be found
in \SCENE 7 .>
Msg903 <Winter is very young, but she has a preternatural affinity with mecha. Her
mother was a pilot and her father a mecha designer; both of them died within a
week of her tenth birthday. Since then, she's regarded her mecha as her only
family.>
Prompt901 <Never heard of her before. Who is she?>
requires <*ChallengeArenaWin>
GoMinorWin <NewChat Say 1501 CashPrize Reward ArenaThreat 174 100 Goto
GoResetArena>
Msg1501 <Good job. Here's the prize money you earned. Come back tomorrow for
another fight.>
Msg1501_1 <You did well out there; people will be talking about that win. Here's
your prize.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Good job. There'll be another fight tomorrow.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <I think that went fairly well. Here's your prize; hopefully I'll see
you back here for tomorrow's match.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You blew them away! Good work out there. Here's the prize you earned;
come back tomorrow and you might get another.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <I knew you could do it! Here's the prize money; come back tomorrow for
your next match.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You have lived to fight another day. Maybe tomorrow's match will be
more challenging.>
CMsg1501_6 <ifNPCMelancholy Accept>
GoArenaLoss <NewChat Say 1601 Goto GoResetArena>
Msg1601 <You lost the fight. Try not to lose again in tomorrow's match.>
Msg1601_1 <Wow, that was a record ass-kicking that they gave you. Do you think you
could try to not lose next time? There'll be another fight tomorrow.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You lost. Horribly. There's another fight tomorrow.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <Maybe you should think about getting out of the arena business, you
don't seem to be very good at it. Anyhow there'll be another fight tomorrow.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <Ah, the sting of defeat... You must know it pretty well. Come back
tomorrow and try your luck again.>
CMsg1601_4 <ifNPCPassionate Accept>
GoArenaFull <NewChat Say 1701>
Msg1701 <What are you doing talking to me? Shouldn't you be fighting now?>
GoReallyBusy <NewChat Say 1801>
Msg1801 <There's no battle taking place right now. Come back tomorrow and there
should be another match.>
Msg1801_1 <All of our battle for today have concluded. You can come back tomorrow
and we should have something else lined up then.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <The arena's closed. Come back tomorrow for another fight.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Sorry, but we don't have any more matches going on today. I could let
you go into the arena by yourself but that would hardly be very exciting.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <We're closed. Come back tomorrow if you want to fight.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <I'm sorry but the arena is closed for today. We'll have another match
tomorrow, though!>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You're out of luck, the arena is closed. Come back later if you want to
fight.>
CMsg1801_6 <ifNPCMelancholy Accept>
GoNormalBattle <EndChat Say 1901 Goto GoStartFight>
Msg1901 <Good luck. Come see me about the prize if you happen to survive.>
Msg1901_1 <To the victor goes the spoils, to the loser only defeat... and there's
just going to be one victor.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Here's hoping you make it back alive.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <Try not to get yourself killed out there. If you manage to win, I'll
have a prize waiting for you.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <You better be ready to fight. Every match in the arena could be your
last.>
CMsg1901_4 <ifNPCPassionate Accept>
GoRefuseBattle <NewChat Say 2001>
Msg2001 <That's too bad. Come back later if you change your mind.>
Msg2001_1 <I see. I'm disappointed that you won't take part this time, but you can
always come back later.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <So that's how it is.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <Oh well. If you should happen to change your mind, come back whenever.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter? You don't have the guts for it?>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Aw, that's no fun.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You have a well-developed sense of self-preservation. I can respect
that.>
CMsg2001_6 <ifNPCMelancholy Accept>
GoPreQuest <ifCHatNPCUnknown else GoArenaIntro NewChat Say 2101 AddChat 2101
AddChat 2102>
result2101 <Goto GoArenaIntro>
result2102 <NewChat AddEasygoing -d6 Say 2102 AddChat 2103 AddChat 2104>
result2103 <AddEasygoing d6 Reputation 3 d8 Goto GoArenaIntro>
result2104 <AddSociable -d4 Goto GoArenaIntro>
Msg2101 <My name is \ChatNPC . Who are you?>
Msg2101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Huh, who are you?>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg2101_3 <ifNPCCheerful Accept>
Msg2101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg2101_4 <ifNPCMelancholy Accept>
Msg2101_5 <I haven't seen you here before. What's your name?>
CMsg2101_5 <ifNPCEasygoing Accept>
Msg2101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg2101_6 <ifNPCPassionate Accept>
Msg2102 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg2102_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg2102_1 <ifNPCLawful Accept>
Msg2102_2 <You don't want to answer? What, are you a narc or something?>
CMsg2102_2 <ifNPCCriminal Accept>
Msg2102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg2102_3 <ifNPCEasygoing Accept>
Msg2102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg2102_4 <ifNPCMelancholy Accept>
Msg2102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg2102_5 <ifNPCSociable Accept>
Msg2102_6 <You've got secrets? I can respect that.>
CMsg2102_6 <ifNPCShy Accept>
Msg2102_7 <What's your problem? Do you have something to hide?>
CMsg2102_7 <ifNPCPassionate Accept>
Prompt2101 <I'm \PC .>
Prompt2101_1 <My name is \PC .>
Prompt2101_2 <They call me... \PC !>
CPrompt2101_2 <ifPCPassionate Accept>
Prompt2102 <What's it to you?>
Prompt2102_1 <None of your business.>
Prompt2103 <I'm sorry, my name is \PC .>
Prompt2103_1 <Sorry, I'm a bit defensive.>
Prompt2104 <I don't give my name to just anybody.>
Prompt2104_1 <My name isn't important.>
Prompt2104_2 <Look, just forget about it.>
.3_GoCheckLoss <if= ArenaState 174 NAV_AS_Loss else .22_GoCheckAnything NewChat
Say 2201 ResetArena 174>
.22_GoCheckAnything <if# ArenaState 174 NAV_AS_Vacant else .22_GoCheckEligibility
NewChat Say 2202>
.22_GoCheckEligibility <ifNPCOK 173 else .3_GoNPCDied NewChat Say 2203>
Msg2201 <\PERSONA 173 defeated you in the arena. Try challenging \OPR 173 again
later; you can't advance in the competition until you defeat \OPR 173 .>
Msg2202 <You're supposed to fight \PERSONA 173 in the arena. Get over there and do
something!>
Msg2203 <You can't advance in the competition until after you defeat \PERSONA 173
.>
.3_GoNPCDied <NewChat Say 2301 SavePos PrepArena 174 150 Jump 174 SetQuestStatus 4
-2>
Msg2301 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2301_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <Good luck.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2301_6 <ifNPCMelancholy Accept>
.3_GoArenaWin <NewChat Say 2401 CashPrize Reward ArenaThreat 174 150 Goto
.3_GoConclude>
Msg2401_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg2401_10 <ifNPCDead 173 Accept>
Msg2401_20 <Good job against \PERSONA 173 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg2401_20 <ifNPCOK 173 Accept>
.5_GoCheckLoss <if= ArenaState 174 NAV_AS_Loss else .25_GoCheckAnything NewChat
Say 2501 ResetArena 174>
.25_GoCheckAnything <if# ArenaState 174 NAV_AS_Vacant else .25_GoCheckEligibility
NewChat Say 2502>
.25_GoCheckEligibility <ifNPCOK 174 else .5_GoNPCDied NewChat Say 2503>
Msg2501 <\PERSONA 174 defeated you in the arena. Try challenging \OPR 174 again
later; you can't advance in the competition until you defeat \OPR 174 .>
Msg2502 <You're supposed to fight \PERSONA 174 in the arena. Get over there and do
something!>
Msg2503 <You can't advance in the competition until after you defeat \PERSONA 174
.>
.5_GoNPCDied <NewChat Say 2601 SavePos PrepArena 174 150 Jump 174 SetQuestStatus 5
-2>
Msg2601 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2601_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2601_1 <ifNPCSociable Accept>
Msg2601_2 <Good luck.>
CMsg2601_2 <ifNPCShy Accept>
Msg2601_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2601_3 <ifNPCEasygoing Accept>
Msg2601_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2601_4 <ifNPCPassionate Accept>
Msg2601_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2601_5 <ifNPCCheerful Accept>
Msg2601_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2601_6 <ifNPCMelancholy Accept>
.5_GoArenaWin <NewChat Say 2701 CashPrize Reward ArenaThreat 174 150 Goto
.5_GoConclude>
Msg2701_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg2701_10 <ifNPCDead 174 Accept>
Msg2701_20 <Good job against \PERSONA 174 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg2701_20 <ifNPCOK 174 Accept>
.7_GoCheckLoss <if= ArenaState 174 NAV_AS_Loss else .28_GoCheckAnything NewChat
Say 2801 ResetArena 174>
.28_GoCheckAnything <if# ArenaState 174 NAV_AS_Vacant else .28_GoCheckEligibility
NewChat Say 2802>
.28_GoCheckEligibility <ifNPCOK 175 else .7_GoNPCDied NewChat Say 2803>
Msg2801 <\PERSONA 175 defeated you in the arena. Try challenging \OPR 175 again
later; you can't advance in the competition until you defeat \OPR 175 .>
Msg2802 <You're supposed to fight \PERSONA 175 in the arena. Get over there and do
something!>
Msg2803 <You can't advance in the competition until after you defeat \PERSONA 175
.>
.7_GoNPCDied <NewChat Say 2901 SavePos PrepArena 174 150 Jump 174 SetQuestStatus 6
-2>
Msg2901 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2901_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2901_1 <ifNPCSociable Accept>
Msg2901_2 <Good luck.>
CMsg2901_2 <ifNPCShy Accept>
Msg2901_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2901_3 <ifNPCEasygoing Accept>
Msg2901_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2901_4 <ifNPCPassionate Accept>
Msg2901_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2901_5 <ifNPCCheerful Accept>
Msg2901_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2901_6 <ifNPCMelancholy Accept>
.7_GoArenaWin <NewChat Say 3001 CashPrize Reward ArenaThreat 174 150 Goto
.7_GoConclude>
Msg3001_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg3001_10 <ifNPCDead 175 Accept>
Msg3001_20 <Good job against \PERSONA 175 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg3001_20 <ifNPCOK 175 Accept>
.9_GoCheckLoss <if= ArenaState 174 NAV_AS_Loss else .31_GoCheckAnything NewChat
Say 3101 ResetArena 174>
.31_GoCheckAnything <if# ArenaState 174 NAV_AS_Vacant else .31_GoCheckEligibility
NewChat Say 3102>
.31_GoCheckEligibility <ifNPCOK 176 else .9_GoNPCDied NewChat Say 3103>
Msg3101 <\PERSONA 176 defeated you in the arena. Try challenging \OPR 176 again
later; you can't advance in the competition until you defeat \OPR 176 .>
Msg3102 <You're supposed to fight \PERSONA 176 in the arena. Get over there and do
something!>
Msg3103 <You can't advance in the competition until after you defeat \PERSONA 176
.>
.9_GoNPCDied <NewChat Say 3201 SavePos PrepArena 174 150 Jump 174 SetQuestStatus 7
-2>
Msg3201 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg3201_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg3201_1 <ifNPCSociable Accept>
Msg3201_2 <Good luck.>
CMsg3201_2 <ifNPCShy Accept>
Msg3201_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg3201_3 <ifNPCEasygoing Accept>
Msg3201_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg3201_4 <ifNPCPassionate Accept>
Msg3201_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg3201_5 <ifNPCCheerful Accept>
Msg3201_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg3201_6 <ifNPCMelancholy Accept>
.9_GoArenaWin <NewChat Say 3301 CashPrize Reward ArenaThreat 174 150 Goto
.9_GoConclude>
Msg3301_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg3301_10 <ifNPCDead 176 Accept>
Msg3301_20 <Good job against \PERSONA 176 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg3301_20 <ifNPCOK 176 Accept>
Z
-1
-1
0 -5 173 0 0
Stats
0 7 10 351776
0 -12 3 3
0 -12 2 4
-1
greeting <if= QuestStatus 4 4 else GREETING_1 SetQuestStatus 4 -1 ifG React d20
else .4_GoFail PCFriend ChatNPCID NewChat Say 401>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 174 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 174 NAV_AS_Win else GoCheckChallenge ifNPCOK 172 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 4 -1 ResetArena 174>
GoCheckChallenge <ResetArena 174 ifG ComTime ArenaRecharge 174 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 174 173 SetChallengerHome 174 7 MoveNPC 173 174
PrepArena 174 0 SetNPCTeam 173 2>
*result1 <*MeetMeAtArena 174 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <Hurry up and get your ass to the arena... We're on the clock, here.>
Msg2 <It seems like you've earned a promotion... Go talk with Mullins about the
pay.>
Msg3 <Mullins died. Guess this means we've been laid off.>
Msg4 <I'm all finished with my work at the project. You ready to start our match
now?>
Msg5 <I was wondering when you were going to show. Mullins says you're my next
opponent. You wanna start our match now?>
Prompt1 <I'm all ready to go.>
Prompt2 <Let's do it later.>
GREETING_1 <if= QuestStatus 4 3 else GoNoMatch if= ArenaState 174 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.4_GoFail <*IConcedeDefeat&Battle>
Msg401 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg401_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <I like you. Let's get together again someday.>
CMsg401_2 <ifNPCShy Accept>
Msg401_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg401_4 <ifNPCPassionate Accept>
Msg401_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg401_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <It's time to get to work.>
GoLater <NewChat Say 1701>
Msg1701 <Come back tomorrow and you can challenge me again.>
Msg1701_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I'm busy. Come back later.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <I'd rather not fight now. How about tomorrow?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <If you come back tomorrow, we can have more fun then.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1701_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 1801 AddChat 1801 AddChat
1802>
result1801 <AddSociable d3 Goto GoChat>
result1802 <AddSociable -d3 Goto GoChat>
Msg1801 <I don't think we've met before. I'm \ChatNPC .>
Msg1801_1 <Hello, my name is \ChatNPC .>
Prompt1801 <I'm \PC .>
Prompt1801_1 <My name is \PC .>
Prompt1801_2 <I am the ace pilot \PC !>
CPrompt1801_2 <ifPCPassionate Accept>
Prompt1802 <Hi.>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2001 Goto GoStartCombat>
Msg2001 <I'll go wait for you at \SCENE 174 . Take however much time you need.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Cool. I'll see you at \SCENE 174 , then.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_5 <This is going to be a fun match! Come meet me at \SCENE 174 when you're
ready.>
CMsg2001_5 <ifNPCCheerful Accept>
CMsg2001_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2101>
Msg2101 <Come back when you're ready, then.>
Msg2101_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let me know when you're ready.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <No worries. Get back to me when you're ready to go.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <I'm looking forward to starting the fight!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2101_6 <ifNPCMelancholy Accept>
.4_GoFail <NewChat Say 2201>
Msg2201 <You won that fight. I concede defeat.>
Z
-1
-1
0 -5 176 0 0
Stats
0 -16 19 4
0 7 10 351548
0 -12 3 9
0 -12 2 7
-1
greeting <if= QuestStatus 7 10 else GREETING_1 SetQuestStatus 7 -1 ifG React d20
else .10_GoFail PCFriend ChatNPCID NewChat Say 1001>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 7>
GoCheckStatus <if= ArenaState 174 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 174 NAV_AS_Win else GoCheckChallenge ifNPCOK 172 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 7 -1 ResetArena 174>
GoCheckChallenge <ResetArena 174 ifG ComTime ArenaRecharge 174 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 3 AddChat 4>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 174 176 SetChallengerHome 174 7 MoveNPC 176 174
PrepArena 174 0 SetNPCTeam 176 2>
*result1 <*MeetMeAtArena 174 GoStartCombat>
*result2 <*RejectChallenge>
result3 <NewChat Say 6 AddChat 1 AddChat 2 ifG PCDAge ChatNPCDAge AddCheerful d6>
result4 <NewChat Say 8 AddChat 1 AddChat 2>
Msg1 <Why haven't you come to the arena yet? No need to hurry... I enjoy spending
time alone with my dearest.>
Msg2 <How could you be so cruel... Go tell Mullins that I've been defeated.>
Msg3 <Mullins has passed on... there will be no further arena matches, now.>
Msg4 <Oh, it's you. Shall we get this over with?>
Msg5 <You must be \PC . I'm Winter. Mullins told me that you were my next
challenger.>
Msg6 <It is? I must have missed that. Are you ready for our duel?>
Msg7 <My dearest is beautiful, but he can also be cruel... Let me show you what
he's capable of.>
Msg8 <Do you doubt me? I don't care what you think, just as long as you're ready
to fight.>
Prompt1 <I'm ready.>
Prompt2 <Not right now, sorry.>
Prompt3 <It's nice to meet you.>
Prompt4 <You're very young to be an arena champion, aren't you?>
CPrompt4 <ifG PCDAge ChatNPCDAge Accept>
GREETING_1 <if= QuestStatus 7 9 else GoNoMatch if= ArenaState 174 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.10_GoFail <*IConcedeDefeat&Battle>
Msg1001 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg1001_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg1001_1 <ifNPCSociable Accept>
Msg1001_2 <I like you. Let's get together again someday.>
CMsg1001_2 <ifNPCShy Accept>
Msg1001_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg1001_3 <ifNPCEasygoing Accept>
Msg1001_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg1001_4 <ifNPCPassionate Accept>
Msg1001_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg1001_5 <ifNPCCheerful Accept>
Msg1001_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg1001_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoLater <NewChat Say 1601>
Msg1601 <Come back tomorrow and you can challenge me again.>
Msg1601_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I'm busy. Come back later.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I'd rather not fight now. How about tomorrow?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <If you come back tomorrow, we can have more fun then.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoNoMatch <ifChatNPCUnknown else GoChat NewChat Say 1701 AddChat 1701 AddChat 1702
AddChat 1703>
result1701 <AddSociable d10 Goto GoChat>
result1702 <ifG PCRenown ChatNPCRenown else .17_GoR2TryCon ifG PCRenown d50 else
.17_GoR2TryCon AddReact d10 NewChat Say 1702 AddChat 1704 AddChat 1705>
.17_GoR2TryCon <ifConversation ChatNPCEgo else .17_GoR2Fail NewChat Say 1704
AddRenown 1 AddReact d10 AddChat 1704 AddChat 1705>
.17_GoR2Fail <AddEasygoing -d10 NewChat Say 1703 AddChat 1704 AddChat 1705>
result1703 <AddSociable -d10 Goto GoChat>
result1704 <Goto GoChat>
result1705 <AddCheerful -d20 AddReact -d5 Goto GoChat>
Msg1701 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg1701_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <You there... You're a pilot, aren't you?>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg1701_7 <ifNPCPragmatic Accept>
Msg1701_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg1701_8 <ifNPCSpiritual Accept>
Msg1702 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg1702_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg1702_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg1703 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg1703_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg1703_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg1704 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg1704_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg1704_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt1701 <That's right. My name's \PC .>
Prompt1701_1 <Absolutely right. My name's \PC .>
Prompt1702 <You've probably heard of me; the name's \PC .>
Prompt1702_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt1703 <That's none of your business, thanks.>
Prompt1703_1 <I'd rather not talk about it.>
Prompt1704 <Nice to meet you too.>
Prompt1705 <It's not all that nice.>
CPrompt1705 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg1901_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 174 .>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Let's do it. I'll see you at \SCENE 174 .>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <I'll be waiting for you at \SCENE 174 . Don't make me wait long.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Meet me at \SCENE 174 . This is going to be so much fun!>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Come to \SCENE 174 when you're ready to die. I'll be waiting.>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
.10_GoFail <NewChat Say 2101>
Msg2101 <You won that fight. I concede defeat.>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <.#...+#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_5>
MINIMAP <..1.................#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_6>
SPECIAL < >
MINIMAP <12345...............&---&ARMOR>
Z
-1
-1
0 -5 381 0 0
Stats
0 7 10 351618
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
0 -5 382 0 0
Stats
0 7 10 352465
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Cheerful>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <It was a real pleasure seeing you!>
msg302 <Good-bye.>
Z
-1
-1
0 -5 383 0 0
Stats
0 7 10 351401
-1
*greeting <*NiceToMeetYou GoOpenStore>
GoOpenStore <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
result1 <EndChat Say 2 Shop .wares Goto result2>
.wares <WEAPON ARMOR PIRATE MECHA>
*result2 <*GoodBye>
result3 <NewChat Say 3 V= 1 1 AddChat 1 AddChat 2>
Msg1 <This is the Weapons Locker, official supplier of the Privateer's Guild. Here
you'll find all and sundry for turning a profit on your letter of marque.>
Msg2 <Now, our clients may be mostly ex-pirates, but that doesn't mean this isn't
all top of the line gear. I know the serial numbers are all scratched off the
pistols but those were damaged in shipping.>
Msg3 <No, you bloody well do not get a membership discount. What kind of a stupid
question is that? Now, do you want to look at my gear or not?>
Prompt1 <I'll take a look.>
Prompt2 <I don't need anything.>
Prompt3 <Do I get a membership discount?>
CPrompt3 <if= PCFac 6 if= V1 0 Accept>
requires <*GOODBYE Passionate>
greeting <Goto GoOpenStore>
result2 <EndChat ifG React 50 else .2GoNoFriend Say 201>
.2GoNoFriend <ifG React 0 else .2GoNoLike Say 202>
.2GoNoLike <Say 203>
msg201 <Come back and see me again anytime!>
msg202 <Good-bye, \PC .>
msg203 <Don't let the door hit your ass on the way out.>
Z
-1
-1
0 -5 384 0 0
Stats
0 7 10 352122
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ARMOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ARMOR CLOTHING>
KEYWORDS <ARMOR CLOTHING>
Msg201 <This is \ChatNPC 's Armor Emporium. How'd you like to browse our extensive
range of "AdventuWear"?>
Msg202 <Take your time. We've got all kinds of products to choose from!>
Prompt201 <Alright, I'll have a look.>
Prompt202 <I'm not interested right now.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 386 0 0
Stats
0 7 10 350791
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Mall>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat Say 201>
Msg201 <So, what are you hoping to buy?>
Msg201_7 <There are so many great deals here!>
Msg201_1 <I really love to shop. In addition to the walking exercise, I also get
to meet all kinds of people!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <This place is crowded, but you can't beat the value!>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <I should really be working right now, but I'd rather be shopping.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Shopping is a passion. I could do this all day, every day.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <It's fun looking in all the stores, even though I don't have the money
to buy anything.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Everything here is so overpriced...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 387 0 0
Stats
0 -16 19 4
0 7 10 341462
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Mall>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat Say 201>
Msg201 <So, what are you hoping to buy?>
Msg201_7 <There are so many great deals here!>
Msg201_1 <I really love to shop. In addition to the walking exercise, I also get
to meet all kinds of people!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <This place is crowded, but you can't beat the value!>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <I should really be working right now, but I'd rather be shopping.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Shopping is a passion. I could do this all day, every day.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <It's fun looking in all the stores, even though I don't have the money
to buy anything.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Everything here is so overpriced...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 8 0 0
Stats 1 -1 2 19 3 12
0 0 701 3
0 7 10 828209
0 -15 2 1
0 21 1 827948
0 7 16 2
0 21 2 3
-1
name <Maquise Service Depot>
type <building garage public>
entrance <*Garage>
special <ADDEXIT>
START <V= 701 T2 Goto START_1>
Msg1 <You enter Maquise Service Depot.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content3 <Fill Sub *GARAGE_X>
HOME <Foyer>
HOME_1 <ZONE_1>
ZONE_SPECIAL <NoGO>
get187 <if= L401 0 L= 401 1 AddLawful -3>
get188 <if= L401 0 L= 401 1 AddLawful -3>
get189 <if= L401 0 L= 401 1 AddLawful -3>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .7_GoNotSafe if# V702 -1 else .7_LastHit ifG v701 T2
else .7_GoWarn Goto .7_GoAttack>
.7_GoNotSafe <V= 702 -1>
.7_LastHit <V= 702 0>
.7_GoWarn <if= v702 0 else .7_GoAttack V= 702 1 Print 701>
.7_GoAttack <Print 702 Alarm TeamAttack GuardTeam>
Msg701 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg702 <ALERT: You are not permitted to fire weapons here.>
HOME_5 <Foyer>
HOME_6 <Foyer>
Z
0 2 0 0 0
Stats 1 10 2 11 3 6 4 7 5 13 6 10 7 6 8 8
0 -1 2 4
0 -1 1 2
0 -1 0 14
0 -1 4 2
0 5 0 390
0 3 -6 14
0 3 -2 -23
0 3 -3 7
0 3 1 9
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 2
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Eyees>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 12 3 15 4 13 5 9 6 16 7 13 8 12
0 5 8 1
0 5 1 838173
0 5 15 30
0 -1 2 3
0 -1 4 2
0 -1 1 9
0 -1 0 9
0 5 0 391
0 5 12 8
0 5 11 5
0 3 -6 42
0 3 -2 20
0 3 1 -2
0 3 0 1
0 1 33 8
0 1 28 8
0 1 26 8
0 1 14 8
0 1 11 8
0 1 10 8
0 1 9 8
0 1 8 8
0 1 7 8
0 1 6 8
0 1 5 9
0 1 4 8
0 1 3 8
0 1 2 8
0 1 1 8
0 3 3 1
0 3 -3 -13
0 3 -7 50
0 3 -5 -50
0 2 0 1
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Gemaiai>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 12 3 11 4 12 5 13 6 9 7 15 8 12
0 -1 2 1
0 -1 4 2
0 -1 1 7
0 -1 0 1
0 5 0 392
0 1 7 14
0 1 1 14
0 5 12 4
0 1 18 15
0 5 11 18
0 3 -6 111
0 3 -1 14
0 3 -5 17
0 3 3 1
0 1 20 14
0 1 9 14
0 1 4 14
0 1 8 14
0 1 3 14
0 1 2 14
0 1 6 14
0 1 19 14
0 1 10 14
0 4 2 50000
0 1 30 14
0 1 23 14
0 1 15 14
0 1 5 14
0 3 1 5
0 3 0 1
0 2 0 1
-1
HOMETOWN <Maquise Spinner>
HOMETOWN_FACTIONS <MAQUI COMET SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
capitol MAQSP MAQUI>
JOB <Mechanic>
JOB_DESIG <CRAFT>
NAME <Tyblovemo>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 15 3 12 4 13 5 10 6 11 7 7 8 9
0 5 8 5
0 5 1 828689
0 5 15 20
0 -1 4 3
0 -1 1 11
0 -1 0 6
0 5 0 393
0 5 12 2
0 5 11 2
0 3 -6 34
0 3 -5 34
0 3 1 10
0 3 0 1
0 1 30 7
0 1 26 7
0 1 24 7
0 1 17 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 7
0 1 2 8
0 1 1 7
0 3 3 1
0 5 2 3
0 3 -1 50
0 3 -2 50
0 2 0 1
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Elni>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 5 0
Stats 2 3 3 5
0 7 27 1
0 2 1 -3
-1
Name <Rapier>
desc <A light dueling sword with a thin blade. Designed for stabbing and lunging.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_rapier.png>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 17
0 -8 2 1
0 7 0 186
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 1500 0
Stats
0 -1 1 3
0 -1 0 9
0 -8 2 1
0 7 0 187
0 2 1 20
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 1500 0
Stats
0 -1 1 3
0 -1 0 11
0 -8 2 2
0 7 0 188
0 2 1 20
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 1500 0
Stats
0 -1 1 4
0 -1 0 10
0 -8 2 3
0 7 0 189
0 2 1 20
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 7
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats 6 8
0 -1 1 6
0 -1 0 10
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 5 4 10
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <...1................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <......1.2...3.......##=##>
SPECIAL < NoGO>
Z
-1
-1
0 -5 390 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Mechanic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
result103 <AddEasygoing d3 Goto GoShop>
Msg101 <You should know that Comet Metalworks produces the best mecha in the solar
system! It's a great honor for me to work at this company.>
Msg101_1 <Comet Metalworks produces the highest quality electronics and mecha
available. Our zero-G production facilities use technology years ahead of anything
posessed by any other corporation.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Comet Metalworks is simply the best producer of advanced technology in
the solar system.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <I'm proud to be employed at Comet because of our commitment to
technology and research. In all honesty, no other corporation can compete.>
CMsg101_3 <ifNPCPragmatic Accept>
Msg101_4 <Comet Metalworks is the shining star of L5's industry! From the central
office in Maquise Spinner to all our factories and distributors throughout the
region, we bring progress to our customers.>
CMsg101_4 <ifNPCCheerful Accept>
Prompt101 <I'm hoping to buy a "Savin" some day.>
Prompt101_1 <Yes, I know.>
Prompt102 <Buzz off, you corporate wage-slave.>
CPrompt102 <if# PCFac 2 ifPCPassionate Accept>
Prompt102_1 <What are you, some kind of walking advertisement?>
Prompt103 <I don't know much about that.>
Prompt103_1 <Er... yeah.>
Prompt103_2 <Um... whatever.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Keep the parts oiled and you won't have any trouble with it.>
Z
-1
-1
0 -5 392 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 393 0 0
Stats
0 7 10 828057
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
-1
0 -3 9 0 0
Stats 1 -29 2 30 3 21
0 0 1001 2
0 7 10 524560
0 -15 2 1
0 21 1 521815
0 7 16 2
0 21 2 2
0 5 2 1
-1
name <Alliance Plaza>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
START <V= 1001 T2 Goto START_2>
Msg1 <You enter Alliance Plaza.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
START_1 <Print 1>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_2>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
HOME_6 <ZONE_6>
HOME_7 <Foyer>
START_2 <if= QuestStatus 8 2 else START_1 if= SceneVar 175 12 0 else START_1
ifNPCDead 36 else START_1 SetQuestStatus 8 -2 Goto START_1>
PCAttack <ifSafeArea else .10_GoNotSafe if# V1002 -1 else .10_LastHit ifG v1001 T2
else .10_GoWarn Goto .10_GoAttack>
.10_GoNotSafe <V= 1002 -1>
.10_LastHit <V= 1002 0>
.10_GoWarn <if= v1002 0 else .10_GoAttack V= 1002 1 Print 1001>
.10_GoAttack <Print 1002 Alarm TeamAttack GuardTeam>
Msg1001 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1002 <ALERT: You are not permitted to fire weapons here.>
HOME_8 <Foyer>
HOME_9 <Foyer>
Z
0 2 0 0 0
Stats 1 13 2 16 3 16 4 12 5 12 6 11 7 8 8 15
0 5 8 2
0 5 0 33
0 5 12 3
0 5 11 2
0 3 -6 67
0 3 -5 -9
0 3 -7 57
0 3 -3 21
0 3 -4 -8
0 3 1 5
0 3 0 1
0 -8 2 2
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 11
0 1 2 12
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 11 11
0 1 12 11
0 1 13 11
0 1 18 11
0 1 26 11
0 1 33 11
0 -1 4 3
0 5 15 5
0 5 1 521966
0 -1 0 8
0 -1 1 20
0 -1 2 2
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Fasxy>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 4 0
Stats 2 1 3 4
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Stun Pistol>
Desig <L12>
desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
type <NONLETHAL>
Z
0 21 0 1 0
Stats
-1
name <Power Cell 25>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 19 0
Stats 2 -1
0 2 1 -6
0 7 27 1
-1
Name <Chainsaw>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <An energy-cell powered cutting tool. Particularly suited for cutting through
materials.>
category <MELEE TOOL>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -1
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 24
0 -8 2 2
0 7 0 179
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 7 2 10 3 11 4 9 5 11 6 12 7 10 8 8
0 -1 1 2
0 -1 0 20
0 -1 4 2
0 -8 2 1
0 5 0 369
0 3 -6 58
0 3 -3 40
0 3 1 2
0 3 0 1
0 1 27 5
0 1 19 5
0 2 0 1
0 -1 2 7
0 5 1 524419
0 5 8 1
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Besia>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 13 3 15 4 15 5 11 6 10 7 12 8 11
0 -1 1 7
0 -1 0 2
0 -1 4 3
0 -8 2 1
0 5 0 368
0 5 12 2
0 1 12 12
0 5 11 12
0 3 -6 66
0 3 -4 -55
0 3 -3 27
0 3 1 10
0 3 0 1
0 1 30 11
0 1 26 11
0 1 24 11
0 1 17 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
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0 -1 2 5
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job_desig <MILIT>
JOB <KNIGHT>
NAME <Uonisys>
ELEMENT <C Prefab>
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Stats
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Z
0 11 2 4 0
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name <Squire Helm>
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-1
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Z
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0 7 27 1
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name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
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-1
0 6 7 3 0
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Z
-1
-1
-1
-1
-1
0 1 3 5 0
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0 2 0 1
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NAME <Right Arm>
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0 11 3 4 0
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0 7 27 1
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name <Squire Sleeve>
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-1
-1
-1
0 7 0 0 0
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NAME <Right Hand>
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0 4 3 10 0
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0 2 1 -6
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sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
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name <Power Cell 100>
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-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
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NAME <Left Arm>
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0 11 3 4 0
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0 18 5 1
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0 7 27 1
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name <Squire Sleeve>
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-1
-1
-1
0 7 0 0 0
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-1
NAME <Left Hand>
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0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
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factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
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Stats 7 32
-1
name <18mm Shotgun Clip>
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type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
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-1
-1
-1
-1
0 1 4 5 0
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NAME <Right Leg>
Z
0 11 4 4 0
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0 7 27 1
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name <Squire Legging>
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-1
0 6 7 3 0
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-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
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0 2 0 1
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NAME <Left Leg>
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0 11 4 4 0
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0 18 5 1
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0 7 27 1
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name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
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-1
0 6 7 3 0
Stats
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-1
-1
-1
-1
-1
-1
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job_desig <MILIT>
JOB <KNIGHT>
NAME <Ubukep>
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-1
0 1 2 5 0
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0 2 0 1
-1
Z
0 11 2 4 0
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0 7 27 1
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SDL_PORTRAIT <item_lightspacehelm.png>
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-1
-1
-1
-1
0 1 1 5 0
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0 2 0 1
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Z
0 11 1 4 0
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0 18 5 1
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0 7 27 1
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name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
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-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
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0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
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0 18 5 1
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0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
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0 4 2 6 0
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0 2 1 -3
0 2 5 5
0 7 27 1
-1
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desig <Laver-2>
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sdl_portrait <item_combatrifle.png>
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category <WEAPON MISSILE>
factions <GENERAL>
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-1
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-1
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factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
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-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
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0 18 5 1
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0 2 1 -6
0 7 27 1
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name <Squire Sleeve>
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-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
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0 4 0 22 0
Stats
0 2 1 -15
0 2 5 10
0 7 27 1
-1
Name <MonoScythe>
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category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_scythe.png>
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-1
-1
-1
-1
-1
0 1 4 5 0
Stats
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-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
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0 7 27 1
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name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
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-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
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NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
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0 2 1 -6
0 7 27 1
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name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 10 3 14 4 16 5 13 6 17 7 16 8 17
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job_desig <POLIT>
job <Technocrat>
name <Adrianna>
SDL_Colors <75 200 212 255 212 195 66 121 119>
quest <*:NPCQuest>
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Stats
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Z
-1
-1
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Stats
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-1
Z
-1
-1
0 1 3 4 0
Stats
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-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
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NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
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NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
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0 -1 1 6
0 -1 0 15
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0 1 42 11
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0 5 1 524565
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job_desig <MILIT>
JOB <KNIGHT>
NAME <Maovasuk>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
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0 2 1 -6
0 7 27 1
-1
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SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
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0 18 5 1
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0 2 1 -6
0 7 27 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
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0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 2 1 -3
0 2 5 5
0 7 27 1
-1
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sdl_portrait <item_combatrifle.png>
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category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
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-1
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factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 2 5 5
0 2 1 -4
0 7 27 1
-1
name <Shotgun>
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category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
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category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 10 3 18 4 11 5 13 6 10 7 11 8 9
0 5 8 4
0 5 1 833606
0 -1 1 15
0 -1 0 15
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0 5 11 5
0 3 -6 74
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0 1 26 12
0 1 30 12
0 -1 2 1
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Eia>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Helm>
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SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 2 1 -1
0 7 27 1
-1
Name <Long Rifle>
desig <L60>
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thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 2 0
Stats 1 -3
0 7 27 1
0 2 5 -5
-1
Name <Plastic Buckler>
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Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 18 3 15 4 13 5 9 6 11 7 11 8 16
0 -1 4 3
0 -1 1 12
0 -1 0 29
0 5 0 373
0 5 12 3
0 5 11 18
0 3 -4 58
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0 3 3 1
0 3 -1 50
0 3 -2 50
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0 5 2 9
0 5 15 5
0 5 1 834988
0 5 8 2
0 -1 2 1
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Rojes>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 2 5 -30
0 2 1 -3
0 7 27 1
-1
Name <Sports Helmet>
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Category <CLOTHING SPORTS>
Factions <GENERAL>
SDL_PORTRAIT <item_sportshelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 1 0
Stats
0 2 5 -25
0 2 1 3
0 7 27 1
-1
Name <Leather Jacket>
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Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 1 0
Stats
0 2 5 -25
0 2 1 -1
0 7 27 1
-1
Name <Elbow Pad>
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Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
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caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
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Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 1 0
Stats
0 2 5 -25
0 2 1 -1
0 7 27 1
-1
Name <Elbow Pad>
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Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
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sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 1 0
Stats
0 2 5 -25
0 2 1 -1
0 7 27 1
-1
Name <Knee Pad>
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Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 1 0
Stats
0 2 5 -25
0 2 1 -1
0 7 27 1
-1
Name <Knee Pad>
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Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 8 3 11 4 13 5 9 6 10 7 8 8 14
0 -1 4 3
0 -1 1 15
0 -1 0 22
0 5 0 372
0 5 12 1
0 1 12 13
0 5 11 12
0 3 -4 6
0 3 -6 79
0 3 -5 36
0 3 1 3
0 3 0 1
0 1 33 12
0 1 26 12
0 1 18 12
0 1 10 12
0 1 9 12
0 1 8 12
0 1 7 12
0 1 6 12
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0 1 4 12
0 1 3 12
0 1 2 12
0 1 1 12
0 5 2 5
0 3 3 1
0 2 0 1
0 5 1 522691
0 5 8 1
0 -1 2 4
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Ropir>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 2 5 -10
0 2 1 -3
0 7 27 1
-1
Name <Light Helmet>
desc <A light combat helmet, made from a combination of plastics and shock
absorbers.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -5
0 2 1 -1
0 7 27 1
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 4 0
Stats
0 2 1 -3
0 7 27 1
-1
name <Lawn Dart>
Type <THROWN ARMORPIERCING>
desc <An extremely dangerous toy.>
SDL_PORTRAIT <item_lawndart.png>
category <CONTRABAND>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 18 2 13 3 13 4 14 5 6 6 10 7 10 8 12
0 -1 4 3
0 -1 1 8
0 -1 0 29
0 5 0 371
0 5 12 8
0 5 11 5
0 3 -7 -17
0 3 -5 -56
0 3 -6 45
0 3 -3 -51
0 3 -1 25
0 3 -4 54
0 3 1 15
0 3 0 1
0 1 33 9
0 1 26 9
0 1 18 9
0 1 10 9
0 1 9 9
0 1 8 9
0 1 7 9
0 1 6 9
0 1 5 10
0 1 4 9
0 1 3 9
0 1 2 9
0 1 1 9
0 5 2 5
0 3 3 1
0 2 0 1
0 -1 2 7
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Kimo>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -4
0 2 5 -25
0 18 5 1
0 18 6 1
0 18 4 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -5
0 2 1 -1
0 7 27 1
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 2 1 -3
0 2 5 5
0 7 27 1
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 8 3 14 4 14 5 10 6 10 7 9 8 14
0 -1 1 19
0 -1 0 9
0 -1 4 3
0 5 0 370
0 5 12 3
0 5 11 3
0 3 -6 88
0 3 -2 -29
0 3 -3 46
0 3 1 -3
0 3 0 1
0 1 33 13
0 1 26 13
0 1 18 13
0 1 10 13
0 1 9 13
0 1 8 13
0 1 7 13
0 1 6 13
0 1 5 13
0 1 4 13
0 1 3 14
0 1 2 13
0 1 1 13
0 5 2 5
0 3 3 1
0 2 0 1
0 -1 2 4
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Tekho>
ELEMENT <C Prefab>
HOME <ZONE_4>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 18 4 1
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Pilot Suit>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 15 1 5 0
Stats
0 -1 1 16
0 -1 0 10
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 312135
0 -1 1 16
0 -1 0 22
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 11
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 22 4 7
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 25 2 8 3 5 4 5
0 -1 2 1
-1
name <Garrison>
minimap <2...31..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <Garrison>
minimap <2...31..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 16 3 5 4 5
0 -1 2 2
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
-1
-1
0 -5 36 0 0
Stats
0 7 10 522727
0 -12 3 2
0 -12 2 8
-1
rumor0 <there's an enemy spy hiding in Maquise Spinner.>
greeting <if= QuestStatus 8 2 else GoCheckQuest if= SceneVar 175 12 0 else GoChat
NewChat Say 3 AddChat 1 AddChat 2 AddChat 3>
GoCheckQuest <if= QuestStatus 8 0 else GoChat Goto GoOfferQuest>
*GoChat <*MISC_CHATTER>
GoOfferQuest <NewChat Say 1 QMemo 8 2 SetQuestStatus 8 2>
Result1 <if= FacRelationship ChatNPCFac NAV_ArchEnemy else .4_GoInit GrabFaction
ChatNPCFac GSetNAtt NAG_Relationship 0 0 Goto .4_GoInit>
result2 <NewChat Say 4 SetQuestStatus 8 -2>
result3 <NewChat Say 5 QMemo 8 6 SceneVar= 175 12 1>
Msg1 <There's an enemy spy operating in Maquise Spinner. We have learned that \PPR
177 name is Chako, but so far have not been able to catch \OPR 177 . There's a
sizable reward available for anyone who manages to do so.>
Msg2 <Adrianna revealed that there's a reward available for capturing or killing
the spy Chako.>
msg3 <As of this time Chako remains at large.>
Msg4 <It's most unfortunate that we were not able to capture Chako, but I guess
that's someone else's problem now.>
Msg5 <It's a shame that Chako couldn't have been captured alive; we could have
learned so much from \OPR 177 . There will be no reward as you have provided no
evidence that you were the one who did this.>
Msg6 <You lied to Adrianna, telling \OPR 36 that Chako is dead.>
Prompt1 <I've stopped Chako.>
CPrompt1 <if= SceneVar 175 11 1 Accept>
Prompt2 <Chako is no longer in the area.>
CPrompt2 <if= SceneVar 175 11 -1 Accept>
Prompt3 <Chako is dead.>
CPrompt3 <if= SceneVar 175 11 -2 ifNPCOK 177 Accept>
.4_GoInit <NewChat Say 401 CashPrize Reward 36 200 SetQuestStatus 8 -1>
Msg401_10 <Chako is now in custody. Thanks, \PC ... This wouldn't have been
possible without you.>
CMsg401_10 <ifNPCOK 177 Accept>
Msg401_20 <Chako won't be a threat any more. Thanks, \PC ... This wouldn't have
been possible without you.>
requires <*MISC_CHATTER Maqui>
GoChat <NewChat if= V1501 1 else .15_GoSpecial if# d3 1 else .15_GoSpecial
SayAnything>
.15_GoSpecial <V= 1501 1 Say 1501>
Msg1501 <What kind of weather do they have scheduled for next week?>
Msg1501_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg1501_101 <ifNPCSociable Accept>
Msg1501_2 <Sometimes I wish I could run away to my own microstation.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg1501_3 <ifNPCPassionate Accept>
Msg1501_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg1501_6 <ifNPCPassionate Accept>
Msg1501_7 <Pirates are cool.>
CMsg1501_7 <ifNPCCriminal Accept>
Msg1501_8 <The Silver Knights are cool.>
CMsg1501_8 <ifNPCLawful Accept>
Msg1501_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg1501_9 <ifNPCCheerful Accept>
Msg1501_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_1>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 2 3 5 4 5
-1
name <ZONE_2>
SPECIAL < >
MINIMAP <....2.......1.......#---#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
MINIMAP <....................##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_6>
MINIMAP <#########################>
SPECIAL < >
Z
-1
-1
0 -5 368 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d3 Goto GoMiscTalk>
result102 <AddSociable -d3 Goto GoMiscTalk>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 369 0 0
Stats
0 7 10 523494
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
result201 <NewChat ifG PC$ 249 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -250 PCMoraleDmg -15>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
Keywords <FOOD RESTAURANT>
result202 <Goto GoBye>
result203 <Goto result201>
Msg201 <Welcome to \ChatNPC 's Kitchen. I serve only the freshest organic produce
shipped directly from Earth. Try one of my entrees for only $250.>
Msg202 <Please enjoy your meal.>
Msg203 <I'm sorry, but importing foods from Earth is expensive. I can't afford to
give this away for free.>
Msg204 <You'll have to visit me in person if you want to eat. I can't exactly fax
this meal over the phone.>
Prompt201 <I'd like the eggplant and chicory fondue.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <No thanks, I'm not hungry.>
Prompt203 <I'd like the five bean casseorle.>
CPrompt203 <ifG PCHunger 10 Accept>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 370 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 371 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
0 -5 372 0 0
Stats
0 7 10 521946
0 0 101 11
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk V= 101 10 V+ 101 d8 NewChat Say 101
AddChat 101 AddChat 102>
result101 <Goto GoMiscTalk>
result102 <NewChat Say 102 AddReact d10 SkillXP 11 100 AddChat 103 AddChat
104 AddChat 105>
result103 <NewChat Say 103 AddChat 106>
result104 <NewChat Say 103 AddChat 106>
result105 <Goto GoMiscTalk>
result106 <Goto GoMiscTalk>
Msg101 <Hello, I'm \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . I'm glad to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Yes, it is. I've been a duelist for a while now... I'm hoping to qualify
for the championship soon.>
Msg102_1 <Ah, so you must be a fan of the Pro Duelist League then! Yes, I'm a
member.>
CMsg102_1 <ifNPCSociable Accept>
Msg102_2 <Yes, it is. I've been a member of the league for a while.>
CMsg102_2 <ifNPCShy Accept>
Msg102_3 <Yeah, most of us in the league wear these. I've been playing for a while
but haven't scored that one big match yet.>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you know your stuff... I'll bet you must be quite the mecha pilot
too.>
CMsg102_4 <ifNPCPassionate Accept>
Msg102_5 <I take it you're interested in mecha, then? As you can tell, so am I.>
CMsg102_5 <ifNPCCheerful Accept>
Msg102_6 <Yes, that's right. I am a member of the Duelist's League.>
CMsg102_6 <ifNPCMelancholy Accept>
Msg103 <It's a dangerous but exciting life. I wouldn't want to be doing anything
else. Someday, maybe we'll get a chance to test each other's skill in the arena.>
Msg103_1 <We should get together sometime and swap stories. I could tell you so
much about all the top players... You wouldn't believe what goes on behind the
scenes at the arena.>
CMsg103_1 <ifNPCSociable Accept>
Msg103_2 <In that case, maybe someday we can face each other in the arena.>
CMsg103_2 <ifNPCShy Accept>
Msg103_3 <The sport's a lot safer than it used to be back in the day, but arena
pilots still get killed every year. I've been lucky so far I guess. If you want,
we can get together and swap stories later.>
CMsg103_3 <ifNPCEasygoing Accept>
Msg103_4 <It's a dangerous life in the arena, but it's only through challenges
that we truly feel alive. If you're up for it maybe we can try our luck against
each other in the arena sometime.>
CMsg103_4 <ifNPCPassionate Accept>
Msg103_5 <This is the best job in the world. I get paid to pilot the coolest and
fastest mecha, meet all the top pilots, and win the adoration of League fans
everywhere. Maybe someday we can face each other in the arena. That'd be cool.>
CMsg103_5 <ifNPCCheerful Accept>
Msg103_6 <I know every time I enter the arena it could be my last. Some things are
more important than life itself. If you're interested, maybe we can spar with one
another later.>
CMsg103_6 <ifNPCMelancholy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt101_2 <I'm glad to meet you, too.>
Prompt102 <Say, is that a Pro Duelist Association badge?>
CPrompt102 <ifG PCPerception V101 Accept>
Prompt103 <I'm a member of the league myself.>
CPrompt103 <if= PCFac 5 Accept>
Prompt104 <I'd like to join the league some day.>
CPrompt104 <if= PCFac 0 Accept>
Prompt105 <Well, it's nice to meet you.>
Prompt106 <I look forward to it.>
Prompt106_1 <Sounds like fun.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
-1
0 -3 10 0 0
Stats 1 -29 2 24 3 21
0 0 1201 4
0 7 10 981501
0 -15 2 1
0 21 1 981500
0 7 16 4
-1
name <Maquise Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
START <V= 1201 T2 Goto START_1>
Msg1 <You enter Maquise Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content4 <Some 1 25 Sub *MECHA_SHOP na>
Content5 <Fill Sub *SPACEPORT_X>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <ZONE_5>
HOME_8 <ZONE_5>
HOME_9 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .12_GoNotSafe if# V1202 -1 else .12_LastHit ifG v1201 T2
else .12_GoWarn Goto .12_GoAttack>
.12_GoNotSafe <V= 1202 -1>
.12_LastHit <V= 1202 0>
.12_GoWarn <if= v1202 0 else .12_GoAttack V= 1202 1 Print 1201>
.12_GoAttack <Print 1202 Alarm TeamAttack GuardTeam>
Msg1201 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1202 <ALERT: You are not permitted to fire weapons here.>
HOME_10 <Foyer>
HOME_11 <Foyer>
HOME_12 <Foyer>
Z
0 2 0 0 0
Stats 1 10 2 12 3 4 4 8 5 17 6 13 7 11 8 10
0 5 15 25
0 5 4 6267
0 5 3 1304006485
0 5 8 3
0 5 1 838749
0 -1 1 18
0 -1 0 15
0 -1 4 2
0 5 0 376
0 3 -4 27
0 3 -5 31
0 3 -1 -32
0 3 -7 -8
0 3 -2 8
0 3 -3 29
0 3 1 11
0 3 0 1
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 -1 2 3
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Osep>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 10 3 9 4 9 5 11 6 10 7 10 8 10
0 5 4 49726
0 5 3 1993171176
0 5 8 13
0 5 1 874955
0 -1 1 18
0 -1 0 8
0 -1 4 2
0 5 0 377
0 3 -7 -37
0 3 -3 43
0 3 1 2
0 3 0 1
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Makangox>
ELEMENT <C Prefab>
HOME <ZONE_5>
mecha_colors <172 225 175 77 93 83 250 100 0>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 13 3 13 4 11 5 12 6 10 7 9 8 11
0 -1 2 6
0 5 15 25
0 5 8 6
0 5 1 835362
0 -1 4 3
0 -1 1 9
0 -1 0 23
0 5 0 378
0 5 12 3
0 5 11 18
0 3 -6 64
0 3 -3 11
0 3 -5 -13
0 3 -4 31
0 3 1 14
0 3 0 1
0 1 33 11
0 1 26 11
0 1 18 12
0 1 13 11
0 1 12 11
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 11
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Jangi>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 4 0
Stats 1 5 2 1 3 4 4 2
0 7 27 1
0 2 1 -2
-1
name <Pin Magnum>
desig <VT2-X>
category <WEAPON MISSILE>
Factions <MAQUI L5LAW>
desc <A light magnetic rifle often used by security forces.>
sdl_portrait <item_autogun.png>
caliber <2mm ferrous>
Z
-1
0 5 2 4 0
Stats 7 90
0 2 1 -1
-1
name <2mm Ferrous Clip>
caliber <2mm ferrous>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 4 0
Stats 1 5 2 1 3 4 4 2
0 7 27 1
0 2 1 -2
-1
name <Pin Magnum>
desig <VT2-X>
category <WEAPON MISSILE>
Factions <MAQUI L5LAW>
desc <A light magnetic rifle often used by security forces.>
sdl_portrait <item_autogun.png>
caliber <2mm ferrous>
Z
-1
0 5 2 4 0
Stats 7 90
0 2 1 -1
-1
name <2mm Ferrous Clip>
caliber <2mm ferrous>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 13 3 15 4 14 5 13 6 11 7 11 8 14
0 -1 4 3
0 -1 1 3
0 -1 0 14
0 5 0 379
0 5 12 3
0 5 11 3
0 3 -6 80
0 3 -7 23
0 3 -3 -29
0 3 1 -2
0 3 0 1
0 1 33 12
0 1 26 12
0 1 18 12
0 1 13 12
0 1 12 12
0 1 11 12
0 1 10 12
0 1 9 12
0 1 8 12
0 1 7 12
0 1 6 12
0 1 5 12
0 1 4 12
0 1 3 13
0 1 2 12
0 1 1 12
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
0 -1 2 4
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Desstar>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 5 0
Stats 2 1 3 4
0 7 27 1
0 2 1 -2
-1
Name <Cutlass>
desc <A curved short sword.>
sdl_portrait <item_cutlass.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 17 3 14 4 14 5 11 6 13 7 12 8 14
0 5 8 9
0 5 1 982058
0 5 15 45
0 -1 4 3
0 -1 1 2
0 -1 0 14
0 5 0 380
0 5 12 2
0 5 11 18
0 3 -6 82
0 3 -5 15
0 3 -4 40
0 3 1 -2
0 3 0 1
0 1 33 12
0 1 26 12
0 1 18 13
0 1 13 12
0 1 12 12
0 1 11 12
0 1 10 12
0 1 9 12
0 1 8 12
0 1 7 12
0 1 6 12
0 1 5 12
0 1 4 12
0 1 3 12
0 1 2 12
0 1 1 12
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
0 -1 2 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Sepcho>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 9 3 10 4 12 5 10 6 11 7 11 8 14
0 5 15 15
0 -1 1 4
0 -1 0 17
0 -1 4 2
0 -8 2 1
0 5 0 374
0 3 -1 19
0 3 -3 13
0 3 -4 15
0 3 -2 29
0 3 -7 15
0 3 -5 40
0 3 1 3
0 1 23 5
0 1 21 7
0 2 0 1
0 5 1 999368
0 5 8 6
0 -1 2 3
-1
job_desig <TRADE>
JOB <TICKET AGENT>
NAME <Skyhow>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 8 3 7 4 10 5 15 6 5 7 9 8 9
0 5 8 9
0 5 1 862586
0 -1 1 8
0 -1 0 23
0 -1 4 2
0 -8 2 1
0 5 0 375
0 3 -6 -23
0 3 -4 -25
0 3 1 1
0 1 27 5
0 1 19 5
0 2 0 1
0 -1 2 4
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Hewox>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 7 10 358277
0 -1 2 4
0 -1 1 12
0 -1 0 23
0 -8 2 2
0 7 0 180
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 0
Stats 4 2 5 -1
0 -1 1 11
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 5 0 0
Stats 4 11
0 0 1 1
0 7 10 871015
0 -1 1 4
0 -1 0 10
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Maquise Station Exterior>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 19
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 10
0 -1 1 19
0 -1 0 12
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 16 4 7
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
minimap <############1###...##...#>
name <UZONE_1>
Z
-1
-1
0 -3 11 3 0
Stats 1 23 2 30 3 30
0 7 10 871200
0 21 1 872799
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Maquise Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 11 0 0
Stats 4 -246 5 -1 7 2
0 7 10 873000
0 -1 1 11
0 -1 0 3
-1
ROGUECHAR <*>
name <Yhyo's Station>
desig <ENCOUNTER-DUEL>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
update <if= P211 1 else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
ATTACK < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -245 5 -1 7 50
0 7 10 873000
0 -1 1 13
0 -1 0 24
-1
ROGUECHAR <*>
name <Conhow's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 280 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -244 5 -1 7 50
0 7 10 873000
0 -1 1 9
0 -1 0 25
-1
ROGUECHAR <*>
name <Miamo's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 279 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -237 5 -1 7 50
0 7 10 873000
0 -1 1 30
0 -1 0 26
-1
ROGUECHAR <*>
name <Ferold's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 272 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -114 5 -1
0 0 1 889862
0 7 10 873000
0 -1 1 29
0 -1 0 14
-1
ROGUECHAR <*>
name <Jinu's Lance>
update <if= PlotStatus 28 8 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 V= 1 ComTime V+ 1 18000 Print -1 Exit
Destination>
GoAutoAttack <V= 1 ComTime V+ 1 18000 Alert -2 Exit Destination>
GoAvoidAttack <V= 1 ComTime V+ 1 7200 Print -6 AddSociable -1 UpdateProps>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -113 5 -1 7 2
0 7 10 873000
0 -1 1 28
0 -1 0 19
-1
ROGUECHAR <*>
name <Qualtzee's Mecha>
desig <ENCOUNTER-DUEL>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
update <if= PlotStatus 27 6 else GoHide ShowEncounter SetStat STAT_MetaVisibility
0 Goto GoSetOrders>
ATTACK < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -112 5 -1
0 7 10 873000
0 -1 1 3
0 -1 0 28
-1
ROGUECHAR <*>
name <Phiia's Mission>
desig <CORE-ACTIVATABLE>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter
Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 176 8 2
0 0 -1 1
0 7 10 873000
0 -1 1 28
0 -1 0 26
0 -12 3 3
0 -12 2 8
0 7 0 4
-1
ROGUECHAR <*>
name <Abandoned Spaceship>
desig <ENTRANCE 176>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 8 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
rumor2 <sometimes fugitives hide in abandoned spaceships.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 174 8 2
0 0 -1 1
0 7 10 873000
0 -1 1 5
0 -1 0 24
0 -12 3 2
0 -12 2 3
0 7 0 2
-1
ROGUECHAR <*>
name <Privateer's Arena>
desig <ENTRANCE 174>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 3 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 0 2 32
0 0 1 826084
0 7 10 873000
0 -1 1 21
0 -1 0 22
0 -12 3 2
0 -12 2 2
0 7 0 1
-1
ROGUECHAR <*>
name <Joy Riders>
desig <DYNAMICENCOUNTER-DAILY-WANDER>
Special <NoMSID>
update <if# V1 0 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 0 SavePos Dynamic 2 V2 100 .nu1 .nu2 ComposeD Msg1 .Msg1
ComposeD Msg2 .Msg2 DynaVar= 1 SelfNID DynaFaction SelfFac>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= L1 1 ComTime
ItemVar+ L1 1 d86400 ItemVar+ L1 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 QMemo 2 2 ItemVar+ L1 3 1
Alert 1>
.msg1 <You have defeated the joyriders.>
.msg2 <You should let Juranchu Suk know that you've defeated the joyriders.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 3
Stats 1 1 3 -100 4 10
0 7 10 873059
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Maquise Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 -239 5 -1 7 50
0 7 10 873000
0 -1 1 3
0 -1 0 7
-1
ROGUECHAR <*>
name <Desstar's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 274 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -241 5 -1 7 50
0 7 10 873000
0 -1 1 12
0 -1 0 14
-1
ROGUECHAR <*>
name <Quiatin's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 276 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -242 5 -1 7 50
0 7 10 873000
0 -1 1 26
0 -1 0 30
-1
ROGUECHAR <*>
name <Rojes's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 277 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -247 7 50
-1
ROGUECHAR <*>
name <Fasxy's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 283 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -269 7 50
-1
ROGUECHAR <*>
name <Miamo's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 323 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -270 7 50
-1
ROGUECHAR <*>
name <Sonbes's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 324 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
-1
0 -3 174 2 0
Stats 1 23 2 50 3 50
0 -18 2 1
0 -18 8 432000
0 7 10 817073
0 21 1 817072
0 -18 5 100
0 -18 4 17
0 -12 2 3
0 -12 1 38
0 22 2 1
0 22 1 1
0 21 3 1
-1
NAME <the Privateer's Arena>
requires <*Arena_PrivateersArena>
terrain <SPACE>
type <Arena>
special <SHOWALL SOLO ARENA NOPILLAGE>
start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle Alert 1
SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0
ForceChat SelfChallengerID>
GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
GoBoringStart <Print 3 Return>
nu1 <if= T1 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Loss Alert 5 Print 5 AddRenown -5 Goto GoEndBattle>
nu2 <if= T2 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Win Alert 6 Print 6 AddSelfArenaWin AddSelfArenaThreat d10 XPV 100
FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat
SelfChallengerID Goto GoEndBattle>
GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID
SelfChallengerHome ClearSelfChallengerID>
Msg1 <You enter the arena. Prepare to battle.>
Msg2 <The arena battle rages on.>
Msg3 <You enter the arena. There's no fight going on here now.>
Msg5 <You have lost the battle.>
Msg6 <You have won the battle.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 7 10 817072
0 5 2 5
0 -1 1 -1
0 -6 0 45
0 -6 1 45
-1
name <Enemies>
Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMecha 2
SelfArenaThreat SelfArenaForces>
Z
-1
-1
-1
0 -3 176 0 0
Stats 1 -24 2 35 3 35
0 7 10 822677
0 21 1 822676
0 -12 7 180
0 -12 2 8
0 -12 4 5
0 -12 1 39
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
-1
name <the S.S. Chored, L1
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Chored>
HOME <ZONE_1>
Z
0 2 0 0 0
Stats 1 7 2 20 3 7 4 8 5 1 6 1 7 1 8 1
0 -1 1 12
0 -1 0 27
0 -1 4 2
0 2 0 1
0 2 6 44
0 1 8 4
0 1 10 4
0 1 12 7
0 1 13 5
0 18 5 1
-1
Name <ARMORED FUNGUS>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <49 91 159 170 153 230 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 7 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 20 3 7 4 8 5 1 6 1 7 1 8 1
0 -1 2 2
0 -1 1 28
0 -1 0 24
0 -1 4 2
0 2 0 1
0 2 6 44
0 1 8 4
0 1 10 4
0 1 12 7
0 1 13 5
0 18 5 1
-1
Name <ARMORED FUNGUS>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <49 91 159 170 153 230 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 7 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 2 3 13 4 2 5 1 6 1 7 1 8 1
0 -1 2 4
0 -1 1 17
0 -1 0 16
0 -1 4 2
0 2 0 1
0 2 6 30
0 1 8 3
0 1 10 3
0 1 43 3
0 18 5 1
-1
Name <SILVER SHIL>
SDL_SPRITE <monster_shil.png>
SDL_COLORS <199 188 162 0 0 0 244 216 28>
roguechar <S>
type <fungus ruin derelict>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Touch>
type <SICKNESS>
Z
-1
-1
0 6 3 7 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 2 3 13 4 2 5 1 6 1 7 1 8 1
0 -1 2 3
0 -1 1 32
0 -1 0 25
0 -1 4 2
0 2 0 1
0 2 6 30
0 1 8 3
0 1 10 3
0 1 43 3
0 18 5 1
-1
Name <SILVER SHIL>
SDL_SPRITE <monster_shil.png>
SDL_COLORS <199 188 162 0 0 0 244 216 28>
roguechar <S>
type <fungus ruin derelict>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Touch>
type <SICKNESS>
Z
-1
-1
0 6 3 7 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 20 3 7 4 8 5 1 6 1 7 1 8 1
0 -1 2 7
0 4 126 2
0 -1 1 23
0 -1 0 13
0 -1 4 2
0 2 0 1
0 2 6 44
0 1 8 4
0 1 10 4
0 1 12 7
0 1 13 5
0 18 5 1
-1
Name <ARMORED FUNGUS>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <49 91 159 170 153 230 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 7 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
-1
0 15 0 5 0
Stats 6 -1
0 -1 2 2
0 -1 1 21
0 -1 0 11
0 -8 2 1
0 -12 2 8
0 7 0 190
0 13 1 1
-1
name <Box>
desig <CHEST-1>
roguechar <=>
roguechar1 <->
roguechar2 <=>
SDL_Sprite <prop_chests.png>
USE <if# 0 StatVal STAT_Lock else GoCloseDoor if= StatVal STAT_Lock -1 else
GoDoorLocked Print 1 SetStat STAT_Lock 0 Transform 1>
GoDoorLocked <Print 6>
GoCloseDoor <Print 2 SetStat STAT_Lock -1 Transform 2>
CLUE32 <ifG StatVal STAT_Lock 0 else GoNotLocked Mental ifCodeBreaking StatVal
STAT_Lock else GoNoUnlock Print 3 XPV 50 SetStat STAT_Lock 0 Transform 1>
GoNoUnlock <Print 4>
GoNotLocked <Print 5>
REVEAL <Print 7>
Msg1 <You open the box.>
Msg2 <You close the box.>
Msg3 <You unlock the box.>
Msg4 <You do not manage to unlock the box.>
Msg5 <The box does not appear to be locked.>
Msg6 <The box is locked.>
Msg7 <You find a hidden box!>
ELEMENT <I Prefab>
Z
0 11 1 2 0
Stats
0 2 1 -3
0 18 5 1
-1
name <SkinSuit Suit>
desc <A skintight spacesuit.>
Z
-1
-1
0 11 3 2 0
Stats
0 2 1 -3
0 18 5 1
-1
name <SkinSuit Sleeve>
desc <A skintight spacesuit.>
Z
-1
-1
0 11 4 2 0
Stats
0 2 1 -3
0 18 5 1
-1
name <SkinSuit Legging>
desc <A skintight spacesuit.>
Z
-1
-1
0 11 3 2 0
Stats
0 2 1 -3
0 18 5 1
-1
name <SkinSuit Sleeve>
desc <A skintight spacesuit.>
Z
-1
-1
0 11 4 2 0
Stats
0 2 1 -3
0 18 5 1
-1
name <SkinSuit Legging>
desc <A skintight spacesuit.>
Z
-1
-1
0 11 2 2 0
Stats
0 2 1 -1
0 18 5 1
0 18 4 1
-1
name <Mining Helmet>
desc <A light spacesuit helm with integrated rebreather and a communicator.>
Z
-1
-1
0 21 0 8 0
Stats
-1
name <Power Cell 200>
Z
-1
-1
-1
-1
0 15 1 5 0
Stats 6 15
0 -1 1 22
0 -1 0 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 4 0 0
Stats 4 177
0 7 10 820613
0 -1 1 11
0 -1 0 25
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 5 0 0
Stats 4 11
0 7 10 823058
0 -1 1 18
0 -1 0 4
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 32
0 -1 0 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 29
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 25
0 -1 0 7
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 5
0 -1 1 22
0 -1 0 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 18
0 -1 0 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 18
0 -1 0 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 32
0 -1 0 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 32
0 -1 0 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 29
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 3
0 -1 1 18
0 -1 0 7
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 21
0 -1 0 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 361179
0 -1 1 15
0 -1 0 4
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 1 32
0 -1 0 14
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 32
0 -1 0 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 1 18
0 -1 0 14
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 18
0 -1 0 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 362001
0 -1 1 11
0 -1 0 14
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 3
0 -1 1 8
0 -1 0 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 18
0 -1 0 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 5
0 -1 1 21
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 15
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 362322
0 -1 1 11
0 -1 0 22
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 14
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 8
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 29
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 16 3 5 4 5
0 -1 2 2
-1
name <UZONE_1>
Z
-1
-1
0 -3 177 0 0
Stats 1 -24 2 35 3 35
0 -16 11 3
0 0 201 1
0 7 10 822229
0 21 1 822228
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 39
0 -12 4 5
0 -12 2 8
-1
name <the S.S. Chored, L2
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <if= V201 0 else START_1 V= 201 1 ifAwareness 10 else START_1 Print 201 Goto
START_1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Chored>
ENTRANCE <*GoDown>
START_1 <Print 1>
msg201 <You notice some organic filaments drifting through space.>
HOME <ZONE_2>
HOME_1 <ZONE_1>
Z
0 2 0 0 0
Stats 1 7 2 20 3 7 4 8 5 1 6 1 7 1 8 1
0 -1 1 13
0 -1 0 20
0 -1 4 2
0 2 0 1
0 2 6 44
0 1 8 4
0 1 10 4
0 1 12 7
0 1 13 5
0 18 5 1
-1
Name <ARMORED FUNGUS>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <49 91 159 170 153 230 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 7 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 20 3 7 4 8 5 1 6 1 7 1 8 1
0 -1 2 3
0 -1 1 20
0 -1 0 9
0 -1 4 2
0 2 0 1
0 2 6 44
0 1 8 4
0 1 10 4
0 1 12 7
0 1 13 5
0 18 5 1
-1
Name <ARMORED FUNGUS>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <49 91 159 170 153 230 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 7 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
0 1 4 7 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <ARMORPIERCING>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 19 3 12 4 13 5 12 6 12 7 12 8 1
0 -1 1 4
0 -1 0 25
0 -1 4 3
0 -8 2 2
0 -12 2 8
0 7 0 195
0 18 5 1
0 1 33 30
0 1 11 5
0 1 10 3
0 1 9 4
0 1 8 5
0 1 7 4
0 1 6 4
0 2 6 70
-1
Name <ANDROBOT>
roguechar <R>
sdl_sprite <monster_androbot.png>
sdl_colors <157 172 183 162 153 235 230 0 0>
sdl_portrait <por_x_androbot.png>
type <Robot Guard>
CHAT_ATTACK <Leave the premesis or face retaliation.>
clue29 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut Flay V= 1 SkRoll 29 ifG V1 27 else GoMeat
Print 1 GiveSTC .stcdesc>
GoMeat <ifG V1 12 else GoFail Print 4 GiveSTC .fooddesc>
.stcdesc <SELFDEFENSEMATRIX>
.fooddesc <SPAREPARTS-1>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You manage to extract the Self Defense NNet from this robot.>
Msg2 <You take apart the robot, but don't find anything useful.>
Msg3 <You've already disassembled this robot.>
Msg4 <You salvage some spare parts from this robot.>
JOB <ANIMAL>
ELEMENT <I Prefab>
TEAMDATA <sd ally>
Z
-1
0 1 2 7 0
Stats 1 5
-1
Z
0 11 2 7 0
Stats
-1
name <Androbot Helmet>
Z
-1
-1
-1
-1
0 1 1 7 0
Stats 1 6
-1
Z
0 11 1 9 0
Stats
-1
name <Androbot Armor>
Z
-1
-1
-1
-1
0 1 3 7 0
Stats 1 7
-1
Z
-1
0 7 0 1 0
Stats
-1
Z
0 4 2 6 0
Stats 1 4 2 1 3 1 4 2
0 2 1 2
-1
Name <Hand Cannon>
desig <ADB>
desc <This rifle was designed for use by the Androbot security unit.>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 45
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
Z
-1
-1
-1
-1
-1
-1
0 1 3 7 0
Stats 1 7
-1
Z
0 10 0 8 0
Stats 1 3
-1
name <Androbot Shield>
Z
-1
-1
-1
0 7 0 1 0
Stats
-1
Z
-1
-1
-1
0 1 4 7 0
Stats 1 7
-1
Z
-1
-1
0 1 4 7 0
Stats 1 7
-1
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 8 3 10 4 1 5 1 6 1 7 1 8 1
0 -1 2 3
0 -1 1 34
0 -1 0 30
0 -1 4 2
0 -12 2 8
0 7 0 193
0 18 5 1
0 1 43 3
0 1 13 4
0 1 10 5
0 1 8 4
0 1 6 2
0 2 6 40
0 2 0 1
-1
Name <FUNGAL SPHERE>
SDL_SPRITE <monster_fungus3.png>
SDL_COLORS <199 188 162 135 141 101 234 180 0>
roguechar <'>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
ELEMENT <I Prefab>
HOME <ZONE_1>
TEAMDATA <sd enemy>
Z
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 4 0
Stats
0 2 0 1
-1
name <Maw>
type <BRUTAL>
Z
-1
-1
0 4 2 3 0
Stats 1 4 4 3
0 2 0 1
-1
name <Toxic Dart>
caliber <FUNGUS TOXIC DART>
Z
-1
0 5 2 3 0
Stats 7 80
0 2 0 1
-1
type <POISON SWARM>
caliber <FUNGUS TOXIC DART>
Z
-1
-1
-1
0 6 3 8 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 8 3 10 4 1 5 1 6 1 7 1 8 1
0 -1 2 7
0 -1 1 30
0 -1 0 33
0 -1 4 2
0 -12 2 8
0 7 0 192
0 18 5 1
0 1 43 3
0 1 13 4
0 1 10 5
0 1 8 4
0 1 6 2
0 2 6 40
0 2 0 1
-1
Name <FUNGAL SPHERE>
SDL_SPRITE <monster_fungus3.png>
SDL_COLORS <199 188 162 135 141 101 234 180 0>
roguechar <'>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
ELEMENT <I Prefab>
HOME <ZONE_1>
TEAMDATA <sd enemy>
Z
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 4 0
Stats
0 2 0 1
-1
name <Maw>
type <BRUTAL>
Z
-1
-1
0 4 2 3 0
Stats 1 4 4 3
0 2 0 1
-1
name <Toxic Dart>
caliber <FUNGUS TOXIC DART>
Z
-1
0 5 2 3 0
Stats 7 80
0 2 0 1
-1
type <POISON SWARM>
caliber <FUNGUS TOXIC DART>
Z
-1
-1
-1
0 6 3 8 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 8 3 10 4 1 5 1 6 1 7 1 8 1
0 -1 2 5
0 -1 4 2
0 -1 1 33
0 -1 0 30
0 -12 2 8
0 7 0 191
0 18 5 1
0 1 43 3
0 1 13 4
0 1 10 5
0 1 8 4
0 1 6 2
0 2 6 40
0 2 0 1
-1
Name <FUNGAL SPHERE>
SDL_SPRITE <monster_fungus3.png>
SDL_COLORS <199 188 162 135 141 101 234 180 0>
roguechar <'>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
ELEMENT <I Prefab>
TEAMDATA <sd enemy>
Z
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 4 0
Stats
0 2 0 1
-1
name <Maw>
type <BRUTAL>
Z
-1
-1
0 4 2 3 0
Stats 1 4 4 3
0 2 0 1
-1
name <Toxic Dart>
caliber <FUNGUS TOXIC DART>
Z
-1
0 5 2 3 0
Stats 7 80
0 2 0 1
-1
type <POISON SWARM>
caliber <FUNGUS TOXIC DART>
Z
-1
-1
-1
0 6 3 8 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
-1
0 15 1 5 0
Stats
0 -1 2 2
0 -1 1 4
0 -1 0 26
0 -8 2 1
0 -12 2 8
0 7 0 194
-1
ROGUECHAR <+>
NAME <Door>
use <if= V1 0 else GoUsed ifYesNo 101 102 103 else GoRefuse Print 104 SetStat
STAT_Pass 0 Transform 1 V= 1 1>
GoRefuse <Print 105>
GoUsed <Print 106>
NPCOpenDoor < >
Msg101 <[DEFENSE ROBOT RECHARGE STATION] Lift bar to activate defense robot.>
Msg102 <Lift the bar.>
Msg103 <Leave it alone.>
Msg104 <You activate the defense robot.>
Msg105 <You leave the defense robot in the recharge station.>
Msg106 <You have already activated the defense robot.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 4 0 0
Stats 4 179
0 -1 1 18
0 -1 0 11
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 4 0 0
Stats 4 178
0 7 10 821291
0 -1 1 23
0 -1 0 23
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 5 0 0
Stats 4 176
0 7 10 822676
0 -1 1 4
0 -1 0 32
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 18
0 -1 0 14
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 21
0 -1 0 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 -1 1 11
0 -1 0 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 14
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 8
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 362478
0 -1 1 7
0 -1 0 32
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 4
0 -1 0 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 25
0 -1 0 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 -1 1 25
0 -1 0 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 363091
0 -1 1 18
0 -1 0 28
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 15
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 7 10 362644
0 -1 1 11
0 -1 0 29
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 362518
0 -1 1 8
0 -1 0 32
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 32
0 -1 0 29
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 22
0 -1 0 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 31
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 2 3 5 4 5
0 -1 2 3
-1
name <UZONE_1>
Z
-1
-1
0 -3 178 0 0
Stats 1 -24 2 35 3 35
0 7 10 821292
0 21 1 821291
0 -12 2 8
0 -12 4 5
0 -12 1 39
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <the S.S. Chored, L3
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Chored>
ENTRANCE <*GoDown>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Z
0 2 0 0 0
Stats 1 9 2 13 3 13 4 10 5 1 6 1 7 1 8 1
0 -1 2 6
0 -1 1 17
0 -1 0 4
0 -1 4 2
0 2 0 1
0 2 6 52
0 1 8 7
0 1 10 5
0 1 12 5
0 1 18 5
0 18 5 1
-1
Name <FUNGAL HUNTER>
SDL_SPRITE <monster_fungus1.png>
SDL_COLORS <199 188 162 135 141 101 250 50 150>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 5 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 -3 1 821830
0 2 0 1
-1
name <Claw>
type <Brutal>
Z
-1
-1
-1
0 1 3 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <Brutal>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 13 3 13 4 10 5 1 6 1 7 1 8 1
0 -1 2 2
0 -1 1 6
0 -1 0 20
0 -1 4 2
0 2 0 1
0 2 6 52
0 1 8 7
0 1 10 5
0 1 12 5
0 1 18 5
0 18 5 1
-1
Name <FUNGAL HUNTER>
SDL_SPRITE <monster_fungus1.png>
SDL_COLORS <199 188 162 135 141 101 250 50 150>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 5 0
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0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
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0 2 0 1
-1
Z
-1
0 4 0 5 0
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0 2 0 1
-1
name <Claw>
type <Brutal>
Z
-1
-1
-1
0 1 3 5 0
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0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 2 0 1
-1
name <Claw>
type <Brutal>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 13 3 13 4 10 5 1 6 1 7 1 8 1
0 -1 2 6
0 4 108 36
0 4 126 2
0 4 0 384
0 4 110 35
0 -1 1 19
0 -1 0 4
0 -1 4 2
0 2 0 1
0 2 6 52
0 1 8 7
0 1 10 5
0 1 12 5
0 1 18 5
0 18 5 1
-1
Name <FUNGAL HUNTER>
SDL_SPRITE <monster_fungus1.png>
SDL_COLORS <199 188 162 135 141 101 250 50 150>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 5 0
Stats 1 4
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 -3 1 822065
0 2 0 1
-1
name <Claw>
type <Brutal>
Z
-1
-1
-1
0 1 3 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 5 0
Stats
0 -3 1 821814
0 2 0 1
-1
name <Claw>
type <Brutal>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 -3 1 821782
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 5 0
Stats 1 3
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 2 3 13 4 2 5 1 6 1 7 1 8 1
0 -1 2 1
0 -1 1 13
0 -1 0 18
0 -1 4 2
0 2 0 1
0 2 6 30
0 1 8 3
0 1 10 3
0 1 43 3
0 18 5 1
-1
Name <SILVER SHIL>
SDL_SPRITE <monster_shil.png>
SDL_COLORS <199 188 162 0 0 0 244 216 28>
roguechar <S>
type <fungus ruin derelict>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Touch>
type <SICKNESS>
Z
-1
-1
0 6 3 7 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
-1
0 15 5 0 0
Stats 4 177
0 7 10 822228
0 -1 1 11
0 -1 0 4
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 377111
0 -1 1 29
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 376187
0 -1 1 29
0 -1 0 18
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 378114
0 -1 1 28
0 -1 0 32
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 377907
0 -1 1 22
0 -1 0 32
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 377707
0 -1 1 8
0 -1 0 32
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 1 11
0 -1 0 7
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 363615
0 -1 1 14
0 -1 0 4
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 377071
0 -1 1 28
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 365243
0 -1 1 15
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 7 10 376394
0 -1 1 28
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 11
0 -1 0 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 4
0 -1 0 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 7 10 365055
0 -1 1 14
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 34
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 9 3 5 4 5
0 -1 2 3
-1
name <UZONE_1>
Z
-1
-1
-1
0 -3 179 0 0
Stats 1 -24 2 35 3 35
0 7 7 1
0 -12 2 8
0 -12 4 5
0 -12 1 39
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <the S.S. Chored, L3a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Chored>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 33
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 177
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 180 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 39
0 -12 4 5
0 -12 2 8
0 7 7 1
-1
name <the S.S. Chored, L4a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Chored>
ENTRANCE <*GoDown>
CONTENT <SOME 1 30 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 35
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 179
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 175 0 0
Stats 1 -24 2 28 3 28
0 -12 2 8
0 -12 4 2
0 -12 1 35
0 -12 6 177
0 7 16 2
-1
NAME <Chako's Hideout>
requires <*HideOut -&BoxMap>
type <Private Complex>
special <NOEXIT>
content <Fill Sub *HIDEOUT_X na>
Start <Print 1>
Msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Chako>
Surrender177 <Forcechat 177>
Faint177 <if= QuestStatus 8 2 ifNPCOK 36 else GoEndQuest L= 11 1>
GoEndQuest <SetQuestStatus 8 -2>
end <if= QuestStatus 8 2 if= L11 0 ifNPCOK 177 DeleteNPC 177 L= 11 -1>
Z
0 2 0 0 0
Stats 1 13 2 12 3 12 4 15 5 14 6 17 7 15 8 14
0 -1 4 3
0 -12 3 2
0 -12 2 8
0 5 0 177
0 1 43 8
0 1 33 8
0 1 32 8
0 1 27 8
0 1 25 8
0 1 17 8
0 1 11 8
0 1 10 8
0 1 9 8
0 1 8 8
0 1 7 8
0 1 6 8
0 1 5 8
0 1 4 9
0 1 3 8
0 1 2 8
0 1 1 8
0 3 -3 -70
0 3 3 1
0 2 0 1
0 16 5 1
0 16 6 1
0 3 0 1
0 3 1 10
0 3 -7 55
0 3 -5 -31
0 3 -6 35
0 5 11 4
0 5 12 3
-1
job_desig <THIEF>
JOB <SPY>
NAME <Chako>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#...........>
Z
-1
0 15 5 0 0
Stats 4 180
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -5 177 0 0
Stats
0 -12 3 2
0 -12 2 8
-1
Special <UNLISTED>
greeting <if= QuestStatus 8 2 else GoChat if= SceneVar 175 12 1 else GoCheckOffer
NewChat Say 12 AddChat 8>
GoCheckOffer <if= SceneVar 175 11 -2 else GoCheckSurrender NewChat Say 9 AddChat 6
AddChat 7>
GoCheckSurrender <ifChatNPCSurrendered else GoBeginFight ifFactionAlly NPCFac 36
else GoMaybeDeal EndChat Say 2 AddChat 1>
GoMaybeDeal <EndChat Say 2 AddChat 1 AddChat 2>
GoChat <NewChat SayAnything>
GoBeginFight <SoloAttack 177 Goto GoThreat>
*GoThreat <*IntruderGreeting&Arrest GoDie>
GoDie <EndChat Say 1>
result1 <EndChat Say 3 FreezeNPC 177 PCEnemy 177 SceneVar= 175 11 1 Print 4 QMemo
8 5 XPV 100>
result2 <NewChat Say 6 UnSurrender 177 SetNPCTeam 177 2 SceneVar= 175 11 -2 QMemo
8 7 AddChat 3 AddChat 4 AddChat 5>
result3 <NewChat Say 8>
result4 <PCFriend 177 Goto result3>
result5 <ifChatNPCSexy else result3 ifFlirtation SkillTar 35 else result3 PCLover
177 Goto result3>
result6 <EndChat Say 10 AddHeroic -5 SoloAttack 177 SceneVar= 175 11 0>
result7 <NewChat Say 11>
result8 <Goto .5_GoInit>
Msg1 <You made a big mistake in seeking me out. I've studied thirty two varieties
of martial arts... Killing you will be no problem.>
Msg2 <I am defeated... Do with me what you want with me, but I'll reveal nothing.>
Msg3 <As you wish. Don't think you've seen the last of me.>
Msg4 <You capture Chako.>
Msg5 <You should go tell Adrianna that Chako has been captured.>
Msg6 <You're letting me go!? But why would you want to do that?>
Msg7 <You agreed to tell Adrianna that Chako died, thereby saving \OPR 177 from
\OPR 36 .>
Msg8 <I don't know whether you are crazy or simply a fool, but I won't refuse any
help. Go back to Adrianna and tell \OPR 36 that I've been killed. It's important
that \SPR 36 suspect nothing.>
Msg9 <Have you spoken with Adrianna already?>
Msg10 <You liar! I should have known better than to trust someone from \SCENE
PCHomeTown ...>
Msg11 <Be very careful, a single mistake could mean the death of us both.>
Msg12 <Do you come bearing any good news?>
Prompt1 <I'm bringing you back to Adrianna.>
Prompt2 <I want to help you, not capture you.>
Prompt3 <I'm no fan of Adrianna.>
Prompt4 <I'm an enemy of Adrianna myself.>
CPrompt4 <ifNPCArchEnemy 36 Accept>
Prompt5 <No reason. I just like you.>
Prompt6 <I've decided I should kill you after all.>
Prompt7 <No, not yet.>
Prompt8 <Adrianna thinks you're dead.>
.5_GoInit <NewChat Say 501 CashPrize Reward 39 200 SetQuestStatus 8 -1>
Msg501 <Adrianna has been defeated! Here's a reward for your help.>
requires <*IntruderGreeting>
GoThreat <if= V1501 0 else GoDie V= 1501 1 NewChat Say 1501 AddChat 1501>
result1501 <Goto GoDie>
Msg1501 <This is a private place. You shouldn't be here.>
Prompt1501 <I'm not too concerned about that.>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <............2............>
special <SHAREDPALETTE>
Z
-1
0 15 6 0 0
Stats 4 175
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 175>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 180
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 1 16 2 16 3 12 4 12
0 -1 2 3
-1
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 16 3 5 4 5
0 -1 2 1
-1
name <UZONE_3>
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 30 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 23 2 2 3 5 4 5
0 -1 2 1
-1
name <ZONE_2>
MINIMAP <......#1#..#2#..###......>
SPECIAL < >
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 -1
0 -1 1 1
-1
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 23 2 9 3 5 4 5
0 -1 2 2
-1
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 16 2 16 3 5 4 5
0 -1 2 1
-1
name <ZONE_1>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 9 3 5 4 26
0 -1 2 1
-1
name <ZONE_1>
MINIMAP <......###..#1=..###......>
SPECIAL < >
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_1>
MINIMAP <............1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 19 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_2>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <.#...+#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <.#...=#.............&---&>
Z
-1
-1
0 -5 374 0 0
Stats
0 7 10 981853
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_SHUTTLE GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Easygoing>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <AddEasygoing -d4 ifG Flirtation 5 else .1_GoFail ifG React 0 else
.1_GoFail AddReact 10 SkillXP 27 100 NewChat Say 103 AddChat 104>
.1_GoFail <NewChat AddReact -5 Say 102 AddChat 103 PCMoraleDmg 10 ifG PCRenown 0
AddRenown -1>
result103 <Goto GoShop>
result104 <Goto GoShop>
Msg101 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg101_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Cut the lines, creep. I'm not interested.>
Msg102_1 <Don't even think about it. You are so not my type.>
Msg103 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg103_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt101 <Nice to meet you.>
Prompt101_1 <I'm glad to meet you.>
Prompt101_2 <It's nice to meet you.>
Prompt102 <What's a beautiful person like you doing here?>
CPrompt102 <ifNPCSexy ChatNPCID Accept>
Prompt102_1 <It's a great pleasure to meet someone so attractive.>
Prompt102_2 <And it's VERY nice to meet you!>
Prompt103 <I see...>
Prompt103_1 <Ah...>
Prompt104 <I look forward to it.>
Prompt104_1 <I'd like that a lot.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
Keywords <SHUTTLE>
result201 <EndChat Say 202 SHUTTLE Goto GoBye>
result202 <Goto GoBye>
result203 <EndChat Say 203 EXPRESSDELIVERY Goto GoBye>
Msg201 <We offer shuttle service to all nearby cities.>
Msg202 <Transportation for your mecha and pets is included in the ticket price.>
Msg203 <Certainly. What is it that you need shipped?>
Prompt201 <I'd like a ticket, please.>
Prompt202 <Thanks, but I don't want to go anywhere.>
Prompt203 <I need some things delivered from another city.>
GoBye <EndChat Say 301>
msg301 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
0 -5 375 0 0
Stats
0 7 10 859831
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
Keywords <FOOD RESTAURANT>
result201 <NewChat ifG PC$ 149 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -150 PCMoraleDmg -8>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
result202 <Goto GoBye>
Msg201 <This is \ChatNPC 's Bistro. We offer finely prepared tubesteak in beef,
turkey, salmon, and banana flavors. The price is $150 per entree.>
Msg202 <Please enjoy your meal.>
Msg203 <Sorry, this restaurant is for paying customers only. Come back when you
have some cash.>
Msg204 <We don't do delivery. Why don't you come over here where you can sit and
enjoy your meal?>
Prompt201 <I'll take a steak, please.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <Maybe some other time.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 376 0 0
Stats
0 7 10 837300
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Cheerful>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON CLOTHING ARMOR FOOD TOOL COMMUNICATIONS>
KEYWORDS <WEAPON CLOTHING ARMOR FOOD TOOL COMMUNICATIONS>
Msg201 <I've spoken to a lot of cavaliers, and no matter what their specialty
there's a couple of things that everyone needs. That's what I have in my store.>
Msg202 <Here's my complete inventory. Take a nice long look through it all, and
ask me if you have any problems.>
Prompt201 <I could use some new gear.>
Prompt202 <I don't need anything right now.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <It was a real pleasure seeing you!>
msg302 <Good-bye.>
Z
-1
-1
0 -5 377 0 0
Stats
0 7 10 873610
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Spiritual>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <May the great spirit guide your path.>
Z
-1
-1
-1
-1
0 -3 12 3 0
Stats 1 -7 2 30 3 10
0 5 2 1
0 2 5 -5
0 -1 1 4
0 -1 0 7
0 21 1 1010646
0 7 10 1010647
0 0 1 1
0 7 29 3
-1
name <Athera Spinner>
world <L5 Region>
desc <Athera Spinner is the cultural center of the L5 region.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown safe culture>
personatype <city spinner>
habitat <SPACE.URBAN>
entrance <*COLONY-1>
factions <MAQUI SILKN PRIVA MUGLE L5LAW>
Quest1 <*:LocalQuest>
Quest2 <*:Concert_Venue>
desig <ATHSP>
context <SPACE>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Athera Spinner is known as "the Garden of the L5 Alliance". This is the
center of orbital art and culture.>
Msg2 <You enter Athera Spinner.>
TERRAIN <GROUND>
Z
0 15 11 0 0
Stats 4 -280 7 50 8 1
0 -1 0 9
0 -1 1 3
0 7 10 1010782
-1
ROGUECHAR <*>
name <Baazee's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 23 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -277 7 50 8 1
0 -1 0 18
0 -1 1 4
0 7 10 1010700
-1
ROGUECHAR <*>
name <Gehanhow's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 22 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -265 5 -1
0 7 10 1010700
0 -1 1 10
0 -1 0 29
-1
ROGUECHAR <*>
name <Harvi's Goal>
desig <CORE-ACTIVATABLE>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter
Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 188
0 7 10 999814
0 -12 3 2
0 -12 2 15
0 7 0 10
0 -1 0 8
0 -1 1 5
-1
ROGUECHAR <&>
name <Liandor's Construction Site>
desig <ENTRANCE 188>
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 187
0 -12 3 4
0 -12 2 12
0 7 0 7
0 -1 0 21
0 -1 1 5
-1
ROGUECHAR <&>
name <Cynseo's Nightclub>
desig <ENTRANCE 187>
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 21
0 -1 0 24
0 -1 1 5
-1
ROGUECHAR <&>
NAME <MUGL Media Center>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 19
0 19 1 9
0 -1 0 9
0 -1 1 6
0 7 10 1008058
-1
roguechar <P>
NAME <Athera Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 1 4 16
0 7 10 1010786
0 19 1 20
0 -1 0 8
0 -1 1 4
-1
roguechar <%>
NAME <Athera Garden>
requires <*PARK>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 15
0 19 1 11
0 -1 0 28
0 -1 1 6
-1
roguechar <G>
NAME <Athera Mecha Center>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 14
0 19 1 10
0 -1 0 8
0 -1 1 6
0 7 10 998529
-1
roguechar <H>
NAME <Athera Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 13
0 19 1 12
0 -1 0 1
0 -1 1 5
0 7 10 1007209
-1
roguechar <S>
NAME <The Atrium>
requires <*DEPARTMENTSTORE>
Z
-1
-1
-1
0 -3 13 0 0
Stats 1 -1 2 35 3 17
0 7 16 6
0 21 1 1007209
0 -15 12 1
0 7 10 1007519
0 0 1801 11
-1
name <The Atrium>
type <building mall public legit>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
START <V= 1801 T2 Goto START_1>
Msg1 <You enter the Atrium.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content6 <Some 1 100 Sub *ATHSP_TA_MusicShop na>
Content9 <Fill Sub *SHOP_RANDOM>
end <if= QuestStatus 11 3 else na ifNPCDead 180 else na SetQuestStatus 11 -2 Goto
na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
HOME_6 <ZONE_6>
HOME_7 <ZONE_6>
HOME_8 <ZONE_8>
HOME_9 <ZONE_9>
HOME_10 <ZONE_9>
HOME_11 <ZONE_9>
HOME_12 <ZONE_12>
HOME_13 <ZONE_12>
HOME_14 <ZONE_12>
HOME_15 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .18_GoNotSafe if# V1802 -1 else .18_LastHit ifG v1801 T2
else .18_GoWarn Goto .18_GoAttack>
.18_GoNotSafe <V= 1802 -1>
.18_LastHit <V= 1802 0>
.18_GoWarn <if= v1802 0 else .18_GoAttack V= 1802 1 Print 1801>
.18_GoAttack <Print 1802 Alarm TeamAttack GuardTeam>
Msg1801 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1802 <ALERT: You are not permitted to fire weapons here.>
HOME_16 <Foyer>
HOME_17 <Foyer>
HOME_18 <Foyer>
Z
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 6
0 7 0 270
0 -8 2 5
0 -1 0 28
0 -1 1 2
0 -1 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <F>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 2
0 7 0 269
0 -8 2 4
0 -1 0 27
0 -1 1 2
0 -1 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <F>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 268
0 -8 2 3
0 -1 0 26
0 -1 1 2
0 -1 2 2
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <U>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 267
0 -8 2 2
0 -1 0 25
0 -1 1 2
0 -1 2 2
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <T>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 1
0 13 0 3
0 7 0 266
0 -8 2 1
0 -1 0 24
0 -1 1 2
0 -1 2 1
-1
name <Vending Machine>
Desig <VENDING-1>
roguechar <S>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 11 2 12 3 10 4 9 5 11 6 17 7 10 8 18
0 1 35 14
0 1 28 14
0 1 27 14
0 1 26 14
0 1 21 14
0 1 19 14
0 3 -6 100
0 2 0 1
0 3 3 1
0 3 1 5
0 3 -2 50
0 3 -3 50
0 3 -4 50
0 3 0 1
0 1 30 14
0 1 43 14
0 5 11 5
0 1 5 15
0 5 12 7
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 5 0 465
0 -8 2 1
0 -1 4 2
0 -1 0 21
0 -1 1 4
0 -1 2 6
-1
job_desig <MEDIA>
JOB <SINGER>
name <Artemis>
SDL_PORTRAIT <por_f_artemis(-C-).png>
SDL_COLORS <168 153 230 255 212 195 112 28 28>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 2 1 -10
0 2 5 10
0 7 27 1
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 13 0 10 0
Stats
0 -6 2 3
0 7 0 265
0 -8 2 5
0 -1 0 24
0 -1 1 16
0 -1 2 7
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <A>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 264
0 -8 2 4
0 -1 0 25
0 -1 1 16
0 -1 2 6
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <R>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 263
0 -8 2 3
0 -1 0 26
0 -1 1 16
0 -1 2 6
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <M>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 262
0 -8 2 2
0 -1 0 27
0 -1 1 16
0 -1 2 6
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <O>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 1
0 7 0 261
0 -8 2 1
0 -1 0 28
0 -1 1 16
0 -1 2 5
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <R>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 11
0 -6 2 3
0 7 0 260
0 -8 2 5
0 -1 0 16
0 -1 1 2
0 -1 2 3
-1
name <Ammo Crate>
desig <CRATE-AMMO>
SDL_SPRITE <tex_crate.png>
ELEMENT <I Prefab>
roguechar <!>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 1
0 7 0 259
0 -8 2 4
0 -1 0 15
0 -1 1 2
0 -1 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 3
0 7 0 258
0 -8 2 3
0 -1 0 14
0 -1 1 2
0 -1 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-3>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <N>
Z
-1
-1
0 13 0 5 0
Stats 5 11
0 -6 2 2
0 7 0 257
0 -8 2 2
0 -1 0 13
0 -1 1 2
0 -1 2 2
-1
name <Ammo Crate>
desig <CRATE-AMMO>
SDL_SPRITE <tex_crate.png>
ELEMENT <I Prefab>
roguechar <U>
Z
-1
-1
0 13 0 5 0
Stats 5 3
0 -6 2 2
0 7 0 256
0 -8 2 1
0 -1 0 12
0 -1 1 2
0 -1 2 2
-1
name <Alarmist Scope (Game)>
desig <VIDEOGAME-1>
sdl_sprite <tex_electronics.png>
&Skill <1>
roguechar <G>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <This is a fairly standard shooting game. Defeat the androids while
protecting the civilians.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <This is a fairly standard shooting game. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You destroy the master computer program and win the game! Congratulations.>
Msg7 < You make it to the last level, but then die.>
Msg8 <You finish stage one, but don't do well on stage two.>
Msg9 <You are blasted by a meatmaker on the last level of stage one.>
Msg10 <You don't get past level one.>
Msg11 <You accidentally shoot your partner before the mission even begins.>
Msg12 <You play the game.>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 13 0 2
0 7 0 255
0 -8 2 2
0 -1 0 18
0 -1 1 16
0 -1 2 6
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 9 2 7 3 10 4 8 5 14 6 12 7 8 8 12
0 2 0 1
0 1 19 5
0 1 27 5
0 3 0 1
0 3 -4 28
0 3 -1 -19
0 5 0 462
0 -8 2 1
0 -1 4 2
0 -1 0 19
0 -1 1 16
0 -1 2 6
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Uners Niken>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 6
0 7 0 254
0 -8 2 5
0 -1 0 34
0 -1 1 2
0 -1 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <F>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 2
0 7 0 253
0 -8 2 4
0 -1 0 33
0 -1 1 2
0 -1 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <F>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 252
0 -8 2 3
0 -1 0 32
0 -1 1 2
0 -1 2 2
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <U>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 251
0 -8 2 2
0 -1 0 31
0 -1 1 2
0 -1 2 2
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <T>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 1
0 13 0 3
0 7 0 250
0 -8 2 1
0 -1 0 30
0 -1 1 2
0 -1 2 1
-1
name <Vending Machine>
Desig <VENDING-1>
roguechar <S>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 10 2 10 3 9 4 10 5 14 6 11 7 11 8 11
0 -1 4 2
0 -12 3 3
0 -12 2 11
0 -8 2 1
0 5 0 180
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 3 -4 22
0 3 -3 50
0 3 1 19
0 3 -5 46
0 -1 0 12
0 -1 1 14
0 -1 2 6
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Fasitken>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 15 3 14 4 13 5 9 6 13 7 11 8 12
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 76
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 12
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 11 11
0 1 12 11
0 1 13 11
0 1 18 11
0 1 26 11
0 1 33 11
0 3 1 1
0 3 -3 -37
0 3 -6 71
0 5 11 5
0 5 12 3
0 5 0 471
0 -1 0 10
0 -1 1 14
0 -1 4 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Kepga>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 2 1 -3
0 2 5 5
0 7 27 1
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 8 0
Stats 2 2 3 4
0 2 1 -5
0 2 5 5
0 7 27 1
-1
Name <Katana>
desc <A long sword emphasising sharpness, based on the ancient PreZero Japanese
design.>
category <WEAPON MELEE NINJA>
factions <GENERAL>
SDL_PORTRAIT <item_katana.png>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 15 3 13 4 11 5 8 6 14 7 10 8 12
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 16
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
0 3 1 3
0 3 -5 49
0 3 -7 24
0 3 -3 21
0 3 -6 114
0 5 11 12
0 5 12 3
0 5 0 470
0 -1 0 7
0 -1 1 2
0 -1 4 3
0 -1 2 5
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Norzee>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 11 3 9 4 10 5 7 6 11 7 10 8 10
0 2 0 1
0 1 19 5
0 1 27 1
0 3 0 1
0 3 1 11
0 3 -5 33
0 3 -7 -45
0 5 0 469
0 -1 0 4
0 -1 1 5
0 -1 4 2
0 -1 2 6
-1
JOB <CITIZEN>
NAME <Jato>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 7 3 11 4 17 5 13 6 12 7 14 8 13
0 2 0 1
0 3 -3 50
0 3 -6 73
0 1 11 10
0 1 19 8
0 1 25 5
0 1 30 5
0 1 37 10
0 3 1 4
0 3 -4 35
0 3 -2 13
0 5 0 468
0 -1 0 13
0 -1 1 11
0 -1 4 2
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Starjes>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 7 3 8 4 12 5 14 6 14 7 14 8 9
0 2 0 1
0 3 -2 120
0 1 21 10
0 1 23 5
0 3 1 5
0 3 -5 -44
0 3 -6 -21
0 5 0 467
0 -1 4 2
0 -1 0 26
0 -1 1 4
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Elsep>
ELEMENT <C Prefab>
HOME <ZONE_12>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 11 3 9 4 9 5 15 6 11 7 10 8 11
0 5 2 7
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 4
0 1 23 7
0 3 1 6
0 3 -3 53
0 3 -5 25
0 5 0 466
0 -1 4 2
0 -1 0 32
0 -1 1 16
0 -1 2 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Torgerger>
ELEMENT <C Prefab>
HOME <ZONE_9>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 9 3 2 4 9 5 13 6 10 7 13 8 10
0 3 -5 14
0 5 2 13
0 2 0 1
0 3 -2 100
0 1 21 10
0 1 23 5
0 3 0 1
0 3 1 1
0 5 0 464
0 -1 4 2
0 -1 0 26
0 -1 1 13
0 -1 2 6
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Gerseojes>
ELEMENT <C Prefab>
HOME <ZONE_6>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 11 3 9 4 12 5 14 6 11 7 14 8 7
0 3 -6 50
0 2 0 1
0 3 -2 100
0 1 21 15
0 1 23 5
0 3 0 1
0 3 1 9
0 3 -3 37
0 3 -4 29
0 5 0 463
0 -1 4 2
0 -1 0 16
0 -1 1 5
0 -1 2 2
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Visag>
ELEMENT <C Prefab>
HOME <ZONE_4>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 10 3 8 4 10 5 13 6 12 7 13 8 9
0 2 0 1
0 3 -2 120
0 1 21 10
0 1 23 5
0 3 0 1
0 3 1 5
0 3 -5 28
0 3 -3 38
0 5 0 461
0 -1 4 2
0 -1 0 30
0 -1 1 5
0 -1 2 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Roito>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 10 3 13 4 19 5 16 6 12 7 12 8 12
0 -1 4 2
0 -6 255 13
0 5 0 451
0 5 12 3
0 1 42 9
0 5 11 42
0 3 -6 36
0 3 -5 10
0 3 -4 42
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 -7 50
0 3 3 1
0 1 1 8
0 1 2 8
0 1 3 8
0 1 4 8
0 1 5 8
0 1 6 8
0 1 7 8
0 1 8 8
0 1 9 8
0 1 10 8
0 1 11 8
0 1 29 8
0 1 33 8
0 -1 0 21
0 -1 1 10
0 -1 2 5
-1
job_desig <POLIC>
job <Forensic Investigator>
NAME <Oater Yvia>
TEAMDATA < ally PASS>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 2 5 5
0 2 1 -4
0 7 27 1
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 15 1 5 0
Stats
0 -1 0 16
0 -1 1 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 12 5 -1
0 -1 0 1
0 -1 1 9
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 9 4 15
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -5 180 0 0
Stats
0 -12 3 3
0 -12 2 11
-1
greeting <if= QuestStatus 11 3 else GoGreet ifChatNPCInPlay else GoBusy ifG
ComTime V1 else GoDelay if= V3 1 else GoFirstTime NewChat Say 1 AddChat 1 AddChat
2 AddChat 3>
*GoGreet <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
*GoBusy <*IAmBusy&OnPhone>
GoDelay <NewChat Say 2 AddChat 4 AddChat 5>
*GoFirstTime <*SomeoneSentPCToTalk&ForJob 179 GoExplain>
GoExplain <NewChat Say 3 AddChat 6 AddChat 7 AddChat 8 V= 3 1>
GoWinMission <EndChat Say 7 QMemo 10 8 XPV 100 CashPrize Reward 30 50 AddRenown 1
SetQuestStatus 11 -1 ifG V2 95 ifG React 0 PCFriend 180>
GoLoseMission <EndChat Say 6 AddReact -d8 AddRenown -1>
Result1 <EndChat Say 4 AddChat 9>
Result2 <NewChat Say 5>
Result3 <Goto GoShop>
Result4 <Goto GoShop>
Result5 <Goto GoBye>
Result6 <Goto GoShop>
Result7 <Goto Result1>
Result8 <Goto Result2>
Result9 <V= 1 ComTime V+ 1 86400 V= 2 Concert 3 SkillTar 30 ifG V2 50 else
GoLoseMission Goto GoWinMission>
Msg1 <If you're ready now, everything's all set up for the promotion event.>
Msg2 <I'm not ready to start the next promotion. You can come back tomorrow for
that.>
Msg3 <Great! Let me tell you what I want. You just need to stand outside of my
store and sing. I've got a portable music platform that you'll be able to plug
your instruments into. If my customers increase, I'll give you a cut of the
profits.>
Msg4 <Let's get to work. Good luck out there.>
Msg5 <Okay then. Come see me when you're ready.>
Msg6 <That was terrible! I think you actually drove away some customers... Go tune
your instrument, maybe practice a little, and we can try this again tomorrow.>
Msg7 <That was fantastic! Thanks to your singing, I got a lot of new customers.
Phivos was certainly right to reccomend you for this job. Here's your pay.>
Msg8 <You helped Fasitken to increase \PPR 180 business. You should go talk to
Phivos now.>
Prompt1 <I can start right now.>
Prompt2 <I need some more time to prepare.>
Prompt3 <Right now I need a look at your store.>
Prompt4 <Actually, I'm here to shop.>
Prompt5 <I'll see you then.>
Prompt6 <Could I take a look at your wares first?>
Prompt7 <Shall we begin right away?>
Prompt8 <Give me some time to get ready.>
Prompt9 <[Begin Concert]>
requires <*SomeoneSentPCToTalk>
GoGreet <ifCHatNPCUnknown else GoShop NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto GoShop>
result1502 <NewChat AddEasygoing -d6 Say 1502 AddChat 1503 AddChat 1504>
result1503 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result1504 <AddSociable -d4 Goto GoShop>
Msg1501 <My name is \ChatNPC . Who are you?>
Msg1501_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Huh, who are you?>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <I haven't seen you here before. What's your name?>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg1501_6 <ifNPCPassionate Accept>
Msg1502 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg1502_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg1502_1 <ifNPCLawful Accept>
Msg1502_2 <You don't want to answer? What, are you a narc or something?>
CMsg1502_2 <ifNPCCriminal Accept>
Msg1502_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg1502_3 <ifNPCEasygoing Accept>
Msg1502_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg1502_4 <ifNPCMelancholy Accept>
Msg1502_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg1502_5 <ifNPCSociable Accept>
Msg1502_6 <You've got secrets? I can respect that.>
CMsg1502_6 <ifNPCShy Accept>
Msg1502_7 <What's your problem? Do you have something to hide?>
CMsg1502_7 <ifNPCPassionate Accept>
Prompt1501 <I'm \PC .>
Prompt1501_1 <My name is \PC .>
Prompt1501_2 <They call me... \PC !>
CPrompt1501_2 <ifPCPassionate Accept>
Prompt1502 <What's it to you?>
Prompt1502_1 <None of your business.>
Prompt1503 <I'm sorry, my name is \PC .>
Prompt1503_1 <Sorry, I'm a bit defensive.>
Prompt1504 <I don't give my name to just anybody.>
Prompt1504_1 <My name isn't important.>
Prompt1504_2 <Look, just forget about it.>
GoShop <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <EndChat Say 1602 shop .16_wares Goto GoBye>
result1602 <Goto GoBye>
.16_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg1601 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg1602 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt1601 <I'll see what you have.>
Prompt1602 <Thanks, but I don't need anything.>
GoBye <if= V1701 0 else .17_End ifG React 25 else .17_End V= 1701 1 NewChat Say
1702 AddChat 1701 AddChat 1702 AddChat 1703>
.17_End <EndChat Say 1701>
result1701 <EndChat AddReact d3 Say 1703>
result1702 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 1703>
result1703 <EndChat Reputation 3 -d8 Say 1704>
msg1701 <Good-bye.>
Msg1702 <One more thing before you go... Could I get your email address?>
Msg1703 <Thanks! I'll be sure to write sometime.>
Msg1704 <I understand... Well, I'll see you around.>
Prompt1701 <Sure. Here it is.>
Prompt1702 <Just don't sign me up for any spam lists, okay?>
Prompt1703 <I don't give that out to just anyone, you know.>
GoBusy <EndChat Say 1801>
Msg1801 <I'm too busy to use the phone right now.>
GoFirstTime <NewChat Say 1901 AddChat 1901>
result1901 <Goto GoExplain>
Msg1901 <Yes, may I help you?>
Prompt1901_10 <\PERSONA 179 sent me to talk.>
CPrompt1901_10 <ifNPCOK 179 Accept>
Prompt1901_20 <I was sent here to talk with you.>
CPrompt1901_20 <ifNPCDead 179 Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 12 3 5 4 5
0 -1 2 2
-1
minimap <.#...+#.......1.....&---&>
special <SHAREDPALETTE>
name <UZONE_1>
Z
-1
-1
0 -4 4 0 0
Stats
0 -1 1 1
-1
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 2 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12345...............&---&STUFF>
Z
-1
-1
0 -8 -27 0 0
Stats 1 18 2 12 3 5 4 5
0 -1 2 2
-1
name <ZONE_3>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 2 3 5 4 5
-1
name <ZONE_4>
SPECIAL < >
MINIMAP <12345...............&---&GUNS!>
Z
-1
-1
0 -8 -27 0 0
Stats 1 24 2 12 3 5 4 5
0 -1 2 2
-1
name <ZONE_6>
SPECIAL < >
MINIMAP <12345...............&---&ARMOR>
Z
-1
-1
0 -8 -27 0 0
Stats 1 18 2 2 3 5 4 5
-1
name <ZONE_8>
MINIMAP <..1.................#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 12 3 5 4 5
0 -1 2 2
-1
name <ZONE_9>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 24 2 2 3 5 4 5
-1
name <ZONE_12>
SPECIAL < >
MINIMAP <12345...............&---&STUFF>
Z
-1
-1
0 -5 461 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable ~Pragmatic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
KEYWORDS <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
Msg201 <I have a fine selection of adventuring equipment.>
Msg202 <You should be able to find anything you need. If not, we can get it in
stock later.>
Prompt201 <Let me see what you've got.>
Prompt202 <Maybe some other time.>
GoBye <if= V301 0 else .3_End ifG React 25 else .3_End V= 301 1 NewChat Say 302
AddChat 301 AddChat 302 AddChat 303>
.3_End <EndChat Say 301>
result301 <EndChat AddReact d3 Say 303>
result302 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 303>
result303 <EndChat Reputation 3 -d8 Say 304>
msg301 <Good-bye.>
Msg302 <One more thing before you go... Could I get your email address?>
Msg303 <Thanks! I'll be sure to write sometime.>
Msg304 <I understand... Well, I'll see you around.>
Prompt301 <Sure. Here it is.>
Prompt302 <Just don't sign me up for any spam lists, okay?>
Prompt303 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -5 462 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
Keywords <FOOD RESTAURANT>
result201 <NewChat ifG PC$ 149 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -150 PCMoraleDmg -8>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
result202 <Goto GoBye>
Msg201 <This is \ChatNPC 's Bistro. We offer finely prepared tubesteak in beef,
turkey, salmon, and banana flavors. The price is $150 per entree.>
Msg202 <Please enjoy your meal.>
Msg203 <Sorry, this restaurant is for paying customers only. Come back when you
have some cash.>
Msg204 <We don't do delivery. Why don't you come over here where you can sit and
enjoy your meal?>
Prompt201 <I'll take a steak, please.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <Maybe some other time.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 463 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_WEAPON GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable ~Pragmatic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON AMMO ACCESSORY>
KEYWORDS <WEAPON AMMO ACCESSORY>
Msg201 <I have the latest weapons and accessories.>
Msg202 <Take a look around. If you have any questions, I should be able to answer
them.>
Prompt201 <I'd like to see your wares.>
Prompt202 <I'm just browsing, thanks.>
GoBye <if= V301 0 else .3_End ifG React 25 else .3_End V= 301 1 NewChat Say 302
AddChat 301 AddChat 302 AddChat 303>
.3_End <EndChat Say 301>
result301 <EndChat AddReact d3 Say 303>
result302 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 303>
result303 <EndChat Reputation 3 -d8 Say 304>
msg301 <Good-bye.>
Msg302 <One more thing before you go... Could I get your email address?>
Msg303 <Thanks! I'll be sure to write sometime.>
Msg304 <I understand... Well, I'll see you around.>
Prompt301 <Sure. Here it is.>
Prompt302 <Just don't sign me up for any spam lists, okay?>
Prompt303 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -5 464 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ARMOR GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <CLOTHING ARMOR ACCESSORY>
KEYWORDS <CLOTHING ARMOR ACCESSORY>
Msg201 <This is a cavalier fashion store. We sell armor, other clothes, and
accessories.>
Msg202 <I just know you'll find something you like!>
Prompt201 <I'll take a look at what you have.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
0 -5 465 0 0
Stats
-1
*greeting <*NiceToMeetYou GoCheckOFfer>
GoCheckOffer <if= V1 0 else GoOpenStore ifChatNPCKnown else GoOpenStore ifG React
50 else GoOpenStore EndChat Say 4 AddChat 4>
GoOpenStore <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
result1 <EndChat Say 2 Shop .wares Goto result2>
.wares <INSTRUMENT ENTERTAINMENT>
*result2 <*GoodBye>
result3 <EndChat Say 3 School .skills Goto result2>
.skills <19 27 30 35 43>
result4 <NewChat Say 5 AddChat 5 AddChat 6>
result5 <NewChat Say 6 V= 1 1 History 8 AddChat 7 AddChat 8 PCFriend 465>
result6 <NewChat Say 7 V= 1 -1 History 9 AddEasygoing -d10>
result7 <Goto result1>
result8 <goto result3>
Msg1 <Athera Spinner is the place where dreams are born. I carry a selection of
instruments for aspiring musicians, and a variety of entertainment goods for those
who choose to appreciate rather than create art.>
Msg2 <Take your time looking around; you never know when you'll find that one
thing you need.>
Msg3 <Come, let's see what I may have learned that you might find useful.>
Msg4 <\PC , I'd like a word with you, if I could. I told you once that Athera
Spinner is the place where dreams are born- far too often, it is also the place
where dreams come to die. When I came here first I dreamt of becoming a star.>
Msg5 <As time went on, though, I discovered that I was happiest just running this
shop. I know that you have big dreams yourself, \PC . I could share with you some
of the things I've learned about singing and the entertainment business.>
Msg6 <That makes me glad. Shall we get started right away, or is there something
else you need?>
Msg7 <You're very confident. That can be a blessing, but sometimes also a curse.>
Msg8 <Artemis in Athera Spinner offered to teach you about performance.>
Msg9 <You refused Artemis's offer to become your teacher.>
Prompt1 <Let me see what you have.>
Prompt2 <Sorry, but I don't need anything here.>
Prompt3 <I'd like to train.>
CPrompt3 <if= V1 1 Accept>
Prompt4 <[Continue]>
Prompt5 <I'd like that.>
Prompt6 <There's nothing you could teach me.>
Prompt7 <Actually, I want to buy something.>
Prompt8 <Okay, let's do that.>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoCheckOFfer NewChat Say 101 AddChat 101>
result101 <Goto GoCheckOFfer>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
result2 <EndChat Say 201>
msg201 <Fair winds.>
Z
-1
-1
0 -5 466 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Mechanic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Keep the parts oiled and you won't have any trouble with it.>
Z
-1
-1
0 -5 467 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA SPACE FOOD>
KEYWORDS <MECHA SPACE FOOD>
Msg201 <I stock a variety of exploration goods- rations, space gear, and even
mecha.>
Msg202 <In space, having the right equipment can mean the difference between life
and death.>
Prompt201 <I'd like to see what you have.>
Prompt202 <Sorry, I don't need anything.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 468 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Mall>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d3 Goto GoMiscTalk>
result102 <AddSociable -d3 Goto GoMiscTalk>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoMiscTalk <NewChat Say 201>
Msg201 <So, what are you hoping to buy?>
Msg201_7 <There are so many great deals here!>
Msg201_1 <I really love to shop. In addition to the walking exercise, I also get
to meet all kinds of people!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <This place is crowded, but you can't beat the value!>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <I should really be working right now, but I'd rather be shopping.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Shopping is a passion. I could do this all day, every day.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <It's fun looking in all the stores, even though I don't have the money
to buy anything.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Everything here is so overpriced...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 14 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
0 21 1 998529
0 -15 12 1
0 7 10 999223
0 0 701 3
-1
name <Athera Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
START <V= 701 T2 Goto START_1>
Msg1 <You enter Athera Hospital.>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
end <if= QuestStatus 13 5 else na ifNPCDead 182 else na SetQuestStatus 13 -2 Goto
na>
HOME <UZONE_1>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
START_1 <Print 1>
PCAttack <ifSafeArea else .7_GoNotSafe if# V702 -1 else .7_LastHit ifG v701 T2
else .7_GoWarn Goto .7_GoAttack>
.7_GoNotSafe <V= 702 -1>
.7_LastHit <V= 702 0>
.7_GoWarn <if= v702 0 else .7_GoAttack V= 702 1 Print 701>
.7_GoAttack <Print 702 Alarm TeamAttack GuardTeam>
Msg701 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg702 <ALERT: You are not permitted to fire weapons here.>
HOME_5 <ZONE_3>
HOME_6 <UZONE_1>
Z
0 2 0 0 0
Stats 1 7 2 10 3 7 4 8 5 15 6 9 7 11 8 15
0 -1 4 2
0 -12 3 5
0 -12 2 13
0 5 0 182
0 1 20 5
0 1 19 5
0 3 -5 50
0 3 -1 50
0 2 0 1
0 3 1 -3
0 3 -7 -15
0 -1 0 11
0 -1 1 2
0 5 1 999917
0 5 8 2
0 -1 2 5
-1
job_desig <MEDIC>
JOB <NURSE>
NAME <Monor>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 3 3 7 4 13 5 17 6 17 7 16 8 11
0 -1 2 2
0 2 0 1
0 3 -1 50
0 1 16 10
0 1 20 10
0 1 21 5
0 3 1 9
0 3 -5 -23
0 3 -6 17
0 5 0 399
0 -1 4 2
0 -1 0 10
0 -1 1 5
0 5 3 1622293668
0 5 4 79230
0 5 1 999899
0 5 8 2
-1
job_desig <MEDIC>
JOB <DOCTOR>
NAME <Seoub>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 10 4 13 5 14 6 13 7 19 8 11
0 -1 2 6
0 2 0 1
0 3 -7 32
0 1 16 5
0 1 20 10
0 1 21 5
0 1 24 10
0 3 0 1
0 3 1 4
0 3 -5 -47
0 5 0 400
0 -1 4 2
0 -1 0 18
0 -1 1 3
0 5 3 1008847290
0 5 4 29736
0 5 1 547513
0 5 8 1
-1
job_desig <MEDIC>
JOB <CYBERDOC>
NAME <Terek>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 15 0
Stats 5 13
0 -6 2 2
0 7 0 201
0 -8 2 1
0 -1 0 9
0 -1 1 2
0 -1 2 2
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -6 2 2
0 7 0 202
0 -8 2 2
0 -1 0 10
0 -1 1 2
0 -1 2 2
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 7 0 203
0 -8 2 1
0 -1 0 15
0 -1 1 2
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 7 0 204
0 -8 2 2
0 -1 0 15
0 -1 1 3
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 7 0 205
0 -8 2 3
0 -1 0 15
0 -1 1 4
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 7 0 206
0 -8 2 4
0 -1 0 15
0 -1 1 5
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -6 2 4
0 7 0 207
0 -8 2 5
0 -1 0 19
0 -1 1 2
0 -1 2 4
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -6 2 4
0 7 0 208
0 -8 2 6
0 -1 0 19
0 -1 1 3
0 -1 2 4
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -6 2 4
0 7 0 209
0 -8 2 7
0 -1 0 19
0 -1 1 4
0 -1 2 4
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -6 2 4
0 7 0 210
0 -8 2 8
0 -1 0 19
0 -1 1 5
0 -1 2 4
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 0
Stats 4 12 5 -1
0 -1 0 1
0 -1 1 6
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 11
0 -1 1 6
0 7 10 545796
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 17
0 -1 1 6
0 7 10 546318
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 8
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
name <UZONE_1>
SPECIAL < >
Z
-1
-1
0 -5 182 0 0
Stats
0 -12 3 5
0 -12 2 13
0 7 10 998812
-1
greeting <if= QuestStatus 13 5 else GoGreet ifChatNPCInPlay else GoBusy ifG
ComTime V1 else GoDelay if= V3 1 else GoFirstTime NewChat Say 1 AddChat 1 AddChat
2>
*GoGreet <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
*GoBusy <*IAmBusy&OnPhone>
GoDelay <NewChat Say 2>
*GoFirstTime <*SomeoneSentPCToTalk&ForJob 179 GoExplain>
GoExplain <V= 3 1 V= 4 54 NewChat Say 3 AddChat 3 AddChat 4 AddChat 5>
GoWinMission <EndChat Say 4 QMemo 10 5 XPV 100 AddRenown 1 SetQuestStatus 13 -1
ifG V2 75 AddHeroic 1>
GoLoseMission <EndChat Say 6 AddReact -d8 AddRenown -1>
Result1 <EndChat Say 7 AddChat 6>
Result2 <NewChat Say 8>
Result3 <AddReact d10 NewChat Say 9 AddChat 1 AddChat 2>
Result4 <AddCheerful -d6 NewChat Say 10 AddChat 1 AddChat 2>
Result5 <Cash+ -10000 V+ 4 -d20 AddReact 10 NewChat Say 11 AddChat 1 AddChat 2>
Result6 <V= 1 ComTime V+ 1 86400 V= 2 Concert d6 SkillTar V4 ifG V2 50 else
GoLoseMission Goto GoWinMission>
Msg1 <Oh, \PC , I was waiting for you. Are you ready to start the show?>
Msg2 <We'll hold another show tomorrow. You can come back then.>
Msg3 <Thank you so much for coming. We need to raise some money for the children's
wing of the hospital, and it was decided that a charity concert would be a good
way to do that. Of course we can't afford to pay you for your services.>
Msg4 <We made enough money to pay for the new facilities we need. Thank you so
much!>
Msg5 <You helped Monor to raise money for \SCENE 14 . You should go talk to Phivos
now.>
Msg6 <Stop, stop! You're frightening the children! I'm afraid that we didn't raise
very much money at all... We'll have to hold another show tomorrow.>
Msg7 <Please do your best. Remember that the children are depending on you!>
Msg8 <I see. If you're feeling ill, you should check with one of our doctors.>
Msg9 <That's good to know. Shall we begin the performance now?>
Msg10 <Phivos told me you'd probably say that. Shall we begin the performance
right now or wait for later?>
Msg11 <Oh, you're so generous! Thank you! I'll add this money to the charity fund
right away. Now, shall we begin the performance or wait until later?>
Prompt1 <I'm ready.>
Prompt2 <This isn't a good time for me.>
Prompt3 <I'm just glad to help.>
Prompt4 <I don't really like that bit...>
Prompt5 <Can I donate some money myself? [Give $10000]>
CPrompt5 <ifPCHeroic ifG PC$ 9999 Accept>
Prompt6 <[Begin Concert]>
requires <*SomeoneSentPCToTalk>
GoGreet <ifCHatNPCUnknown else GoChat NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <AddSociable d4 Goto GoChat>
result1502 <NewChat Say 1502 AddChat 1503 AddChat 1504>
result1503 <AddPragmatic d8 Goto GoChat>
result1504 <AddPragmatic -d12 Goto GoChat>
Msg1501 <Hello, my name is \ChatNPC . You look very familiar... Do we know each
other?>
Msg1501_1 <You look familiar... Do we know each other?>
CMsg1501_1 <ifNPCShy Accept>
Msg1501_2 <Hi, it's good to see you again! Um... we do know each other, don't we?>
CMsg1501_2 <ifNPCCheerful Accept>
Msg1502 <That's odd, I'm quite sure we've met before. Maybe we knew each other in
a past life, then...>
Msg1502_1 <In that case, it's probably just that we met in a past life.>
CMsg1502_1 <ifNPCEasygoing Accept>
Msg1502_2 <No, I'm never wrong about these things... It must be that we met in a
past life!>
CMsg1502_2 <ifNPCPassionate Accept>
Prompt1501 <It's possible.>
Prompt1501_1 <Maybe you saw me on vidnet.>
CPrompt1501_1 <ifG PCRep 6 25 Accept>
Prompt1501_2 <Maybe... I don't know.>
Prompt1502 <No, I don't think so.>
Prompt1502_1 <I'm pretty sure we don't.>
Prompt1503 <What, are you on drugs!?>
Prompt1503_1 <Look, I'm not into that hokum.>
Prompt1504 <It could be so...>
Prompt1504_1 <Yes! I feel the connection too!>
GoChat <NewChat SayAnything>
GoBusy <EndChat Say 1701>
Msg1701 <I'm too busy to use the phone right now.>
GoFirstTime <NewChat Say 1801 AddChat 1801>
result1801 <Goto GoExplain>
Msg1801 <Yes, may I help you?>
Prompt1801_10 <\PERSONA 179 sent me to talk.>
CPrompt1801_10 <ifNPCOK 179 Accept>
Prompt1801_20 <I was sent here to talk with you.>
CPrompt1801_20 <ifNPCDead 179 Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12..................#&+&#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <1...52...63...74...8#&+&#>
Z
-1
-1
0 -5 399 0 0
Stats
0 7 10 998854
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE>
Keywords <MEDICINE>
Msg201 <How are you feeling today?>
Msg202 <Hop up on the table and I'll see what's wrong with you.>
Prompt201 <I need some medical help.>
Prompt202 <I'm fine.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 400 0 0
Stats
0 7 10 546438
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Melancholy>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE CYBERWARE>
Keywords <MEDICINE CYBERWARE>
Msg201 <I offer a full range of medical and cybernetic services. Whether you are
in need of aid or augmentation I'll do my best to help.>
Msg202 <Rest assured that you will receive the best possible care here.>
Prompt201 <Let me see what you can do.>
Prompt202 <Thankfully, I don't need any of that.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <Hopefully we'll meet again...>
msg302 <Don't hurry back.>
Z
-1
-1
-1
0 -3 15 0 0
Stats 1 -1 2 19 3 19
0 7 16 3
0 21 2 3
-1
name <Athera Mecha Center>
type <building garage public>
entrance <*Garage>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Athera Mecha Center.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 1 100 Sub *MECHA_SHOP>
Content3 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content4 <Fill Sub *GARAGE_X>
Z
0 2 0 0 0
Stats 1 15 2 14 3 18 4 11 5 11 6 8 7 10 8 8
0 -1 4 2
0 5 0 452
0 5 12 1
0 5 11 1
0 3 -6 11
0 3 -4 12
0 3 -2 -41
0 3 -5 70
0 3 1 4
0 3 0 1
0 1 33 4
0 1 26 4
0 1 13 4
0 1 10 4
0 1 9 4
0 1 8 4
0 1 7 4
0 1 6 4
0 1 5 4
0 1 4 4
0 1 3 4
0 1 2 4
0 1 1 4
0 3 3 1
0 2 0 1
-1
job_desig <ADVEN>
JOB <MERCENARY>
NAME <Nomotyb>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 16 0 0
Stats 1 1 2 25 3 20
0 0 401 3
0 7 10 1012327
0 21 1 1012168
0 21 2 2
0 5 2 1
-1
name <Athera Garden>
type <public park legit meeting>
entrance <*PARK>
SPECIAL <SHOWALL >
GAPFILL <-4 -9 -4 -4>
START <V= 401 T2 Goto START_1>
Msg1 <You enter Athera Garden.>
Content <Some 5 60 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end <if= QuestStatus 14 6 else na ifNPCDead 183 else na SetQuestStatus 14 -2 Goto
na>
TERRAIN <GROUND>
HOME <Athera Garden>
HOME_1 <Athera Garden>
START_1 <Print 1>
PCAttack <ifSafeArea else .4_GoNotSafe if# V402 -1 else .4_LastHit ifG v401 T2
else .4_GoWarn Goto .4_GoAttack>
.4_GoNotSafe <V= 402 -1>
.4_LastHit <V= 402 0>
.4_GoWarn <if= v402 0 else .4_GoAttack V= 402 1 Print 401>
.4_GoAttack <Print 402 Alarm TeamAttack GuardTeam>
Msg401 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg402 <ALERT: You are not permitted to fire weapons here.>
HOME_2 <Athera Garden>
HOME_3 <Athera Garden>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -3 0 0
Stats 1 21 2 1 3 5 4 20 5 13
-1
name <UZONE_1>
Z
-1
0 -8 -3 0 0
Stats 1 21 2 7 3 5 4 5 5 6 7 13
-1
minimap <1##############2####3####>
name <UZONE_2>
Z
-1
-1
-1
0 -8 -3 0 0
Stats 1 1 2 8 3 5 4 5
-1
name <UZONE_3>
Z
-1
-1
0 -8 -3 0 0
Stats 1 1 2 10 3 20 4 2 5 6
-1
name <UZONE_4>
Z
-1
-1
0 -3 17 0 0
Stats 1 -29 2 24 3 24
0 0 1101 3
0 7 10 1011600
0 21 1 1011092
0 7 16 2
0 21 2 2
0 5 2 1
-1
name <Athera Council Office>
type <building government public legit>
special <NOEXIT>
START <V= 1101 T2 Goto START_1>
Msg1 <You enter the Athera Garden Council Office.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_2>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
HOME_6 <ZONE_6>
HOME_7 <ZONE_6>
HOME_8 <ZONE_8>
START_1 <Print 1>
PCAttack <ifSafeArea else .11_GoNotSafe if# V1102 -1 else .11_LastHit ifG v1101 T2
else .11_GoWarn Goto .11_GoAttack>
.11_GoNotSafe <V= 1102 -1>
.11_LastHit <V= 1102 0>
.11_GoWarn <if= v1102 0 else .11_GoAttack V= 1102 1 Print 1101>
.11_GoAttack <Print 1102 Alarm TeamAttack GuardTeam>
Msg1101 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1102 <ALERT: You are not permitted to fire weapons here.>
HOME_9 <ZONE_8>
HOME_10 <Foyer>
Z
0 2 0 0 0
Stats 1 6 2 9 3 13 4 15 5 16 6 12 7 14 8 14
0 -1 2 4
0 -1 1 23
0 -1 0 17
0 -1 4 2
0 -8 2 1
0 5 0 476
0 3 -5 -12
0 3 1 16
0 3 0 1
0 1 37 10
0 1 30 5
0 1 25 5
0 1 19 8
0 1 11 10
0 3 -6 50
0 3 -3 50
0 2 0 1
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Pinkun>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 11 3 13 4 17 5 8 6 10 7 10 8 10
0 -1 2 2
0 -1 1 12
0 -1 0 2
0 -1 4 3
0 -8 2 1
0 5 0 475
0 5 12 3
0 5 11 2
0 3 -6 109
0 3 -3 -23
0 3 -5 34
0 3 1 2
0 1 30 14
0 1 26 14
0 1 24 14
0 1 17 14
0 1 10 14
0 1 9 14
0 1 8 14
0 1 7 14
0 1 6 14
0 1 5 14
0 1 4 14
0 1 3 14
0 1 2 15
0 1 1 14
0 3 3 1
0 5 2 3
0 3 -1 -27
0 3 -2 50
0 2 0 1
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Joysonja>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 19 2 13 3 15 4 15 5 8 6 13 7 12 8 9
0 -1 1 15
0 -1 0 23
0 -1 4 3
0 -8 2 1
0 5 0 474
0 5 12 3
0 1 18 15
0 5 11 18
0 3 -6 107
0 3 -3 -10
0 3 1 -2
0 3 0 1
0 1 30 14
0 1 26 14
0 1 24 14
0 1 17 14
0 1 10 14
0 1 9 14
0 1 8 14
0 1 7 14
0 1 6 14
0 1 5 14
0 1 4 14
0 1 3 14
0 1 2 14
0 1 1 14
0 3 3 1
0 5 2 3
0 3 -1 100
0 3 -2 50
0 2 0 1
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Ohpinalt>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
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job_desig <MILIT>
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job_desig <MILIT>
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job_desig <POLIC>
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job_desig <POLIT>
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job_desig <POLIC>
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NAME <Right Hand>
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job_desig <MILIT>
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HOME <ZONE_8>
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Z
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Stats
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-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 13 3 14 4 15 5 8 6 11 7 10 8 10
0 -1 2 4
0 -1 1 23
0 -1 0 11
0 5 0 43
0 5 12 2
0 1 42 12
0 5 11 42
0 3 -6 65
0 3 -3 33
0 3 1 2
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 17 11
0 1 24 11
0 1 26 11
0 1 30 11
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Gunro>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 15 3 18 4 14 5 9 6 11 7 12 8 13
0 -1 1 23
0 -1 0 9
0 5 0 42
0 5 12 3
0 5 11 4
0 3 -6 99
0 3 -3 -20
0 3 1 3
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 15
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Ranpir>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 15 1 5 0
Stats
0 -1 1 19
0 -1 0 16
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 5 0 0
Stats 4 16
0 7 10 1012168
0 -1 1 11
0 -1 0 13
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 10 4 10
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
0 -8 -27 0 0
Stats 1 11 2 9
-1
minimap <......###..#1#...........>
name <UZONE_1>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 2 2 14 3 5 4 5
0 -1 2 3
-1
name <Office>
minimap <..1......................##+##>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 19 3 5 4 5
0 -1 2 2
-1
name <Garrison>
minimap <.....1..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 19 2 8 3 5 4 5
0 -1 2 1
-1
name <Garrison>
minimap <2....1..............#...#>
Z
-1
-1
0 -5 38 0 0
Stats
0 7 10 1011408
0 -12 3 2
0 -12 2 15
-1
rumor0 <Liandor's building project is not going very well.>
greeting <if= QuestStatus 15 2 else GoCheckQuest NewChat Say 3 AddChat 1 AddChat
2>
GoCheckQuest <if= QuestStatus 15 0 else GoChat Goto GoCheckEnemy>
*GoCheckEnemy <*ENEMY_CHECK GoOfferQuest ChatNPCFac GoMakeEnemy>
GoMakeEnemy <SetQuestStatus 15 -2 ifG d20 React PCEnemy 38>
*GoOfferQuest <*NiceToMeetYou GoExplainQuest>
*GoChat <*MISC_CHATTER>
GoExplainQuest <NewChat Say 1 SetQuestStatus 15 2 SetQuestStatus 16 3 QMemo 15
2>
Result1 <Goto .4_GoInit>
Result2 <NewChat Say 4 SetQuestStatus 15 -2>
Msg1 <There's been a problem at the site of our new construction project. If
anyone could find out what's going on and solve matters, I'd be willing to provide
a generous reward.>
Msg2 <Liandor in \SCENE 17 has ordered the construction of a building, but
progress has mysteriously halted.>
Msg3 <Construction still hasn't been finished on my new building.>
Msg4 <I have anticipated this possibility. It is a minor setback, but will not
affect our long term goals.>
Prompt1 <Actually, I've fixed the problem.>
CPrompt1 <if= QuestStatus 16 -1 Accept>
Prompt2 <I don't think it ever will be.>
CPrompt2 <if= QuestStatus 16 -2 Accept>
*.4_GoInit <*MissionWasSuccess&Reward .4_GoFinish ChatNPCFac na>
.4_GoFinish <CashPrize Reward 28 250 SetQuestStatus 15 -1>
requires <*MissionWasSuccess &Reward>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoOfferQuest NewChat Say 1501 Goto
GoMakeEnemy>
Msg1501 <You aren't welcome here. I suggest that you leave.>
GoOfferQuest <ifCHatNPCUnknown else GoExplainQuest NewChat Say 1601 AddChat 1601
AddChat 1602 AddChat 1603>
result1601 <Reputation 4 -d8 NewChat Say 1602 AddChat 1604>
result1602 <Reputation 3 -d8 NewChat Say 1602 AddChat 1604>
result1603 <Reputation 4 d8 NewChat Say 1602 AddChat 1604>
result1604 <Goto GoExplainQuest>
Msg1601 <I haven't seen you around before. My name's \ChatNPC . What brings you
around here?>
Msg1602 <Interesting. Well, I've got my own reasons for being here, too.>
Prompt1601 <I'm looking for adventure.>
Prompt1601_1 <I'm seeking adventure and treasure!>
Prompt1602 <That's none of your business.>
Prompt1602_1 <None of your business.>
Prompt1603 <You know, just hanging out.>
Prompt1603_1 <Not much.>
Prompt1604 <Uh-huh.>
Prompt1604_1 <Okay.>
GoChat <NewChat SayAnything>
.4_GoInit <NewChat Say 1801 Goto .4_GoFinish>
Msg1801 <The mission was a success. Here's your reward.>
Msg1801_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You did it. Here's your pay.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1801_7 <ifG 5 React Accept>
Msg1801_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1801_10 <ifFactionExists ChatNPCFac Accept>
Msg1801_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1801_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1801_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1801_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1801_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1801_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1801_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1801_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1801_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1801_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1801_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1801_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1801_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1801_20 <ifFactionExists na Accept>
Msg1801_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1801_21 <ifNPCSociable ifFactionExists na Accept>
Msg1801_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1801_22 <ifNPCShy ifFactionExists na Accept>
Msg1801_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1801_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1801_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1801_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1801_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1801_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1801_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1801_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_1>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_2>
SPECIAL < >
MINIMAP <.....1..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 19 2 14 3 5 4 5
0 -1 2 1
-1
name <ZONE_4>
SPECIAL < >
MINIMAP <.....1..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 8 3 5 4 5
0 -1 2 3
-1
name <ZONE_6>
SPECIAL < >
MINIMAP <.....1..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 19 3 5 4 5
0 -1 2 2
-1
name <ZONE_8>
MINIMAP <.....1..............##+##>
SPECIAL < >
Z
-1
-1
0 -5 472 0 0
Stats
0 0 201 1
0 7 10 1011927
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER AthSp>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Have you seen the new act at the Garden Theater? I hear it's fabulous.>
Msg201_1 <Did you hear about "Shimmer Video"? It's going to be the next big
thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <I like to sit and watch the water in the garden. It's a good place to be
alone with your thoughts.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <There are all kinds of presentations in the garden. I like the comedies
and musicals myself.>
CMsg201_3 <ifNPCCheerful Accept>
Msg201_4 <To create, you must destroy. It's impossible to be a great artist if you
haven't known true suffering.>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <You know, "Love Magnet" started right here on Athera Spinner.>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <I came here because Athera Spinner has a creative energy not found
anywhere else.>
CMsg201_6 <ifNPCPassionate Accept>
Z
-1
-1
0 -5 473 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER AthSp>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Have you seen the new act at the Garden Theater? I hear it's fabulous.>
Msg201_1 <Did you hear about "Shimmer Video"? It's going to be the next big
thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <I like to sit and watch the water in the garden. It's a good place to be
alone with your thoughts.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <There are all kinds of presentations in the garden. I like the comedies
and musicals myself.>
CMsg201_3 <ifNPCCheerful Accept>
Msg201_4 <To create, you must destroy. It's impossible to be a great artist if you
haven't known true suffering.>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <You know, "Love Magnet" started right here on Athera Spinner.>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <I came here because Athera Spinner has a creative energy not found
anywhere else.>
CMsg201_6 <ifNPCPassionate Accept>
Z
-1
-1
0 -5 474 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 475 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <if= V101 0 else .1_GoSecond V= 101 1 EndChat Say 101>
.1_GoSecond <if= V101 1 else GoMiscTalk V= 101 2 EndChat Say 102 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Can't you see I'm talking on my mobile? Go away.>
Msg102 <Alright, now that I've finished talking, I can see what you want...>
Prompt101 <[more]>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 476 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d3 Goto GoMiscTalk>
result102 <AddSociable -d3 Goto GoMiscTalk>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 477 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
-1
0 -3 18 0 0
Stats 2 23 3 24
0 21 2 2
-1
name <Garden Theatre>
desig <SCENE_GardenTheatre>
type <theatre public legit meeting>
special <SHOWALL>
PARAM <Fill 2 3>
start <if= L1 0 else GoBeenBefore Alert 2 Print 1 L= 1 1>
GoBeenBefore <Print 1>
Msg1 <You enter the Athera Garden Theatre.>
Msg2 <The Garden Theatre is located in the middle of Athera Spinner's largest
park. When a show is underway, spectators can watch from one of the simgrav-
propelled floating balconies that circle the stage.>
Z
0 2 0 0 0
Stats 1 11 2 12 3 10 4 9 5 11 6 17 7 10 8 18
0 -1 4 2
0 -12 3 2
0 -12 2 10
0 5 0 179
0 1 35 10
0 1 28 6
0 1 27 11
0 1 26 3
0 1 21 8
0 1 19 11
0 3 -6 60
0 2 0 1
0 3 1 4
-1
job_desig <MEDIA>
job <Producer>
name <Phivos>
home <The Stage>
SDL_PORTRAIT <por_m_ladikei(JC-).png>
SDL_COLORS <201 205 229 240 199 120 244 216 28>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -3 0 0
Stats 3 20 4 20
0 -1 1 2
0 -1 0 2
-1
name <The Stage>
PARAM <Fill 1 2 Ellipse 1 6 21>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -3 0 0
Stats 1 1 2 11 3 5 4 3 5 6
-1
Z
-1
0 15 0 0 0
Stats 4 16 5 -1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -5 179 0 0
Stats
0 -12 3 2
0 -12 2 10
-1
&WinStep <V+ 1 1 QMemo 10 7 V= 2 ComTime V+ 2 86400>
&LoseStep <V+ 1 1 QMemo 10 8 V= 2 ComTime V+ 2 86400 V= 3 ?>
greeting <if= QuestStatus 10 7 else GREETING_5 ifG PCRenown v702 else .7_GoRedeem
ifG ComTime V701 else .7_GoDelay NewChat Say 701 QMemo 10 703 AddChat 701 AddChat
702>
GoNotReady <NewChat Say 2>
GoCheckOffer <if= QuestStatus 10 0 else GoChat IfPCHasPerformance else GoChat
NewChat Say 3 AddChat 3 AddChat 4>
GoChat <NewChat Say 9>
GoStep1 <if= V1 0 else GoStep2 Goto .3_GoInit>
GoStep2 <if= V1 1 else GoStep3 Goto .4_GoInit>
GoStep3 <if= V1 2 else GoStep4 Goto .5_GoInit>
GoStep4 <if= V1 3 else GoConclude Goto .6_GoInit>
GoConclude <Goto .7_GoInit>
Result1 <Goto GoStep1>
Result2 <NewChat Say 4>
Result3 <NewChat Say 5 AddChat 1 AddChat 5 SetQuestStatus 10 2>
Result4 <AddEasygoing d10 NewChat Say 6>
Result5 <NewChat Say 4>
Msg1 <It's necessary to move up the ladder of success one step at a time. Only
those who have paid their dues earn the right to perform at the Garden Theatre.>
Msg2_1 <I don't have another gig for you just yet. Come back tomorrow and we'll
see then.>
Msg2_2 <You're not ready for another gig just yet. Try doing some other things for
a while.>
CMsg2_2 <ifG V3 PCRenown Accept>
Msg3 <The Garden Theatre is the most prestigious venue in the L5 pattern, and with
good reason. All the big names have played here- Love Magnet, Quiet Burning, The
Enemy Method.>
Msg4 <I'll be seeing you around.>
Msg5 <Many people dream of it, but few are willing to put in the effort. To get to
the top requires a whole lot of work. Are you content to just dream about it, or
do you want to take the first step to fame and fortune?>
Msg6 <If you ever decide that dreaming isn't enough, come back here and we'll make
you a star.>
Msg7 <You should return to Phivos later for a new gig.>
Msg8 <Phivos said you should take a break from performing before starting your
next gig.>
Msg9 <It's a good day for a concert.>
Prompt1 <I'm ready to take the next step.>
Prompt2 <Maybe I'll try that someday.>
Prompt3 <I dream of playing here, someday.>
Prompt4 <Maybe I'll watch a concert here sometime.>
Prompt5 <Dreaming's fine for now.>
GREETING_1 <if= QuestStatus 10 2 else GoCheckOffer ifG ComTime V2 else GoNotReady
ifG PCRenown V3 else GoNotReady NewChat Say 1 AddChat 1 AddChat 2>
.3_GoInit <ifNPCOK 180 else .3_GoAbort NewChat Say 301 QMemo 10 302 SetQuestStatus
11 3 AddChat 301 AddChat 302>
.3_GoAbort <NewChat Say 303 SetQuestStatus 11 -3 &LoseStep 30>
.3_GoConclude <NewChat Say 304 SetQuestStatus 11 -3 &WinStep>
.3_GoRemind <NewChat Say 305>
Result301 <AddEasygoing -d8 NewChat Say 306>
Result302 <AddCheerful d8 NewChat Say 307>
Msg301 <At your stage in the game, any paying job is a good job. I hear that
Fasitken needs someone to stand outside \PPR 180 shop and attract customers. You
should go see \OPR 180 at \SCENE 13 .>
Msg302 <Phivos sent you to do some advertising for Fasitken at \SCENE 13 .>
Msg303 <The gig I had all lined up for you has fallen through. Come back tomorrow
and I'll see if I can find anything else.>
Msg304 <You did a good job advertising for Fasitken, \PC . People are starting to
talk about that singer they saw at the mall. Come back tomorrow and I'll try to
find you something a bit more glamorous.>
Msg305 <Every performer starts out small. If you do a good job advertising for
Fasitken, then you'll move on to bigger and better things.>
Msg306 <I expect you to do what you have to in order to get your name out there.
Do well at this job and you'll move on to bigger things, I promise.>
Msg307 <Good. Come see me after you've finished.>
Prompt301_1 <You expect me to be a lousy promo boy!?>
CPrompt301_1 <ifPCMale Accept>
Prompt301_2 <You want me to be a lousy promo lady!?>
CPrompt301_2 <ifPCFemale Accept>
Prompt302 <I'll do my best.>
GREETING_2 <if# QuestStatus 11 -2 else .3_GoAbort if# QuestStatus 11 -1 else
.3_GoConclude if= QuestStatus 11 3 else GREETING_1 Goto .3_GoRemind>
.4_GoInit <ifNPCOK 181 else .4_GoAbort NewChat Say 401 QMemo 10 402 SetQuestStatus
12 4 AddChat 401 AddChat 402>
.4_GoAbort <NewChat Say 403 SetQuestStatus 12 -3 &LoseStep 42>
.4_GoConclude <NewChat Say 404 SetQuestStatus 12 -3 &WinStep>
.4_GoRemind <NewChat Say 405>
Result401 <AddSociable d6 NewChat Say 406>
Result402 <AddSociable -d10 NewChat Say 407>
Msg401 <You should be happy to know that I finally have a paying gig for you.
Cynseo of \SCENE 187 is always on the lookout for fresh new talent, and \SPR 181
wants you to play at \PPR 181 club.>
Msg402 <Phivos sent you to perform at \SCENE 187 .>
Msg403 <You know \SCENE 187 ? Well, since Cynseo died I guess you won't be having
a show there... Hopefully something else will come along in a few days.>
Msg404 <Cynseo was quite impressed with your performance. You should know that
\SPR 181 isn't impressed very often. Come back tomorrow and I'll see if I have
another gig for you.>
Msg405 <I hear that \SCENE 187 is a happening place. Alas, I'm too busy to do much
socializing these days.>
Msg406 <Yes, and if you can do well there you'll be well on your way to
establishing a fan base. Good luck.>
Msg407 <The secret is to keep looking at your shoes all through the concert. It
worked for the ancient pop idols of Scotland and it can work for you too!>
Prompt401 <Wow, that's a popular place...>
Prompt402 <Oh no! I get nervous in front of crowds!>
GREETING_3 <if# QuestStatus 12 -2 else .4_GoAbort if# QuestStatus 12 -1 else
.4_GoConclude if= QuestStatus 12 4 else GREETING_2 Goto .4_GoRemind>
.5_GoInit <ifNPCOK 182 else .5_GoAbort NewChat Say 501 QMemo 10 502 SetQuestStatus
13 5 AddChat 501 AddChat 502>
.5_GoAbort <NewChat Say 503 SetQuestStatus 13 -3 &LoseStep 54>
.5_GoConclude <NewChat Say 504 SetQuestStatus 13 -3 &WinStep>
.5_GoRemind <NewChat Say 505>
Result501 <NewChat Say 506>
Result502 <AddEasygoing -d8 NewChat Say 507>
Msg501 <One of the things we need to do is build a positive image for you in the
public eye. I've told Monor at \SCENE 14 that you'd be willing to do a charity
show for the children's ward. You should go there and work out the details.>
Msg502 <Phivos sent you to do a charity show at \SCENE 14 . Monor is organizing
the event.>
Msg503 <Unfortunately, not everything can work out as we would like. The charity
show I had planned for you has fallen through. Maybe you should consider taking a
break from singing for a little while.>
Msg504 <I hear that you did a good job at the hospital. When word of that gets
around you might even be offered a paying job.>
Msg505 <The kids at the hospital are counting on you, \PC .>
Msg506 <Good luck. Try to get a photo taken with a sick kid- people love those.>
Msg507 <You're not working for nothing. You're doing self promotion and image
manipulation. You need to learn that often the best advertising is the type you
can't buy.>
Prompt501 <Great. I'll get over there right away.>
Prompt502 <Wait, I don't work for nothing.>
GREETING_4 <if# QuestStatus 13 -2 else .5_GoAbort if# QuestStatus 13 -1 else
.5_GoConclude if= QuestStatus 13 5 else GREETING_3 Goto .5_GoRemind>
.6_GoInit <ifNPCOK 183 else .6_GoAbort NewChat Say 601 QMemo 10 602 SetQuestStatus
14 6 AddChat 601 AddChat 602>
.6_GoAbort <NewChat Say 603 SetQuestStatus 14 -3 &LoseStep 66>
.6_GoConclude <NewChat Say 604 SetQuestStatus 14 -3 &WinStep>
.6_GoRemind <NewChat Say 605>
Result601 <AddEasygoing -d3 NewChat Say 606>
Result602 <AddCheerful -d6 NewChat Say 607>
Msg601 <It's about time you did something really big. Uvicthe is organizing an
open air concert at \SCENE 16 , and I've convinced \OPR 183 that you should
headline.>
Msg602 <Phivos sent you to perform at \SCENE 16 . Uvicthe is organizing the
concert.>
Msg603 <There was going to be a concert at \SCENE 16 , but the organizer Uvicthe
has gone missing. You can have a break from singing for a while.>
Msg604 <The concert at \SCENE 16 was a great success. Just a short while more, and
you'll be ready for the big time. Come back tomorrow for your next gig.>
Msg605 <The \SCENE 16 concert series has been pretty good so far.>
Msg606 <If you do well here, there'll be a lot more people who recognize that
talent. Good luck.>
Msg607 <It's not about the sound quality, it's about the energy of live
performance. Give the audience what they came for and they won't care if the audio
is being carried through two tin cans and a length of duct tape.>
Prompt601 <About time someone recognized my talent.>
Prompt602 <I hate open concerts; the audio sucks.>
GREETING_5 <if# QuestStatus 14 -2 else .6_GoAbort if# QuestStatus 14 -1 else
.6_GoConclude if= QuestStatus 14 6 else GREETING_4 Goto .6_GoRemind>
.7_GoInit <NewChat Say 702 QMemo 10 703 AddChat 701 AddChat 702 SetQuestStatus 10
7>
.7_GoDelay <NewChat Say 704>
.7_GoRedeem <NewChat Say 705>
.7_GoWinMission <EndChat Say 709 History 710 XPV 100 CashPrize Reward V703 500
AddRenown 1 SetQuestStatus 10 -1 GiveItem 8 ActivateMeme 9 18>
.7_GoLoseMission <EndChat Say 711 QMemo 10 712 AddRenown -10 V= 702 78>
Result701 <EndChat Say 706 AddCHat 703>
Result702 <NewChat Say 707>
Result703 <Alert 708 V= 701 ComTime V+ 701 86400 V= 704 10 V+ 704 d5 V= 703
Concert V704 SkillTar 78 ifG V703 75 else .7_GoLoseMission Goto .7_GoWinMission>
Msg701 <You've earned the right to play at Athera Garden. Simply let me know when
you desire to perform, and I will make all the arrangements.>
Msg702 <This is it... you've proven yourself worthy. It's finally time for you to
play at Athera Garden. Simply let me know when you desire to perform, and I will
make all the arrangements.>
Msg703 <You've earned the right to perform at Athera Garden Theatre. You should
speak with Phivos to arrange a show time.>
Msg704 <It's too soon for you to hold another concert just yet... people haven't
forgotten how bad the previous one was.>
Msg705 <I think you should concentrate on your other talents before attempting a
concert again. People will be more forgiving of your voice if you're famous for
something else.>
Msg706 <Let me post a concert announcement to the control center. In a few
minutes, this park will be filled with thousands of fans. You better get ready,
the show's about to start!>
Msg707 <It's up to you when to start. Come speak with me when you're ready.>
Msg708 <The park quickly fills with spectators. The sky goes dark, the show lights
come up, and the massive balconies lift into the air.>
Msg709 <Now that was a great show! Here, I'd like for you to have this- the golden
kithara is the symbol of Athera Garden. Use it with pride. Know that you are now
officially a superstar in the L5 pattern.>
Msg710 <You played a successful concert at the Athera Garden Theatre.>
Msg711_1 <That concert was almost perfect... but almost perfect still has room for
improvement. I know that you can do better than this, \PC . I suggest that you
practice a bit more and try here again.>
CMsg711_1 <ifG v703 65 Accept>
Msg711_2 <That concert was pretty good... but people come to Athera Garden
expecting better than just pretty good. I want you to practice some more and try
again. Come back in a few days.>
CMsg711_2 <ifG v703 50 ifG 66 v703 Accept>
Msg711_3 <That was terrible... I'll give you another chance, but first you're
really going to have to improve. Work on your skills and come back here in a few
days.>
CMsg711_3 <ifG 51 v703 Accept>
Msg712 <Your concert at Athera Garden didn't go very well. Phivos advised you to
try again later.>
Prompt701 <I'm ready to go right now.>
Prompt702 <I'll be back to do this later.>
Prompt703 <[Begin Concert]>
Z
-1
-1
-1
0 -5 183 0 0
Stats
0 -12 3 6
0 -12 2 14
-1
greeting <if= QuestStatus 14 6 else GoGreet ifChatNPCInPlay else GoBusy ifG
ComTime V1 else GoDelay if= V3 1 else GoFirstTime NewChat Say 1 AddChat 1 AddChat
2>
*GoGreet <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
*GoBusy <*IAmBusy&OnPhone>
GoDelay <NewChat Say 2>
*GoFirstTime <*SomeoneSentPCToTalk&ForJob 179 GoExplain>
GoExplain <V= 3 1 NewChat Say 3 AddChat 1 AddChat 2>
GoWinMission <EndChat Say 4 QMemo 10 5 XPV 100 AddRenown 1 SetQuestStatus 14 -1
CashPrize Reward 66 * 2 V2>
GoLoseMission <EndChat Say 6 AddRenown -1>
Result1 <EndChat Say 7 AddChat 3>
Result2 <NewChat Say 8>
Result3 <V= 1 ComTime V+ 1 86400 V= 4 5 V+ 4 d8 V= 2 Concert V4 SkillTar 66 ifG
V2 50 else GoLoseMission Goto GoWinMission>
Msg1 <Welcome back. Are you ready to perform now?>
Msg2 <There's an open slot in the schedule that you can take tomorrow. Come back
then and I'll fit you in.>
Msg3 <We've got a number of bands playing here today, but Phivos convinced me to
give you the prime slot. I certainly hope that you won't let me down.>
Msg4 <That was a great show! The audience loved it. Here's your pay... you can let
Phivos know that the concert was a success.>
Msg5 <Your concert at \SCENE 16 was a complete success. You should go talk to
Phivos .>
Msg6 <What happened? Phivos said you were supposed to be good. Look, I'm willing
to give you another shot... come back here tomorrow and I'll fit you into the
schedule then.>
Msg7 <Right this way... break a leg out there.>
Msg8 <You realize that's going to mess with my time table? Ah, never mind... just
get back as soon as you can.>
Prompt1 <Just show me to the stage.>
Prompt2 <I need some more time to get ready.>
Prompt3 <[Begin Concert]>
requires <*SomeoneSentPCToTalk>
GoGreet <ifCHatNPCUnknown else GoChat NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <AddSociable d3 Goto GoChat>
result1502 <AddSociable -d3 Goto GoChat>
Msg1501 <I don't think we've met before. I'm \ChatNPC .>
Msg1501_1 <Hello, my name is \ChatNPC .>
Prompt1501 <I'm \PC .>
Prompt1501_1 <My name is \PC .>
Prompt1501_2 <I am the ace pilot \PC !>
CPrompt1501_2 <ifPCPassionate Accept>
Prompt1502 <Hi.>
GoChat <NewChat SayAnything>
GoBusy <EndChat Say 1701>
Msg1701 <I'm too busy to talk right now.>
GoFirstTime <NewChat Say 1801 AddChat 1801>
result1801 <Goto GoExplain>
Msg1801 <Yes, may I help you?>
Prompt1801_10 <\PERSONA 179 sent me to talk.>
CPrompt1801_10 <ifNPCOK 179 Accept>
Prompt1801_20 <I was sent here to talk with you.>
CPrompt1801_20 <ifNPCDead 179 Accept>
Z
-1
-1
0 -5 454 0 0
Stats
0 0 201 1
0 7 10 999560
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 455 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER AthSp>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddReact d3 Goto GoMiscTalk>
result102 <AddCheerful -d6 Goto GoMiscTalk>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Have you seen the new act at the Garden Theater? I hear it's fabulous.>
Msg201_1 <Did you hear about "Shimmer Video"? It's going to be the next big
thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <I like to sit and watch the water in the garden. It's a good place to be
alone with your thoughts.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <There are all kinds of presentations in the garden. I like the comedies
and musicals myself.>
CMsg201_3 <ifNPCCheerful Accept>
Msg201_4 <To create, you must destroy. It's impossible to be a great artist if you
haven't known true suffering.>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <You know, "Love Magnet" started right here on Athera Spinner.>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <I came here because Athera Spinner has a creative energy not found
anywhere else.>
CMsg201_6 <ifNPCPassionate Accept>
Z
-1
-1
-1
0 -3 19 0 0
Stats 1 -29 2 24 3 21
0 7 16 3
0 21 1 1009930
0 -15 12 1
0 7 10 1010646
0 0 1001 4
-1
name <Athera Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
START <V= 1001 T2 Goto START_1>
Msg1 <You enter Athera Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 90 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content4 <Fill Sub *SHOP_RANDOM na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <ZONE_5>
START_1 <Print 1>
PCAttack <ifSafeArea else .10_GoNotSafe if# V1002 -1 else .10_LastHit ifG v1001 T2
else .10_GoWarn Goto .10_GoAttack>
.10_GoNotSafe <V= 1002 -1>
.10_LastHit <V= 1002 0>
.10_GoWarn <if= v1002 0 else .10_GoAttack V= 1002 1 Print 1001>
.10_GoAttack <Print 1002 Alarm TeamAttack GuardTeam>
Msg1001 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1002 <ALERT: You are not permitted to fire weapons here.>
HOME_8 <Foyer>
HOME_9 <Foyer>
Z
0 13 0 5 0
Stats 5 4
0 7 10 1004474
0 -6 2 2
0 13 0 2
0 7 0 211
0 -8 2 2
0 -1 0 12
0 -1 1 2
0 -1 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
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0 2 0 0 0
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job_desig <CRAFT>
JOB <COOK>
NAME <Mooold>
ELEMENT <C Prefab>
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-1
0 1 2 3 0
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Z
-1
-1
0 1 1 3 0
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-1
Z
-1
-1
0 1 3 3 0
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-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
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NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
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NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
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NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 5 3 9 4 8 5 9 6 12 7 12 8 14
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0 3 -5 30
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job_desig <TRADE>
JOB <TICKET AGENT>
NAME <Roiiki>
ELEMENT <C Prefab>
Z
-1
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Z
-1
-1
0 1 1 3 0
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Z
-1
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0 1 3 3 0
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NAME <Right Arm>
Z
-1
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NAME <Right Hand>
Z
-1
-1
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0 1 3 3 0
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NAME <Left Arm>
Z
-1
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NAME <Left Hand>
Z
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-1
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NAME <Right Leg>
Z
-1
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0 1 4 3 0
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NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
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job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Iasep>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
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0 2 0 1
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Z
0 11 2 3 0
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0 2 5 -5
0 18 4 1
0 18 1 1
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Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
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-1
0 1 1 5 0
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Z
0 11 1 2 0
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Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
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-1
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0 1 3 5 0
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NAME <Right Arm>
Z
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Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
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NAME <Right Hand>
Z
0 4 2 12 0
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name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
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name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
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-1
-1
-1
-1
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NAME <Left Arm>
Z
0 11 3 2 0
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0 2 5 -20
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0 7 27 1
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Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
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0 10 0 5 0
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Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
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Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
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name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
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-1
-1
0 7 0 0 0
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NAME <Left Hand>
Z
0 4 2 15 0
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0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 11 3 17 4 14 5 10 6 8 7 9 8 16
0 5 8 1
0 5 1 1002977
0 2 0 1
0 3 3 1
0 5 2 5
0 1 1 15
0 1 2 15
0 1 3 16
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 18 15
0 1 26 15
0 1 33 15
0 3 1 6
0 3 -5 65
0 3 -6 114
0 5 11 3
0 5 12 9
0 5 0 406
0 -1 0 2
0 -1 1 7
0 -1 4 3
0 -1 2 6
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Oit Lorra>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 18 4 1
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Pilot Suit>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats
0 2 5 5
0 2 1 -3
0 7 27 1
-1
Name <Spear>
Type <EXTEND THROWN>
desc <A primitive melee weapon, composed of a long shaft tipped with a metal
piercing blade.>
category <WEAPON MELEE THROWN>
factions <GENERAL>
SDL_PORTRAIT <item_spear.png>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 10 3 5 4 13 5 13 6 12 7 14 8 10
0 -1 2 4
0 5 8 3
0 5 1 1011093
0 5 4 47957
0 5 3 1393626027
0 2 0 1
0 3 -2 120
0 1 21 10
0 1 23 5
0 3 0 1
0 3 1 8
0 3 -3 52
0 3 -6 13
0 5 0 405
0 -1 4 2
0 -1 0 18
0 -1 1 17
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Teoni>
ELEMENT <C Prefab>
HOME <ZONE_5>
mecha_colors < 80 80 85 130 144 114 200 200 0>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 7 3 9 4 7 5 14 6 9 7 10 8 8
0 5 2 7
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 4
0 1 23 7
0 3 0 1
0 3 1 12
0 3 -4 37
0 3 -7 28
0 5 0 404
0 -1 4 2
0 -1 0 16
0 -1 1 2
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Cynten>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 1 5 0
Stats 6 15
0 -1 0 18
0 -1 1 19
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 5 0 0
Stats 4 20
0 0 1 1
0 7 10 1008429
0 -8 2 1
0 -1 0 10
0 -1 1 18
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Athera Station Exterior>
Z
-1
-1
0 15 0 0 0
Stats 4 12 5 -1
0 -1 0 1
0 -1 1 11
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 16 4 7
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 16 3 5 4 5
0 -1 2 2
-1
minimap <############1###...##...#>
name <UZONE_1>
Z
-1
-1
0 -3 20 3 0
Stats 1 23 2 30 3 30
0 21 1 1009464
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Athera Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 11 0 0
Stats 4 -281 5 -1 7 50
0 -1 0 4
0 -1 1 17
0 7 10 1009800
-1
ROGUECHAR <*>
name <Kepga's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 348 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -278 5 -1 7 50
0 7 10 1009800
0 -1 1 11
0 -1 0 27
-1
ROGUECHAR <*>
name <Hoeke's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 337 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -275 5 -1 7 50
0 7 10 1009800
0 -1 1 20
0 -1 0 8
-1
ROGUECHAR <*>
name <Ranpir's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 332 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -274 5 -1 7 50
0 7 10 1009800
0 -1 1 20
0 -1 0 12
-1
ROGUECHAR <*>
name <Meova's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 331 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -273 5 -1 7 50
0 7 10 1009800
0 -1 1 29
0 -1 0 29
-1
ROGUECHAR <*>
name <Pinhyo's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 330 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -272 7 50 8 1
0 7 10 1009800
0 -1 1 16
0 -1 0 19
-1
ROGUECHAR <*>
name <Damhew Skyit's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 22 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -268 5 -1
0 7 10 1009800
0 -1 1 2
0 -1 0 14
0 0 1 1026642
-1
ROGUECHAR <*>
name <Neafas's Lance>
update <if= PlotStatus 321 10 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 V= 1 ComTime V+ 1 18000 Print -1 Exit
Destination>
GoAutoAttack <V= 1 ComTime V+ 1 18000 Alert -2 Exit Destination>
GoAvoidAttack <V= 1 ComTime V+ 1 7200 Print -6 AddSociable -1 UpdateProps>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -267 5 -1 7 2
0 7 10 1009800
0 -1 1 8
0 -1 0 10
-1
ROGUECHAR <*>
name <Nomotyb's Mecha>
desig <ENCOUNTER-DUEL>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
update <if= PlotStatus 320 8 else GoHide ShowEncounter SetStat STAT_MetaVisibility
0 Goto GoSetOrders>
ATTACK < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -266
0 7 10 1009800
0 -1 1 3
0 -1 0 11
-1
ROGUECHAR <*>
name <Harvi's Henchmen>
update <if= PlotStatus 319 5 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 V= 1 ComTime V+ 1 10800 Print -1 Exit
Destination>
GoAutoAttack <V= 1 ComTime V+ 1 10800 Alert -2 Exit Destination>
GoAvoidAttack <V= 1 ComTime V+ 1 3600 Print -6 AddSociable -1 UpdateProps>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -264 5 -1
0 7 10 1009800
0 -1 1 19
0 -1 0 28
-1
ROGUECHAR <*>
name <Character's Mission>
desig <CORE-ACTIVATABLE>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter
Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 181 8 2
0 7 10 1009800
0 -1 1 19
0 -1 0 11
0 -12 3 2
0 -12 2 9
0 7 0 5
-1
ROGUECHAR <*>
name <Strange Object>
desig <ENTRANCE 181>
Special <NoMSID>
update < >
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 3
Stats 1 1 3 -100 4 19
0 7 10 1009930
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Athera Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 -279 5 -1 7 50
0 7 10 1009800
0 -1 1 2
0 -1 0 5
-1
ROGUECHAR <*>
name <Iasep's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 338 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
-1
0 -3 181 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 9
0 -12 1 31
0 5 2 10
0 -12 6 178
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <Skyub Region>
requires <*BLANK .Space .Mecha>
type <Space>
special <ShowAll>
terrain <SPACE>
HABITAT <SPACE.URBAN>
name_1 <Skyub>
start <if= L1 0 ForceChat 178 L= 1 1>
nu1 <if= T1 0 Return if= L1 1 if= L2 0 ifNPCOK 178 Print 1 ForceChat 178 L= 1 0>
nu2 <if= T2 0 if= L1 1 if= L2 0 XPV 100 L= 2 1 ifNPCOK 178 Print 1 ForceChat
178 MoveAndPacifyNPC 178 17>
Z
0 2 0 0 0
Stats 1 10 2 11 3 11 4 16 5 15 6 15 7 12 8 12
0 -1 4 2
0 -12 3 2
0 -12 2 9
0 5 0 178
0 1 20 7
0 1 14 7
0 1 11 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 8
0 1 2 7
0 1 1 7
0 3 -3 -50
0 3 3 1
0 2 0 1
0 5 2 10
0 3 -4 -50
0 3 -2 50
0 3 1 13
0 3 -5 40
0 3 -6 31
0 5 11 3
0 5 12 1
-1
job_desig <ADVEN>
JOB <EXPLORER>
NAME <Skyub>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 0 0 0
Stats 1 1 3 -100 4 182
-1
desig <ENTRANCE 182>
roguechar <*>
SDL_SPRITE <prop_derelict.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the spaceship.>
name <the S.S. #>
update <if= QuestStatus 9 3 else GoMaybeHide V= 1 1 SetStat STAT_MetaVisibility 0>
GoMaybeHide <if= V1 0 SetSTat STAT_MetaVisibility -1>
Z
-1
-1
-1
0 -3 182 0 0
Stats 1 -24 2 35 3 35
0 -12 7 186
0 -12 2 9
0 -12 4 5
0 -12 1 35
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
-1
name <the S.S. Doran, L1
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Doran>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 25
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 181
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 183 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 35
0 -12 4 5
0 -12 2 9
-1
name <the S.S. Doran, L2
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Doran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 29
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 182
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 184 0 0
Stats 1 -24 2 35 3 35
0 -12 2 9
0 -12 4 5
0 -12 1 35
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <the S.S. Doran, L3
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Doran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 30
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 183
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 185 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 35
0 -12 4 5
0 -12 2 9
-1
name <the S.S. Doran, L4
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Doran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 34
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 184
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 186 0 0
Stats 1 -24 2 35 3 35
0 -12 2 9
0 -12 4 5
0 -12 1 35
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 4
-1
name <the S.S. Doran, L5
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Doran>
ENTRANCE <*GoDown>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
get6 <if= L1 0 XPV 100 L= 1 1>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 37
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 185
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
special <SharedPalette>
minimap <......#+#..#1#..###......>
Z
0 11 1 5 0
Stats
0 -12 3 3
0 -12 2 9
0 -8 2 1
0 7 0 6
0 2 1 -7
0 18 6 1
0 2 0 2
-1
name <Chitin Breastplate>
requires <ITEM PREZERO !Lo>
context <TL_Lo>
desc <An ornate breastplate, apparently made of bone. It feels warm to the touch.>
ITEM_DESC <It's armor made from a bonelike, organic material.>
ITEM_HISTORY <These breastplates were originally constructed for Pax Europa
military commanders.>
ITEM_USAGE <It would be possible to learn a lot about PreZero science from this
armor.>
ELEMENT <I Prefab>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 186
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 185
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 184
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 183
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -5 178 0 0
Stats
0 -12 3 2
0 -12 2 9
-1
special <UNLISTED>
rumor0 <there's a lot of old junk floating outside the station.>
rumor2 <Skyub has been recovering from your battle at Athera Council Office.>
Greeting <if= QuestStatus 9 -1 else GREETING_2 ifChatNPCArchEnemy else
.4_GoNoEnemy SetQuestStatus 9 -2 Goto .4_GoBlowOff>
GoCheckVictory <if= QuestStatus 9 0 else GoChat if= SceneVar 181 2 1 else
GoCheckLoss SetQuestStatus 9 2 QMemo 9 4 Goto GoPCWon>
*GoPCWon <*YouWonFair&MeetAgain>
GoCheckLoss <if= T1 0 else GoGreet Goto GoPCLost>
*GoPCLost <*YouLose&DontComeBack>
GoGreet <ifChatNPCKnown else GoFirstTime EndChat Say 1>
GoFirstTime <EndChat Say 2 AddChat 2>
*GoChat <*MISC_CHATTER>
result1 <Goto .3_GoInit>
*result2 <*THEME_EXPO&ENEMY na>
Msg1 <Back again? Want some more punishment? Good enough, bring it on!>
Msg2 <What are you doing out here? Moving in on my claim, that's what!!! No way am
I giving it up that easy...>
Msg3 <\PC ! You beat me fair and square. If you want, you can claim my salvage for
yourself.>
Msg4 <You defeated Skyub in a space battle, but you don't really know why \SPR 178
attacked you.>
Prompt1 <What is it that you found?>
Prompt2 <I don't know what you're talking about!>
GREETING_1 <if= QuestStatus 9 2 else GoCheckVictory NewChat Say 3 AddChat 1>
.3_GoInit <SetQuestStatus 9 3 QMemo 9 304 NewChat Say 302>
result301 <NewChat Say 303>
result302 <DeleteItem 6 Goto .4_GoInit>
result303 <SetQuestStatus 9 -2 Goto .3_GoR3Final>
*.3_GoR3Final <*PCWillKeepItem 6>
result304 <SetQuestStatus 9 -2 Goto .3_GoR4Final>
*.3_GoR4Final <*YouLostItem>
Msg301 <Any luck on finding the Chitin Breastplate?>
Msg302 <I've been searching for the Chitin Breastplate, and now I think I've found
the wreckage of the freighter that was carrying it. If you could search that
derelict and bring me the Chitin Breastplate you'll be generously rewarded.>
Msg303 <Well, come back here when you've got it and I'll give you that reward I
mentioned.>
Msg304 <Skyub in \SCENE NPCScene 178 asked you to retrieve the Chitin Breastplate
from a derelict spacecraft outside of \SCENE RootSceneID .>
Prompt301 <Still working on it.>
CPrompt301 <ifItemOK 6 Accept>
Prompt302 <I've found it. Here you go.>
CPrompt302 <ifKeyItem 6 Accept>
Prompt303 <I think I'm going to keep it myself.>
CPrompt303 <ifKeyItem 6 Accept>
Prompt304 <I seem to have misplaced it...>
CPrompt304 <ifItemDestroyed 6 Accept>
GREETING_2 <if= QuestSTatus 9 3 else GREETING_1 NewChat Say 301 AddChat 301
AddChat 302 AddChat 303 AddChat 304>
*.4_GoBlowOff <*BrushOff>
.4_GoNoEnemy <NewChat Say 402 AddChat 401 AddChat 402>
.4_GoInit <NewChat Say 401 SetQuestStatus 9 -1 AddChat 403>
*.4_GoBye <*GOODBYE>
result401 <EndChat Say 403 School .4_skills Goto .4_GoBye>
.4_skills <1 2 3 4 5 6 7 8 9 10 11 12>
result402 <NewChat Say 404>
result403 <Goto result401>
Msg401 <So this is the Chitin Breastplate. You've proven yourself to be a great
cavalier... If you want, I could train you to be even better.>
Msg402 <Hello \PC . Are you in the mood for some training?>
Msg403 <You're getting better all the time, but there are a few tricks you haven't
picked up yet.>
Msg404 <Okay. I'll be here when you need me.>
Prompt401 <Absolutely. Let's go.>
Prompt402 <Not today, thanks.>
Prompt403 <Let's get started right away.>
requires <*GOODBYE Cheerful>
GoPCWon <EndChat Say 1501>
Msg1501 <Alright, I concede... You've won.>
Msg1501_1 <You're an amazing fighter... It's clear to me now that you're destined
for greatness.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Congratulations, victory is yours.>
CMsg1501_2 <ifNPCShy Accept>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Hmmm. I could have won, but you got lucky.>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <And here I was thinking you were going to be a pushover... Well done,
\PC .>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <What power! I concede to your incredible skills, \PC .>
CMsg1501_6 <ifNPCPassionate Accept>
GoPCLost <EndChat Say 1601>
Msg1601 <And if you know what's good for you, don't come back!>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <Don't come back.>
CMsg1601_2 <ifNPCShy Accept>
CMsg1601_3 <ifNPCCheerful Accept>
Msg1601_4 <The next time we meet, you will die. Don't come here again.>
CMsg1601_4 <ifNPCMelancholy Accept>
Msg1601_5 <I warned you. Don't come back, unless you want more of the same.>
CMsg1601_5 <ifNPCEasygoing Accept>
CMsg1601_6 <ifNPCPassionate Accept>
GoChat <NewChat SayAnything>
result2 <EndChat Say 1801 Goto na>
Msg1801 <The heat of a thousand suns will consume you!>
.3_GoR3Final <NewChat Say 1901 AddReact -d20 PCEnemy ChatNPCID>
Msg1901 <After all my work, and you're going to keep it for yourself!? Don't think
I'll forgive this easily...>
.3_GoR4Final <NewChat Say 2001 AddReact -d10>
Msg2001 <You lost it!? How is that even possible... Get out of here, I don't even
want to look at you right now...>
.4_GoBlowOff <NewChat Say 2101>
Msg2101 <Please go away. I'm busy.>
.4_GoBye <EndChat ifG React 0 else .22_GoFail Say 2201>
.22_GoFail <Say 2202>
msg2201 <It was a real pleasure seeing you!>
msg2202 <Good-bye.>
Z
-1
-1
0 -4 1 0 0
Stats
0 -6 0 5
0 -6 1 5
0 -1 2 -1
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 -6 0 25
0 -6 1 25
0 -1 1 -1
-1
name <Enemies>
Deploy <if= L2 0 SetSelfFaction NPCFac 178 WMecha 2 31 80>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 1 19 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_1>
MINIMAP <............1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_2>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <.#...=#.............&---&>
Z
-1
-1
0 -5 402 0 0
Stats
0 7 10 1002240
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_SHUTTLE GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Easygoing>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
Keywords <SHUTTLE>
result201 <EndChat Say 202 SHUTTLE Goto GoBye>
result202 <Goto GoBye>
result203 <EndChat Say 203 EXPRESSDELIVERY Goto GoBye>
Msg201 <We offer shuttle service to all nearby cities.>
Msg202 <Transportation for your mecha and pets is included in the ticket price.>
Msg203 <Certainly. What is it that you need shipped?>
Prompt201 <I'd like a ticket, please.>
Prompt202 <Thanks, but I don't want to go anywhere.>
Prompt203 <I need some things delivered from another city.>
GoBye <EndChat Say 301>
msg301 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
0 -5 403 0 0
Stats
0 7 10 1002620
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Passionate>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
result201 <NewChat ifG PC$ 249 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -250 PCMoraleDmg -15>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
Keywords <FOOD RESTAURANT>
result202 <Goto GoBye>
result203 <Goto result201>
Msg201 <Welcome to \ChatNPC 's Kitchen. I serve only the freshest organic produce
shipped directly from Earth. Try one of my entrees for only $250.>
Msg202 <Please enjoy your meal.>
Msg203 <I'm sorry, but importing foods from Earth is expensive. I can't afford to
give this away for free.>
Msg204 <You'll have to visit me in person if you want to eat. I can't exactly fax
this meal over the phone.>
Prompt201 <I'd like the eggplant and chicory fondue.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <No thanks, I'm not hungry.>
Prompt203 <I'd like the five bean casseorle.>
CPrompt203 <ifG PCHunger 10 Accept>
GoBye <EndChat ifG React 50 else .3GoNoFriend Say 301>
.3GoNoFriend <ifG React 0 else .3GoNoLike Say 302>
.3GoNoLike <Say 303>
msg301 <Come back and see me again anytime!>
msg302 <Good-bye, \PC .>
msg303 <Don't let the door hit your ass on the way out.>
Z
-1
-1
0 -5 404 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Mechanic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA MEXTRA>
KEYWORDS <MECHA MEXTRA>
Msg201 <I have a variety of mecha, and also spare parts for customizing your
steed.>
Msg202 <Take your time looking through the stock.>
Prompt201 <Show me what you have.>
Prompt202 <There's nothing here I need.>
GoBye <EndChat Say 301>
msg301 <Keep the parts oiled and you won't have any trouble with it.>
Z
-1
-1
0 -5 405 0 0
Stats
0 7 10 1010194
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 406 0 0
Stats
0 0 201 1
0 7 10 1002232
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER AthSp>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <AddEasygoing -d4 ifG Flirtation 5 else .1_GoFail ifG React 0 else
.1_GoFail AddReact 10 SkillXP 27 100 NewChat Say 103 AddChat 104>
.1_GoFail <NewChat AddReact -5 Say 102 AddChat 103 PCMoraleDmg 10 ifG PCRenown 0
AddRenown -1>
result103 <Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
Msg101 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg101_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Cut the lines, creep. I'm not interested.>
Msg102_1 <Don't even think about it. You are so not my type.>
Msg103 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg103_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt101 <Nice to meet you.>
Prompt101_1 <I'm glad to meet you.>
Prompt101_2 <It's nice to meet you.>
Prompt102 <What's a beautiful person like you doing here?>
CPrompt102 <ifNPCSexy ChatNPCID Accept>
Prompt102_1 <It's a great pleasure to meet someone so attractive.>
Prompt102_2 <And it's VERY nice to meet you!>
Prompt103 <I see...>
Prompt103_1 <Ah...>
Prompt104 <I look forward to it.>
Prompt104_1 <I'd like that a lot.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Have you seen the new act at the Garden Theater? I hear it's fabulous.>
Msg201_1 <Did you hear about "Shimmer Video"? It's going to be the next big
thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <I like to sit and watch the water in the garden. It's a good place to be
alone with your thoughts.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <There are all kinds of presentations in the garden. I like the comedies
and musicals myself.>
CMsg201_3 <ifNPCCheerful Accept>
Msg201_4 <To create, you must destroy. It's impossible to be a great artist if you
haven't known true suffering.>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <You know, "Love Magnet" started right here on Athera Spinner.>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <I came here because Athera Spinner has a creative energy not found
anywhere else.>
CMsg201_6 <ifNPCPassionate Accept>
Z
-1
-1
-1
0 -3 21 0 0
Stats 1 -1 2 15 3 15
0 7 16 3
0 5 2 13
-1
name <MUGL Media Center>
type <building public legit corporate>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the MUGL Media Center.>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
Z
0 2 0 0 0
Stats 1 10 2 10 3 11 4 13 5 12 6 12 7 12 8 6
0 5 0 44
0 3 -5 -20
0 3 -2 21
0 3 -4 66
0 3 1 6
0 5 2 13
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Meova>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 35 Here *NPC_GUARD>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 187 0 0
Stats 1 -29 2 22 3 21
0 -12 2 12
0 -12 1 42
0 -12 6 181
0 7 16 3
-1
NAME <Cynseo's Nightclub>
requires <*NightClub &Public>
type <building restaurant nightclub meeting public>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter \SCENE SceneID .>
Content1 <Some 1 100 Sub *RESTAURANT>
Content2 <Some 1 100 Sub *BAR_SERVICE>
Content5 <Fill Sub *CLUB_X>
HABITAT <SPACE.URBAN>
name_1 <Cynseo>
end <if= QuestStatus 12 4 else na ifNPCDead 181 else na SetQuestStatus 12 -2 Goto
na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 65 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 181 0 0
Stats
0 -12 3 4
0 -12 2 12
-1
greeting <if= QuestStatus 12 4 else GoGreet ifChatNPCInPlay else GoBusy ifG
ComTime V1 else GoDelay if= V3 1 else GoFirstTime NewChat Say 1 AddChat 1 AddChat
2>
*GoGreet <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
*GoBusy <*IAmBusy&OnPhone>
GoDelay <NewChat Say 2>
GoFirstTime <NewChat Say 3 AddChat 3>
GoExplain <V= 3 1 NewChat Say 4 AddChat 1 AddChat 2>
GoWinMission <EndChat Say 5 QMemo 10 6 XPV 100 AddRenown 1 SetQuestStatus 12 -1
CashPrize Reward 42 V2>
GoLoseMission <EndChat Say 7 AddRenown -1>
Result1 <EndChat Say 8 AddChat 4>
Result2 <NewChat Say 9>
Result3 <Goto GoExplain>
Result4 <V= 1 ComTime V+ 1 86400 V= 2 Concert d8 SkillTar 42 ifG V2 50 else
GoLoseMission Goto GoWinMission>
Msg1 <It's the \PC ! Club's full, we're all just waiting on the music. You ready?>
Msg2 <The next show doesn't start until tomorrow. Don't be late... or early,
either.>
Msg3 <Hey, \PC . I told Phivos to send your ass over here. The name's Cynseo.>
Msg4 <Let me explain what's going to happen. You play the music up here however
you like it. The crowds out there freak however they like it. If it's green then
you get paid. Are you ready to kick the tunes?>
Msg5 <I knew there was talent in you, \PC . You're going to go far. Here's your
pay.>
Msg6 <Your concert at \SCENE 187 was a complete success. You should go talk to
Phivos .>
Msg7 <I don't feel that you're living up to all that potential, \PC . Come back
tomorrow and we'll give it another shot.>
Msg8 <Ladies and gentlemen! May I present, the one and only, \PC !>
Msg9 <It's up to you when to start... just don't wait until you're old and
crooked.>
Prompt1 <Let's rock it.>
Prompt2 <Wait, give me a minute.>
Prompt3 <Nice to meet you.>
Prompt4 <[Begin Concert]>
requires <*IAmBusy &OnPhone>
GoGreet <ifCHatNPCUnknown else GoChat NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto GoChat>
result1502 <NewChat AddEasygoing -d6 Say 1502 AddChat 1503 AddChat 1504>
result1503 <AddEasygoing d6 Reputation 3 d8 Goto GoChat>
result1504 <AddSociable -d4 Goto GoChat>
Msg1501 <My name is \ChatNPC . Who are you?>
Msg1501_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Huh, who are you?>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <I haven't seen you here before. What's your name?>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg1501_6 <ifNPCPassionate Accept>
Msg1502 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg1502_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg1502_1 <ifNPCLawful Accept>
Msg1502_2 <You don't want to answer? What, are you a narc or something?>
CMsg1502_2 <ifNPCCriminal Accept>
Msg1502_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg1502_3 <ifNPCEasygoing Accept>
Msg1502_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg1502_4 <ifNPCMelancholy Accept>
Msg1502_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg1502_5 <ifNPCSociable Accept>
Msg1502_6 <You've got secrets? I can respect that.>
CMsg1502_6 <ifNPCShy Accept>
Msg1502_7 <What's your problem? Do you have something to hide?>
CMsg1502_7 <ifNPCPassionate Accept>
Prompt1501 <I'm \PC .>
Prompt1501_1 <My name is \PC .>
Prompt1501_2 <They call me... \PC !>
CPrompt1501_2 <ifPCPassionate Accept>
Prompt1502 <What's it to you?>
Prompt1502_1 <None of your business.>
Prompt1503 <I'm sorry, my name is \PC .>
Prompt1503_1 <Sorry, I'm a bit defensive.>
Prompt1504 <I don't give my name to just anybody.>
Prompt1504_1 <My name isn't important.>
Prompt1504_2 <Look, just forget about it.>
GoChat <NewChat SayAnything>
GoBusy <EndChat Say 1701>
Msg1701 <I'm too busy to use the phone right now.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <######...##.1.##...##---#>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 12 2 12 3 8 4 9 5 12 6 20 7 8 8 19
0 -1 4 2
0 -12 3 4
0 -12 2 12
0 -8 2 1
0 5 0 181
0 1 35 10
0 1 28 6
0 1 27 11
0 1 26 3
0 1 21 8
0 1 19 11
0 3 -6 60
0 2 0 1
0 3 -3 50
0 3 -5 34
0 3 0 1
0 3 1 8
-1
job_desig <MEDIA>
job <DJ>
NAME <Cynseo>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 188 0 0
Stats 1 -31 2 17 3 12
0 7 10 999815
0 21 1 999814
0 -12 2 15
0 -12 1 25
0 21 2 3
0 7 16 2
-1
NAME <Vicstar's Workyard>
requires <*ConstructionSite>
type <building workshop>
special <NOEXIT>
content <Fill Sub *CONSTRUCTION_X na>
HABITAT <SPACE.URBAN>
start <if= QuestStatus 16 3 else na ifNPCDead 184 else na SetQuestStatus 16 -2
Goto na>
Faint185 <if= QuestStatus 16 3 if= L11 1 SetArenaState 189 NAV_AS_Win>
HOME <ZONE_4>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
Z
0 2 0 0 0
Stats 1 12 2 12 3 10 4 8 5 15 6 8 7 7 8 10
0 -1 2 4
0 5 8 2
0 5 1 1001925
0 5 15 5
0 -1 1 4
0 -1 0 11
0 -1 4 2
0 -8 2 1
0 -12 2 15
0 5 0 460
0 3 -2 25
0 3 -6 39
0 3 -4 37
0 3 1 5
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Chuqi>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 12 3 9 4 9 5 13 6 9 7 8 8 10
0 5 8 1
0 5 1 1001859
0 5 15 10
0 -1 1 2
0 -1 0 12
0 -1 4 2
0 -8 2 1
0 -12 2 15
0 5 0 459
0 3 -5 29
0 3 -3 -38
0 3 1 -2
0 3 0 1
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Akepaft>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 14 3 11 4 7 5 17 6 8 7 9 8 8
0 -1 2 3
0 5 8 1
0 5 1 1000889
0 5 15 10
0 -1 1 8
0 -1 0 8
0 -1 4 2
0 -8 2 1
0 -12 2 15
0 5 0 458
0 3 -2 58
0 3 -7 -7
0 3 -4 -26
0 3 -6 16
0 3 -5 -43
0 3 -1 -59
0 3 1 8
0 3 0 1
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Nera>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 15 3 12 4 5 5 12 6 7 7 9 8 11
0 -1 2 3
0 5 8 1
0 5 1 1001317
0 5 15 15
0 -1 4 2
0 -1 1 11
0 -1 0 5
0 -12 2 15
0 5 0 457
0 3 -2 22
0 3 -7 45
0 3 -6 15
0 3 -5 71
0 3 1 3
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Pirdam>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 11 3 15 4 14 5 10 6 9 7 8 8 12
0 -1 2 7
0 5 8 1
0 5 1 1001466
0 5 15 10
0 -1 1 2
0 -1 0 7
0 -1 4 2
0 -12 3 3
0 -12 2 16
0 5 0 185
0 1 33 6
0 1 26 6
0 1 18 6
0 1 10 6
0 1 9 6
0 1 8 6
0 1 7 6
0 1 6 6
0 1 5 7
0 1 4 6
0 1 3 6
0 1 2 6
0 1 1 6
0 3 3 1
0 2 0 1
0 3 -4 -50
0 3 -5 25
0 3 0 1
0 3 1 1
0 3 -2 18
0 3 -6 25
0 5 11 5
0 5 12 1
-1
job_desig <LABOR>
job <Foreman>
NAME <Phiai>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 13 3 8 4 9 5 13 6 8 7 6 8 8
0 -1 2 6
0 -1 1 7
0 -1 0 14
0 -1 4 2
0 -12 3 3
0 -12 2 16
0 5 0 184
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
0 3 0 1
0 3 1 5
0 3 -1 20
-1
job_desig <LABOR>
job <Manager>
NAME <Genotek>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 6 0 0
Stats 4 189
0 -1 1 4
0 -1 0 14
0 -8 2 2
-1
ROGUECHAR <.>
name <To Quarry>
desig <ENTRANCE 189>
Z
-1
-1
0 15 5 0 0
Stats 4 12
0 7 10 1001110
0 -1 2 2
0 -1 1 4
0 -1 0 4
0 -8 2 1
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 5 4 5
0 -1 2 1
-1
minimap <.......##...1#...##......>
name <UZONE_1>
Z
-1
-1
0 -3 189 2 0
Stats 1 -31 2 17 3 12
0 -12 2 16
0 -12 1 25
-1
NAME <Terphi's Quarry>
requires <*Arena_ConstructionSite>
terrain <GROUND>
special <SHOWALL SOLO ARENA NOPILLAGE>
start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle Alert 1
SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0
ForceChat SelfChallengerID>
GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
GoBoringStart <Print 3 Return>
nu1 <if= T1 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Loss Alert 5 Print 5 AddRenown -5 Goto GoEndBattle>
nu2 <if= T2 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Win Alert 6 Print 6 AddSelfArenaWin AddSelfArenaThreat d10 XPV 100
FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat
SelfChallengerID Goto GoEndBattle>
GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID
SelfChallengerHome ClearSelfChallengerID>
Msg1 <You enter the quarry. Prepare to battle.>
Msg2 <The arena battle rages on.>
Msg3 <You enter the quarry. There's nothing interesting here.>
Msg5 <You have lost the battle.>
Msg6 <You have won the battle.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 5
0 -1 1 -1
0 -6 0 12
0 -6 1 7
-1
name <Enemies>
Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMecha 2
SelfArenaThreat SelfArenaForces>
Z
-1
-1
-1
0 -5 184 0 0
Stats
0 -12 3 3
0 -12 2 16
-1
greeting <if= QuestStatus 16 3 else GoCheckFirst if= SceneVar 188 11 1 else
GoExplain if= ArenaState 189 NAV_AS_Win else GoWaiting NewChat Say 2 QMemo 2 3
SetQuestStatus 16 -1 AddChat 1>
GoWaiting <NewChat Say 4>
GoCheckFirst <if= QuestStatus 16 0 else GoChat NewChat Say 1>
GoChat <NewChat SayAnything>
GoExplain <NewChat Say 5 AddChat 2>
result1 <NewChat Say 6>
result2 <ifNPCOK 185 else GoTrivialWin NewChat Say 7 QMemo 16 9 SceneVar= 188 11 1
AddChat 3 AddChat 4>
GoTrivialWin <NewChat Say 8 QMemo 2 3 SetQuestStatus 16 -1>
result3 <NewChat Say 10>
result4 <AddCheerful -d6 NewChat Say 11 AddChat 5>
result5 <NewChat Say 12>
Msg1 <If Liandor didn't send you, you've got no business being in here.>
Msg2 <Now that Phiai has been dealt with, our work can continue.>
Msg3 <You solved Liandor's construction problem.>
Msg4 <Let me know when you've convinced Phiai to go back to work.>
Msg5 <Ah, you must have been sent here by Liandor. My name's Genotek; I'm the
manager of this project.>
Msg6 <Not much, no... We can't fire someone with senority, but as long as they're
gone we can always promote someone else.>
Msg7 <The trouble is Phiai; \SPR 185 got into a big argument with me about how
this project should be done and now \SPR 185 's stopped working. None of the other
workers will do anything either because Phiai has senority.>
Msg8 <We were having some personnel problems, but those are all cleared up now.>
Msg9 <Genotek revealed that Liandor's project is being delayed by the foreman,
Phiai.>
Msg10 <You can try, but I doubt it'll do any good... Phiai never listens to
anyone.>
Msg11 <We can't. As I said, Phiai has senority. According to company rules \SPR
185 can't be fired.>
Msg12 <Look, just go and talk with \OPR 185 yourself. Maybe \SPR 185 'll listen to
you.>
Prompt1 <Doesn't it matter that Phiai is dead?>
CPrompt1 <ifNPCDead 185 Accept>
Prompt2 <Could you tell me what the problem is?>
Prompt3 <I'll have a talk with \OPR 185 .>
Prompt4 <Why don't you just fire \OPR 185 ?>
Prompt5 <Then why don't you quit?>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 2 3 5 4 5
-1
minimap <......#.#...2...#.#......>
name <UZONE_2>
Z
-1
-1
0 -5 185 0 0
Stats
0 7 10 1000606
0 -12 3 3
0 -12 2 16
-1
Greeting <if= QuestStatus 16 3 else GoNoMatch if= SceneVar 188 11 1 else GoNotYet
if= ArenaState 189 NAV_AS_Battle else GoCheckStatus Goto GoTrashTalk>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 189 NAV_AS_Ready else GoCheckWin Goto GoWaiting>
*GoWaiting <*WaitingForDuel 189>
GoCheckWin <if= ArenaState 189 NAV_AS_Win else GoCheckChallenge NewChat Say 2>
GoCheckChallenge <ResetArena 189 ifG ComTime ArenaRecharge 189 else GoLater if= V1
1 else GoFirstTime NewChat Say 3 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 AddChat 3 AddChat 4>
*GoLater <*ChallengeMeLater>
GoNotYet <NewChat Say 4>
GoNoMatch <if= QuestStatus 16 0 else GoChat NewChat Say 1>
GoChat <NewChat SayAnything>
GoNoTalk <NewChat Say 6 AddChat 5>
GoStartCombat <SetChallengerID 189 185 SetChallengerHome 189 188 MoveNPC 185 189
PrepArena 189 0 SetNPCTeam 185 2>
*result1 <*MeetMeAtArena 189 GoStartCombat>
*result2 <*RejectChallenge>
result3 <ifConversation HardSkillTar 25 else GoNoTalk NewChat Say 7 AddChat 6
AddChat 5>
result4 <ifIntimidation HardSkillTar 25 else GoNoTalk NewChat Say 8 AddChat 7
AddChat 5>
result5 <NewChat Say 9 AddChat 8 AddChat 9>
result6 <ifIntimidation SkillTar 25 else GoNoTalk NewChat Say 10 XPV 100
SetArenaState 189 NAV_AS_Win>
result7 <ifConversation SkillTar 25 else GoNoTalk NewChat Say 10 XPV 100
SetArenaState 189 NAV_AS_Win>
result8 <V= 1 1 QMemo 16 11 Goto result1>
result9 <NewChat Say 12>
Msg1 <We've got a lot of work to do today. Personally, I'm trying to avoid it.>
Msg2 <You beat me... Go tell Genotek that everybody will get back to work.>
Msg3 <So, you think you can take me?>
Msg4 <If you've got something to talk about, you better do that with Genotek . I'm
not gonna have any part in it.>
Msg5 <Genotek sent you to talk, didn't \OPR 184 ?>
Msg6 <There's no way I'm going to take orders from a pencil-necked paper-pusher
like Genotek, who doesn't even know the first thing about construction.>
Msg7 <Genotek comes down here from \PPR 184 fancy school and starts telling us to
do all kinds of things that make no sense. I'm not going to do that, and I won't
subject my men to it either.>
Msg8 <Delaying a project isn't something I want to do, but I just don't believe in
Genotek. It'd be a bigger waste of time to go along with \OPR 184 and then learn
that everything's falling to bits.>
Msg9 <If you're so interested in this, why don't you take me up on a little wager?
There's a big pit downstairs called \SCENE 189 . If you can beat me in mecha
combat down there, I'll get back to work.>
Msg10 <Argh... you're right. Go tell Genotek that me and the boys will get back to
work.>
Msg11 <You agreed to duel Phiai beneath the construction site as part of a wager
to force \OPR 185 to go back to work.>
Msg12 <Suit yourself. I can stay here all day.>
Prompt1 <I know I can.>
Prompt2 <Not right now, maybe later.>
Prompt3 <Why aren't you working?>
Prompt4 <You should stop wasting time.>
Prompt5 <Is there anything I can do to change your mind?>
Prompt6 <You better accept it or this project will fail.>
Prompt7 <Sometimes you have to try new things.>
Prompt8 <Sounds good. Let's do it.>
Prompt9 <You've got to be joking.>
requires <*RejectChallenge>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <The heat of a thousand suns will consume you!>
GoWaiting <EndChat Say 1701>
Msg1701 <I'm waiting for you in \SCENE 189 .>
GoLater <NewChat Say 1801>
Msg1801 <Come back tomorrow and you can challenge me again.>
Msg1801_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <I'm busy. Come back later.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <I'd rather not fight now. How about tomorrow?>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <If you come back tomorrow, we can have more fun then.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1801_6 <ifNPCMelancholy Accept>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg1901_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 189 .>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Let's do it. I'll see you at \SCENE 189 .>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <I'll be waiting for you at \SCENE 189 . Don't make me wait long.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Meet me at \SCENE 189 . This is going to be so much fun!>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Come to \SCENE 189 when you're ready to die. I'll be waiting.>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 5 4 5
0 -1 2 3
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 5 4 5
0 -1 2 1
-1
name <ZONE_2>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 7 3 5 4 5
0 -1 2 1
-1
name <ZONE_3>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 2 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -5 457 0 0
Stats
0 0 201 1
0 7 10 1000181
0 -12 2 15
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddReact d3 Goto GoMiscTalk>
result102 <AddCheerful -d6 Goto GoMiscTalk>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 458 0 0
Stats
0 0 201 1
0 7 10 999943
0 -12 2 15
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 459 0 0
Stats
0 0 201 1
0 7 10 1000727
0 -12 2 15
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 460 0 0
Stats
0 7 10 1000565
0 -12 2 15
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
-1
-1
0 -3 22 0 0
Stats 1 -29 2 40 3 35
0 7 16 6
0 5 2 1
0 2 5 5
0 -1 1 41
0 -1 0 3
0 21 1 648178
0 7 10 651600
0 0 1701 8
0 0 1 1
0 7 29 4
-1
name <Cayley Rock>
entrance <*COLONY-1>
world <L5 Region>
desc <Cayley Rock is an asteroid station. Although its own mines were exhausted
long ago, it remains a major ore processing station.>
special <NOEXIT>
type <asteroid town village destination hometown building public mine hospital
residence>
personatype <asteroid village mine>
habitat <SPACE.ASTER>
Quest1 <*:LocalQuest>
Quest2 <*:MECHA_ARENA_BASE>
factions <MAQUI COMET PRIVA HOELL CRIHN L5LAW>
desig <CAYLE>
context <SPACE>
Content1 <Some 1 100 Sub *MECHANIC_SHOP na>
Content2 <Some 1 100 Sub *SHUTTLESERVICE na>
Content4 <Some 1 100 Sub *DOCTOR na>
Content5 <Some 1 100 Sub *GOV_MILITARY na>
Content6 <Some 1 70 Sub *GOV_MISC na>
Content7 <Fill Sub *HABITATION_X na>
START <V= 1701 T2 Goto START_1>
GoSecondTime <Print 2>
Msg1 <Cayley Rock is an asteroid station. Although its own mines were exhausted
long ago, it remains a major ore processing station.>
Msg2 <You enter Cayley Rock Station.>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
HOME_6 <ZONE_6>
HOME_7 <ZONE_7>
ZONE_SPECIAL <NoGO>
HOME_8 <ZONE_7>
HOME_9 <ZONE_9>
ZONE_SPECIAL_1 <NoGO>
HOME_10 <ZONE_10>
ZONE_SPECIAL_2 <NoGO>
HOME_11 <ZONE_11>
ZONE_SPECIAL_3 <NoGO>
HOME_12 <ZONE_12>
HOME_13 <ZONE_13>
HOME_14 <Foyer>
START_1 <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
PCAttack <ifSafeArea else .17_GoNotSafe if# V1702 -1 else .17_LastHit ifG v1701 T2
else .17_GoWarn Goto .17_GoAttack>
.17_GoNotSafe <V= 1702 -1>
.17_LastHit <V= 1702 0>
.17_GoWarn <if= v1702 0 else .17_GoAttack V= 1702 1 Print 1701>
.17_GoAttack <Print 1702 Alarm TeamAttack GuardTeam>
Msg1701 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1702 <ALERT: You are not permitted to fire weapons here.>
HOME_15 <Foyer>
HOME_16 <Foyer>
HOME_17 <Foyer>
Z
0 2 0 0 0
Stats 1 15 2 15 3 15 4 16 5 10 6 16 7 10 8 16
0 -1 2 3
0 5 0 45
0 5 12 7
0 5 11 12
0 3 -6 86
0 3 -3 12
0 3 -5 -42
0 3 1 7
0 3 0 1
0 -8 2 1
0 5 2 9
0 2 0 1
0 3 -2 -18
0 3 -1 50
0 3 3 1
0 1 1 13
0 1 2 13
0 1 3 13
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 11 13
0 1 12 14
0 1 13 13
0 1 18 13
0 1 26 13
0 1 33 13
0 -1 4 3
0 -1 0 7
0 -1 1 29
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Warphi>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -5
0 2 1 -1
0 7 27 1
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 12 3 18 4 13 5 12 6 17 7 8 8 9
0 -1 2 4
0 5 2 6
0 2 0 1
0 3 -2 14
0 3 3 1
0 1 1 11
0 1 2 12
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 13 11
0 1 17 11
0 1 26 11
0 1 42 11
0 3 0 1
0 3 1 9
0 3 -4 29
0 3 -6 71
0 5 11 2
0 5 12 3
0 5 0 412
0 -8 2 1
0 -1 4 3
0 -1 0 7
0 -1 1 23
-1
job_desig <MILIT>
JOB <PRIVATEER>
NAME <Elhyo>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
0 2 5 -15
0 2 1 -6
0 7 27 1
-1
name <Heavy Space Helm>
desc <An armored spacesuit helm with integrated rebreather.>
Category <CLOTHING ARMOR SPACE>
Factions <MAQUI>
SDL_PORTRAIT <item_spacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Suit>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Sleeve>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 2 5 5
0 2 1 -4
0 7 27 1
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Sleeve>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 22 0
Stats
0 2 1 -15
0 2 5 10
0 7 27 1
-1
Name <MonoScythe>
Type <ARMORPIERCING EXTEND>
desc <A ceram scythe with a monomolecularly sharp edge.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_scythe.png>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Legging>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Encounter Legging>
desc <A bulky spacesuit with added protection.>
Category <ARMOR SPACE>
Factions <MAQUI>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 16 3 12 4 11 5 16 6 13 7 14 8 13
0 -1 2 7
0 5 15 5
0 5 0 50
0 3 -1 50
0 3 1 23
0 5 2 1
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
0 -1 0 38
0 -1 1 22
0 5 1 650748
0 5 8 3
-1
job_desig <POLIT>
job <Mayor>
name <Mounteer>
home <Mayor's Office>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 14 3 15 4 11 5 15 6 16 7 12 8 11
0 -1 2 2
0 5 0 51
0 5 12 1
0 5 11 2
0 3 -6 36
0 3 -7 20
0 3 -3 42
0 3 0 1
0 3 1 19
0 5 2 6
0 -1 4 3
0 2 0 1
0 3 -2 -50
0 3 3 1
0 1 1 8
0 1 2 9
0 1 3 8
0 1 4 8
0 1 5 8
0 1 6 8
0 1 7 8
0 1 8 8
0 1 9 8
0 1 10 8
0 1 13 8
0 1 17 8
0 1 26 8
0 1 42 8
0 -1 0 2
0 -1 1 24
0 5 1 581327
0 5 8 1
-1
job_desig <ADVEN>
job <Privateer>
home <Mayor's Office>
NAME <Guncha>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 4 1
0 18 5 1
0 2 1 -6
0 7 27 1
-1
name <Skull Helm>
desc <An armored spacesuit helm with a holographic skull image on the visor.>
Category <ARMOR SPACE>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 1 -5
0 7 27 1
-1
name <Wynn Suit>
desc <An armored spacesuit commonly used by pirates.>
Category <ARMOR SPACE>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 1 -5
0 7 27 1
-1
name <Wynn Sleeve>
desc <An armored spacesuit commonly used by pirates.>
Category <ARMOR SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 1 -5
0 7 27 1
-1
name <Wynn Sleeve>
desc <An armored spacesuit commonly used by pirates.>
Category <ARMOR SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 6
0 2 1 -8
0 2 5 10
0 7 27 1
-1
Name <MonoSword>
Type <ARMORPIERCING>
desc <A ceram sword with a monomolecularly sharp edge.>
sdl_portrait <item_longsword.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 1 -5
0 7 27 1
-1
name <Wynn Legging>
desc <An armored spacesuit commonly used by pirates.>
Category <ARMOR SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 1 -5
0 7 27 1
-1
name <Wynn Legging>
desc <An armored spacesuit commonly used by pirates.>
Category <ARMOR SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 13 3 17 4 10 5 16 6 12 7 11 8 15
0 -1 2 2
0 -1 4 2
0 -12 3 3
0 -12 2 22
0 5 0 195
0 1 33 8
0 1 26 8
0 1 18 8
0 1 10 8
0 1 9 8
0 1 8 8
0 1 7 8
0 1 6 8
0 1 5 9
0 1 4 8
0 1 3 8
0 1 2 8
0 1 1 8
0 3 3 1
0 2 0 1
0 5 2 13
0 3 0 1
0 3 -5 50
0 3 -4 50
0 3 -7 -50
0 3 1 -3
0 5 12 4
0 5 11 5
0 1 12 8
0 1 19 8
0 1 23 8
0 3 -6 35
0 -1 0 25
0 -1 1 8
0 5 1 580891
0 5 8 1
-1
job_desig <MILIT>
JOB <MECHA PILOT>
name <Tama>
CHAT_ATTACK <Yee-haw!>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -2
0 7 27 1
-1
name <Light Space Helm>
desc <A light spacesuit helm with integrated rebreather.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Space Suit>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Sleeve>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Sleeve>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 2 5 5
0 2 1 -4
0 7 27 1
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Legging>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Legging>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 11 3 12 4 16 5 17 6 9 7 17 8 11
0 -1 2 2
0 -1 4 2
0 -12 3 5
0 -12 2 23
0 5 0 196
0 1 31 11
0 1 29 10
0 1 22 10
0 1 17 10
0 1 15 10
0 1 11 10
0 2 0 1
0 3 1 4
0 5 2 5
0 3 -4 -50
0 3 -7 50
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 10 10
0 1 18 10
0 16 3 1
0 16 29 1
0 5 12 1
0 5 11 31
0 3 -6 60
0 -1 0 23
0 -1 1 18
-1
job_desig <ACADE>
JOB <SCIENTIST>
name <Blaise>
SDL_PORTRAIT <por_m_blaise(YP-).png>
SDL_COLORS <208 34 51 255 212 195 234 180 88>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 18 4 1
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Pilot Suit>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 5 0
Stats 2 3 3 5
0 2 1 -3
0 7 27 1
-1
Name <Rapier>
desc <A light dueling sword with a thin blade. Designed for stabbing and lunging.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_rapier.png>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 10 3 6 4 6 5 15 6 15 7 10 8 10
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 4
0 1 23 7
0 3 1 4
0 3 -3 17
0 3 -6 25
0 5 0 408
0 -1 4 2
0 -1 0 2
0 -1 1 21
0 5 1 652199
0 5 8 3
0 5 3 774585404
0 5 4 65578
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Harher>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 7 3 10 4 12 5 19 6 15 7 17 8 9
0 -1 2 2
0 2 0 1
0 3 -1 50
0 1 16 10
0 1 20 10
0 1 21 5
0 3 0 1
0 3 1 2
0 3 -5 53
0 3 -4 19
0 5 0 410
0 -1 4 2
0 -1 0 26
0 -1 1 34
0 5 3 1003745964
0 5 4 21223
0 5 1 650841
0 5 8 3
-1
job_desig <MEDIC>
JOB <DOCTOR>
NAME <Rogwal>
ELEMENT <C Prefab>
HOME <ZONE_4>
Z
-1
0 1 2 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 14 3 9 4 8 5 13 6 11 7 9 8 12
0 -1 2 1
0 2 0 1
0 3 3 1
0 1 1 11
0 1 4 11
0 1 5 11
0 1 8 11
0 1 10 11
0 1 15 11
0 1 19 11
0 1 23 11
0 1 33 11
0 3 1 4
0 3 -3 47
0 3 -6 64
0 3 -7 23
0 5 11 2
0 1 2 12
0 5 12 4
0 1 3 11
0 1 6 11
0 1 7 11
0 1 9 11
0 5 0 413
0 -1 0 21
0 -1 1 27
0 -1 4 2
0 5 1 651134
0 5 8 2
-1
job_desig <LABOR>
JOB <TRUCKER>
NAME <Ivicca>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 2 1 -1
0 7 27 1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 8 3 8 4 10 5 8 6 9 7 9 8 11
0 -1 2 2
0 3 1 12
0 2 0 1
0 1 19 5
0 1 27 1
0 3 -5 46
0 3 -4 -19
0 5 0 414
0 -1 0 31
0 -1 1 27
0 -1 4 2
0 5 15 5
0 5 1 579889
0 5 8 1
-1
JOB <STUDENT>
NAME <Kekephow Pir>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 14 3 16 4 13 5 10 6 13 7 9 8 14
0 5 8 1
0 5 1 653001
0 -1 2 3
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 16
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 15
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
0 3 0 1
0 3 1 8
0 3 -5 50
0 3 -7 -33
0 3 -6 121
0 5 11 3
0 5 12 3
0 5 0 415
0 -1 0 20
0 -1 1 34
0 -1 4 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Oldgun>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 2 1 -10
0 2 5 10
0 7 27 1
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 8 3 10 4 15 5 8 6 6 7 2 8 5
0 -1 2 4
0 2 0 1
0 2 6 52
0 2 2 14
0 1 8 7
0 1 9 5
0 1 10 5
0 1 11 6
0 18 5 1
0 7 0 218
0 -1 0 27
0 -1 1 5
0 -1 4 3
-1
Name <GUARD DOG>
roguechar <d>
type <guard>
sdl_sprite <monster_dogfox.png>
sdl_colors <80 80 85 150 112 89 170 200 50>
JOB <ANIMAL>
ELEMENT <I Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 6 0
Stats
0 2 0 1
-1
name <Fangs>
Z
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Rear Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Rear Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -8 2 2
0 -6 2 2
0 13 0 3
0 -1 0 5
0 -1 1 11
-1
name <Vending Machine>
Desig <VENDING-1>
rogueChar <&>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
Z
-1
-1
0 2 0 0 0
Stats 1 11 2 7 3 13 4 11 5 14 6 10 7 14 8 15
0 2 0 1
0 1 21 7
0 1 23 5
0 3 0 1
0 3 1 2
0 3 -4 74
0 3 -3 16
0 3 -6 100
0 3 -5 18
0 5 0 409
0 -8 2 1
0 -1 4 2
0 -1 0 24
0 -1 1 5
0 5 1 676583
0 5 8 2
-1
job_desig <TRADE>
JOB <TICKET AGENT>
NAME <Kehew>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 15 0
Stats 5 13
0 -6 2 2
0 7 0 212
0 -8 2 1
0 -1 0 30
0 -1 1 34
0 -1 2 6
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -6 2 2
0 7 0 213
0 -8 2 2
0 -1 0 29
0 -1 1 34
0 -1 2 6
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 12 0 0 0
Stats
0 2 1 5
0 2 4 100000
0 7 0 214
0 -8 2 1
0 -1 0 2
0 -1 1 16
0 -1 2 6
-1
name <Antique Video Player>
desc <This entertainment unit is long obsolete, but might have some value for
collectors.>
ELEMENT <I Prefab>
Z
-1
-1
0 4 0 2 0
Stats
0 2 1 5
0 7 0 215
0 -8 2 1
0 -1 0 10
0 -1 1 31
0 -1 2 4
-1
name <Mop>
desc <A cleaning instrument.>
ELEMENT <I Prefab>
Z
-1
-1
0 4 0 2 0
Stats
0 2 1 5
0 7 0 216
0 -8 2 1
0 -1 0 10
0 -1 1 5
-1
name <Mop>
desc <A cleaning instrument.>
ELEMENT <I Prefab>
Z
-1
-1
0 4 0 2 0
Stats
0 2 1 5
0 7 0 217
0 -8 2 1
0 -1 0 36
0 -1 1 10
0 -1 2 2
-1
name <Mop>
desc <A cleaning instrument.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 22
0 -1 1 30
0 7 10 579659
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 5 0 0
Stats 4 24
0 -8 2 1
0 -1 0 27
0 -1 1 4
0 7 10 645276
0 0 1 1
-1
ROGUECHAR <!>
name <Cayley Rock Exterior>
use <if= V1 1 else GoFirstTime Print 1 Exit Destination>
GoFirstTime <ifYesNo 101 102 103 Print 1 Exit Destination V= 1 1>
msg1 <You exit the airlock.>
Msg101 <This airlock opens to the outside surface of the asteroid.>
Msg102 <Exit station.>
Msg103 <Stay right here.>
Z
-1
-1
0 15 5 0 0
Stats 4 1
0 -8 2 2
0 -1 0 29
0 -1 1 4
-1
ROGUECHAR <!>
name <Orbital Catapult>
desig <AIRLOCK-2>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the orbital catapult.>
Msg2 <This is the elevator to the orbital catapult. Would you like to launch into
space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You board the catapult.>
destination <L5 Region>
Z
-1
-1
0 15 5 0 0
Stats 4 23
0 -8 2 1
0 -1 0 4
0 -1 1 10
0 -1 2 6
0 7 10 638839
-1
ROGUECHAR <!>
name <Cayley Habitation Level>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 35
0 -1 1 22
0 7 10 580327
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 28
0 -1 1 30
0 7 10 579915
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 8
0 -1 0 6
0 -1 1 16
0 7 10 653100
0 0 1 1
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
update <if= V1 0 SetStat STAT_LOCK SkillTar 55 V= 1 1>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 16
0 -1 1 30
0 7 10 579274
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 10
0 -1 1 30
0 7 10 578921
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 10
0 -1 1 6
0 7 10 644816
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 35
0 -1 1 10
0 7 10 581288
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 2 0 0 0
Stats 1 15 2 13 3 16 4 16 5 8 6 7 7 10 8 12
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 17 11
0 1 24 11
0 1 26 11
0 1 30 11
0 3 0 1
0 3 1 13
0 3 -4 32
0 3 -3 45
0 3 -6 71
0 5 11 42
0 1 42 12
0 5 12 1
0 5 0 411
0 -8 2 1
0 5 1 636900
0 5 8 2
0 -2 0 1
0 -4 0 31
0 -2 2 637597
0 -2 3 636597
0 -2 4 636604
0 -5 2 1
0 -5 1 1
0 -1 4 3
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Noson>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 6 0
Stats 1 7 2 1 7 30
0 7 27 1
-1
Name <Hunting Rifle>
desig <L55>
desc <A rifle designed for hunting animals.>
sdl_portrait <item_huntingrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -5 50 0 0
Stats
0 7 10 580594
0 0 1 1
-1
name <Mounteer Persona>
greeting <if= V1 1 else GoFirstTime NewChat SayAnything>
GoFirstTime <V= 1 1 if= PCHomeTown SceneID else GoFromAway NewChat Say 5
AddChat 4 AddChat 5>
GoFromAway <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
result1 <NewChat Say 2>
result2 <NewChat Say 3 AddSociable -d6>
result3 <NewChat Say 4 AddEasygoing d10>
result4 <NewChat Say 6 AddCheerful -d10>
result5 <NewChat Say 7>
Msg1 <Welcome, visitor, to Cayley Rock. I hope your stay here will be a pleasant
one.>
Msg1_1 <Welcome, \PC, to Cayley Rock. I must say that it's a great honor to
welcome you here. If there's anything I can do to make your stay better, don't
hesitate to ask.>
CMsg1_1 <ifG PCRenown 35 ifG React 10 Accept>
Msg2 <There's not much that you'd be interested in. Some of the steelworkers hold
mecha games in the factory, but that's only open to members. If you ask around
there may be some cargo escort jobs available.>
Msg3 <You'll find the shuttle terminal on this level. Other services include
restaurants and shops on the upper habitation level.>
Msg4 <Well, I did have a plan to develop tourism, but most people don't like the
idea of vacationing on an asteroid. If you enjoy your stay here make sure to tell
all your friends about it!>
Msg5 <\PC , I heard that you'll be leaving the station. They say you're planning
to become a cavalier.>
Msg6 <That's the way it always is. The young grow up and the brightest among them
leave for the spinners. I wish you the best of luck, wherever the future takes
you.>
Msg7 <Always remember that you can come home when you need to. I don't know too
much about adventuring or the universe out there, but I do know that.>
Prompt1 <What is there to do around here?>
Prompt2_1 <How can I get off this rock?>
CPrompt2_1 <ifG 0 GNAtt NAG_CharDescription -5 Accept>
Prompt2_2 <I'm afraid I won't be staying long.>
CPrompt2_2 <ifG GNAtt NAG_CharDescription -5 -1 Accept>
Prompt3 <I'm hoping to have a relaxing time.>
Prompt4 <I can't wait to get off this rock.>
Prompt5 <Any advice before I go?>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 26 4 21
-1
name <Foyer>
desig <EntranceGrid>
SPECIAL <STARTHERE >
Content <Some 3 75 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 30 3 5 4 5
0 -1 2 2
-1
name <Police Office>
minimap <.....1..............##+##>
Z
-1
-1
0 -8 -27 0 0
Stats 1 26 2 2 3 5 4 5
-1
minimap <###########1#2##...##...#>
name <UZONE_1>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 8 3 5 4 5
0 -1 2 3
-1
minimap <############1###2..##...#>
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 35 2 20 3 5 4 5
0 -1 2 1
-1
name <Mayor's Office>
minimap <....................##+##>
Z
-1
-1
0 -3 23 0 0
Stats 1 -29 2 30 3 30
0 7 16 5
0 21 1 638839
0 7 10 644400
0 0 2101 10
-1
name <Cayley Habitation Level>
special <NOEXIT>
type <asteroid building public mine mall>
Content1 <Some 1 70 Sub *SHOP_RANDOM na>
Content2 <Some 1 90 Sub *GENERAL_SHOP na>
Content3 <Some 1 100 Sub *RESTAURANT na>
Content4 <Some 1 90 Sub *ARMOR_SHOP na>
Content7 <Fill Sub *HABITATION_X na>
START <V= 2101 T2 Goto START_1>
Msg1 <You enter the habitation level.>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_1>
HOME_4 <ZONE_4>
HOME_5 <ZONE_5>
ZONE_SPECIAL <NoGO>
HOME_6 <ZONE_5>
ZONE_SPECIAL_1 <NoGO>
HOME_7 <ZONE_7>
HOME_8 <ZONE_8>
HOME_9 <ZONE_9>
HOME_10 <ZONE_9>
HOME_11 <ZONE_11>
HOME_12 <ZONE_11>
HOME_13 <ZONE_13>
HOME_14 <ZONE_14>
ZONE_SPECIAL_2 <NoGO>
HOME_15 <ZONE_14>
ZONE_SPECIAL_3 <NoGO>
HOME_16 <ZONE_16>
HOME_17 <ZONE_17>
HOME_18 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .21_GoNotSafe if# V2102 -1 else .21_LastHit ifG v2101 T2
else .21_GoWarn Goto .21_GoAttack>
.21_GoNotSafe <V= 2102 -1>
.21_LastHit <V= 2102 0>
.21_GoWarn <if= v2102 0 else .21_GoAttack V= 2102 1 Print 2101>
.21_GoAttack <Print 2102 Alarm TeamAttack GuardTeam>
Msg2101 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg2102 <ALERT: You are not permitted to fire weapons here.>
HOME_19 <Foyer>
HOME_20 <Foyer>
Z
0 2 0 0 0
Stats 1 11 2 15 3 13 4 14 5 18 6 16 7 13 8 9
0 5 0 46
0 -1 4 2
0 3 -5 -50
0 3 -4 50
0 3 -3 50
0 3 1 48
0 2 0 1
0 18 5 1
0 1 3 5
0 1 5 5
0 1 6 5
0 1 8 5
0 1 10 5
0 1 13 5
0 1 33 5
0 1 36 5
0 -1 0 16
0 -1 1 24
-1
job_desig <LABOR>
JOB <MINER>
name <Nordstrom>
home <Foyer>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 10 3 5 4 9 5 10 6 11 7 12 8 8
0 -1 4 2
0 -12 3 2
0 -12 2 17
0 5 0 191
0 1 21 5
0 1 19 5
0 2 0 1
0 5 2 7
0 3 1 9
0 3 -3 33
0 -1 0 17
0 -1 1 15
0 5 15 10
0 5 1 643947
0 5 8 1
0 -1 2 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
NAME <Cymeter Gun>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 6 3 10 4 9 5 11 6 9 7 12 8 11
0 3 -6 -30
0 2 0 1
0 3 -2 120
0 1 21 5
0 1 23 5
0 3 0 1
0 3 1 14
0 3 -5 40
0 5 0 416
0 -1 4 2
0 -1 0 3
0 -1 1 10
0 5 3 1341546745
0 5 4 76865
0 5 1 640106
0 5 8 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Yanter Joy>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 5 2 9 3 9 4 12 5 12 6 13 7 11 8 11
0 3 -5 60
0 5 2 13
0 2 0 1
0 3 -2 120
0 1 21 10
0 1 23 5
0 3 1 1
0 3 -3 100
0 5 0 418
0 -1 4 2
0 -1 0 28
0 -1 1 11
0 -1 2 2
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Starhyo>
ELEMENT <C Prefab>
HOME <ZONE_5>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 10 3 13 4 13 5 11 6 17 7 12 8 12
0 2 0 1
0 3 -5 -21
0 3 -7 50
0 3 -3 -34
0 3 3 1
0 1 1 12
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 11 11
0 1 14 11
0 1 26 11
0 1 28 11
0 1 33 11
0 3 1 1
0 3 -4 -61
0 3 -6 70
0 5 11 1
0 5 12 9
0 5 0 419
0 -1 4 2
0 -1 0 27
0 -1 1 23
0 5 15 5
0 5 1 644256
0 5 8 1
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Desialt>
ELEMENT <C Prefab>
HOME <ZONE_9>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 13 3 17 4 16 5 12 6 16 7 15 8 10
0 2 0 1
0 3 -5 -50
0 3 -7 50
0 3 -3 -1
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 16
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 14 15
0 1 26 15
0 1 28 15
0 1 33 15
0 3 0 1
0 3 1 5
0 3 -4 31
0 3 -6 119
0 5 11 3
0 5 12 1
0 5 0 420
0 -1 4 2
0 -1 0 18
0 -1 1 28
0 5 15 10
0 5 1 644790
0 5 8 1
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Kenga>
ELEMENT <C Prefab>
HOME <ZONE_11>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 6 3 11 4 9 5 8 6 9 7 11 8 10
0 2 0 1
0 1 19 5
0 1 27 1
0 3 1 10
0 3 -5 47
0 3 -4 30
0 3 -7 20
0 3 -6 24
0 5 0 421
0 -1 4 2
0 -1 0 8
0 -1 1 27
0 -1 2 5
0 5 1 645702
0 5 8 1
-1
JOB <CITIZEN>
NAME <Walroi>
ELEMENT <C Prefab>
HOME <ZONE_14>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 16 3 8 4 10 5 12 6 8 7 8 8 6
0 2 0 1
0 18 5 1
0 1 3 5
0 1 5 5
0 1 6 5
0 1 8 5
0 1 10 5
0 1 13 5
0 1 33 5
0 1 36 5
0 3 0 1
0 3 1 4
0 3 -4 -54
0 3 -5 -22
0 3 -1 34
0 5 0 422
0 -1 0 8
0 -1 1 12
0 -1 4 2
0 5 1 640388
0 5 8 1
0 -1 2 7
-1
job_desig <LABOR>
JOB <MINER>
NAME <Metoel>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 5 3 8 4 13 5 13 6 14 7 11 8 14
0 2 0 1
0 3 -3 93
0 3 -6 78
0 1 11 10
0 1 19 8
0 1 25 5
0 1 30 5
0 1 37 10
0 3 0 1
0 3 1 10
0 3 -4 56
0 5 0 423
0 -1 0 23
0 -1 1 22
0 -1 4 2
0 -1 2 5
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Visiki>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 10 0
Stats
0 -6 2 1
0 7 0 219
0 -8 2 1
0 -1 0 2
0 -1 1 12
0 -1 2 7
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <R>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 6
0 7 0 220
0 -8 2 2
0 -1 0 2
0 -1 1 11
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <O>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 7
0 7 0 221
0 -8 2 3
0 -1 0 2
0 -1 1 10
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <M>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -6 2 2
0 13 0 6
0 7 0 222
0 -8 2 4
0 -1 0 2
0 -1 1 9
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <R>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 3
0 7 0 223
0 -8 2 5
0 -1 0 2
0 -1 1 8
0 -1 2 1
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <A>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 9 2 5 3 10 4 10 5 11 6 11 7 9 8 11
0 2 0 1
0 1 19 5
0 1 27 5
0 3 1 6
0 3 -4 -50
0 3 -1 13
0 3 -2 16
0 3 -7 23
0 5 0 417
0 -8 2 1
0 -1 4 2
0 -1 0 29
0 -1 1 17
0 5 1 643921
0 5 8 2
0 -1 2 4
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Baroi>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 13 0 2
0 7 0 224
0 -8 2 2
0 -1 0 29
0 -1 1 18
0 -1 2 4
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 1
0 7 0 225
0 -8 2 1
0 -1 0 29
0 -1 1 8
0 -1 2 3
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <A>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 226
0 -8 2 2
0 -1 0 29
0 -1 1 9
0 -1 2 4
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <R>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 227
0 -8 2 3
0 -1 0 29
0 -1 1 10
0 -1 2 4
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <M>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 2
0 7 0 228
0 -8 2 4
0 -1 0 29
0 -1 1 11
0 -1 2 4
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <O>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 3
0 7 0 229
0 -8 2 5
0 -1 0 29
0 -1 1 12
0 -1 2 5
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <R>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 12 0 0 0
Stats
0 2 1 5
0 2 4 100000
0 7 0 230
0 -8 2 1
0 -1 0 10
0 -1 1 2
-1
name <Antique Video Player>
desc <This entertainment unit is long obsolete, but might have some value for
collectors.>
ELEMENT <I Prefab>
Z
-1
-1
0 4 0 2 0
Stats
0 2 1 5
0 7 0 231
0 -8 2 1
0 -1 0 5
0 -1 1 22
0 -1 2 6
-1
name <Mop>
desc <A cleaning instrument.>
ELEMENT <I Prefab>
Z
-1
-1
0 4 0 2 0
Stats
0 2 1 5
0 7 0 232
0 -8 2 1
0 -1 0 22
0 -1 1 26
0 -1 2 4
-1
name <Mop>
desc <A cleaning instrument.>
ELEMENT <I Prefab>
Z
-1
-1
0 4 0 2 0
Stats
0 2 1 5
0 7 0 233
0 -8 2 1
0 -1 0 22
0 -1 1 5
-1
name <Mop>
desc <A cleaning instrument.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 5 0 0
Stats 4 22
0 -8 2 1
0 -1 0 4
0 -1 1 16
0 -1 2 6
0 7 10 644615
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 1 5 0
Stats 6 8
0 -1 0 10
0 -1 1 6
0 7 10 644400
0 0 1 1
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
update <if= V1 0 SetStat STAT_LOCK SkillTar 55 V= 1 1>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 6
0 -1 1 22
0 7 10 644289
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 22
0 7 10 642799
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 16
0 -1 1 25
0 7 10 643426
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 16
0 -1 1 6
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 10
0 -1 1 25
0 7 10 643973
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 22
0 -1 1 25
0 7 10 643161
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 22
0 -1 1 6
0 7 10 639925
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 2 0 0 0
Stats 1 16 2 14 3 16 4 14 5 9 6 11 7 13 8 13
0 2 0 1
0 3 -2 100
0 3 -1 60
0 5 2 3
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 17 10
0 1 24 10
0 1 26 10
0 1 30 10
0 3 0 1
0 3 1 -2
0 3 -3 28
0 3 -4 6
0 3 -5 -42
0 3 -6 61
0 3 -7 -2
0 5 11 12
0 1 12 11
0 5 12 1
0 5 0 424
0 -1 4 3
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Motyb>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 16 4 16
-1
name <Foyer>
desig <EntranceGrid>
SPECIAL <STARTHERE >
Content <Some 3 75 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 14 3 5 4 5
0 -1 2 3
-1
minimap <############1###...##...#>
name <UZONE_1>
Z
-1
-1
0 -5 46 0 0
Stats
-1
name <Nordstrom Persona>
rumor <Nordstrom started working in the mine fifty years ago.>
greeting <NewChat if= V1 1 else GoFirstTime Say 15 AddChat 5 AddChat 6 AddChat 7
AddChat 8 AddChat 9 AddChat 15>
GoFirstTime <V= 1 1 if= PCHomeTown RootSceneID else GoNotFromHere Say 1 AddChat
1 AddChat 2>
GoNotFromHere <Say 2 AddChat 3 AddChat 4>
result1 <NewChat AddReact d8 Say 3 AddChat 3 AddChat 4>
result2 <NewChat AddReact -d8 AddEasygoing -d10 Say 3 AddChat 3 AddChat 4>
result3 <NewChat Say 4 AddChat 5 AddChat 6 AddChat 7 AddChat 8 AddChat 9>
result4 <NewChat Say 5>
result5 <NewChat Say 6 V+ 2 1 AddChat 10>
result6 <NewChat Say 7 V+ 2 1 AddChat 10>
result7 <NewChat Say 8 V+ 2 1 AddChat 10>
result8 <NewChat Say 9 V+ 2 1 AddChat 10>
result9 <NewChat Say 10 AddChat 10>
result10 <NewChat ifG V2 3 else GoR10NotYet if= V3 0 else GoR10NotYet V= 3 1 Say
12 AddChat 12 AddChat 13>
GoR10NotYet <Say 11 AddChat 5 AddChat 6 AddChat 7 AddChat 8 AddChat 9 AddChat 11>
result11 <NewChat Say 13>
result12 <NewChat Say 14 AddChat 14>
result13 <AddRenown 1 Goto result12>
result14 <Goto result9>
result15 <Goto result11>
Msg1 <\PC , that's where you've been. I hear that you've decided that you're a
cavalier now. Well, if that's the case, I just might be able to give you some
pointers.>
Msg2 <Look at this, an adventurer come from away. There's not much business for
the likes of you around here, unless you're planning to explore the mines. You
haven't been there yet, have you?>
Msg3 <You know Old Wynter's Mine? Your parents probably told you it was dangerous
over that way, but maybe they didn't tell you why... You ever go down there
exploring?>
Msg4 <Very good then. I guess you've seen the creatures that live there, shroom-
beasts and worse. What kind of monsters have you seen?>
Msg5 <There are creatures living in the mine... shroom-beasts and worse, they are.
It's a good place to go hunting but take care you don't get stranded. Come talk to
me after seeing for yourself, and I'll tell you all about the monsters.>
Msg6 <Those are fungal spheres, one of the worst of the shroom-beasts. The
openings on all sides are mouths. It's not bad enough that they spit poison darts,
but their bite can tear up your oxygen lines something awful.>
Msg7 <Those would be the shroom-beasts. There's all kinds of them... In the early
colony days, they evolved from spores brought into space. Mostly they eat garbage
and worms but some types are pretty capable predators, too.>
Msg8 <I guess you've heard about old mining robots going "frankenstein". The
company used to set traps for runaways, but now the mine's closed. The robots
still working after all this time must be the toughest and meanest of the lot.>
Msg9 <Sounds like a void worm. They're a real nuisance; they chew up buildings and
spaceships so they can get to the electrical cables. Most everything down in the
mine eats worms. They're not tough so long as you don't get bitten.>
Msg10 <A lot of people think the exorgs are aliens, that they were frozen in a
comet and woken up by people. I don't know. They could as easily be some kind of
mutant or synth. All I know is we never saw them here until ten years ago.>
Msg11 <Any other critter you want to hear about?>
Msg12 <Just a minute now. You've asked me about a lot of monsters, give me the
chance to ask you about one... You ever see one of those exorgs?>
Msg13 <When you want to hear about the mine creatures again, come for a talk. I'll
be around here someplace.>
Msg14 <Exorgs only live in the deep levels. They're not like any natural
creature... There's all different shapes and sizes. I've seen about a half dozen
types, but I hear there's more, and they're all dangerous...>
Msg15 <Welcome back. What kind of mine creature would you like to hear about?>
Prompt1 <Any help would be appreciated.>
Prompt2 <What could you possibly know, old man?>
Prompt3 <I've been there, and fought things.>
Prompt3_1 <I've been going there since I was ten.>
CPrompt3_1 <if= PCHomeTown RootSceneID Accept>
Prompt4 <No... What's down there?>
Prompt5 <What's the weird floating ball?>
Prompt6 <I saw some kind of mushroom.>
Prompt7 <There are robots there, too.>
Prompt8 <A big fat worm.>
Prompt9 <Tell me about the exorgs.>
CPrompt9 <if# V3 0 Accept>
Prompt10 <Interesting.>
Prompt10_1 <I'd like to ask about something else.>
Prompt10_2 <So now I know.>
Prompt10_3 <Could I ask about something else?>
Prompt11 <That's all for now.>
Prompt12 <What's an exorg?>
Prompt13 <I've heard about those...>
CPrompt13 <ifG PCKnowledge 15 Accept>
Prompt14 <Where do they come from?>
Prompt15 <Not today, thanks.>
Z
-1
-1
0 -5 191 0 0
Stats
0 -12 3 2
0 -12 2 17
0 7 10 642609
-1
rumor0 <Cymeter Gun is in charge of building the new Hoeller factory.>
greeting <if= QuestStatus 17 2 else GoFirstTime NewChat Say 3 AddChat 3 AddChat 4
AddChat 5>
*GoFirstTime <*ENEMY_CHECK GoGreeting ChatNPCFac GoMakeEnemy>
GoMakeEnemy <PCEnemy 191 SetQuestStatus 17 -2>
*GoGreeting <*NiceToMeetYou GoCheckFaction>
GoCheckFaction <if= QuestStatus 17 0 else GoChat if= PCFac ChatNPCFac else
GoCheckReact Goto GoOfferMission>
GoCheckReact <ifG React 35 else GoChat Goto GoOfferMission>
*GoChat <*MISC_CHATTER>
GoOfferMission <NewChat Say 1 AddChat 1 AddChat 2 AddChat 6>
result1 <NewChat Say 2 SetQuestStatus 17 2 SetQuestStatus 19 4 QMemo 17 5>
result2 <NewCHat Say 4 SetQuestStatus 17 -2 ifNPCVillainous PCEnemy 191>
result3 <FacXP+ 7 5 SetSceneFaction 191 7 ActivateMeme 12 23 Goto .6_GoInit>
result4 <NewChat Say 6>
result5 <NewChat Say 7 SetQuestStatus 17 -2 AddReact -10>
result6 <NewChat Say 8 AddChat 7 AddChat 8>
result7 <Goto result1>
result8 <Goto result2>
Msg1 <Hoeller Industries is building a new factory complex here at Cayley Rock.
Unfortunately, our progress has been slower than anticipated. What I need is a spy
at the job site, who can tell me why things aren't going as planned.>
Msg2 <Fantastic. You can find the construction site on the surface of the
asteroid. Come back and let me know when you have anything to report.>
Msg3 <What have you discovered about the factory project?>
Msg4 <Aha. Well, don't worry about it, then.>
Msg5 <Cymeter Gun in \SCENE 23 asked you to find out why the new Hoeller building
hasn't been completed yet.>
Msg6 <I see. Well, keep up the good work... and come back when you do have
something to tell.>
Msg7 <Hmm. The board of directors is not going to like this...>
Msg8 <We already have a smelter here. Since the mine closed there are lots of
skilled workers available, and labor costs are lower than anywhere but Theles
Spinner. Cayley Rock is also close to several major trade points. So, can you help
me?>
Prompt1 <I could do that for you.>
Prompt2 <That doesn't sound like my kind of job.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt3 <Construction will be completed shortly.>
CPrompt3 <if= QuestStatus 19 -1 Accept>
Prompt4 <I haven't found anything yet.>
Prompt5 <The building project cannot be completed.>
CPrompt5 <if= QuestStatus 19 -2 Accept>
Prompt6 <Why build a factory here?>
Prompt7 <Let me see what I can find out.>
Prompt8 <Sorry, I don't think I can.>
CPrompt8 <if# PCFac ChatNPCFac Accept>
*.6_GoInit <*MissionWasSuccess&Reward .6_GoFinish ChatNPCFac na>
.6_GoFinish <CashPrize Reward 36 250 SetQuestStatus 17 -1>
requires <*MissionWasSuccess &Reward>
GoFirstTime <ifFactionEnemy ChatNPCFac else GoGreeting EndChat Say 1501 Goto
GoMakeEnemy>
Msg1501 <You've got a lot of nerve showing up here at a time like this...>
Msg1501_1 <You shouldn't be here...>
Msg1501_2 <I have nothing to say to you...>
GoGreeting <ifCHatNPCUnknown else GoCheckFaction if# 0 ChatNPCFac else
GoCheckFaction NewChat Say 1601 AddChat 1601 AddChat 1602 AddChat 1603>
result1601 <Goto GoCheckFaction>
result1602 <AddSociable -d6 Goto GoCheckFaction>
result1603 <NewChat Say 1602 AddChat 1604>
result1604 <Goto GoCheckFaction>
Msg1601 <I work for \FACTIOn ChatNPCFac . It's one of the largest and most
important corporation in the world.>
Msg1601_1 <The best part of working at \FACTIOn ChatNPCFac is being part of the
team. My co-workers are the best group of professionals you're ever likely to
meet, and I'm sure they feel the same about me.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I work for \FACTIOn ChatNPCFac .>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I just love working for \FACTIOn ChatNPCFac ! The environment here is
really great, you know? The pay is pretty good as well.>
CMsg1601_3 <ifNPCCheerful Accept>
Msg1601_4 <Working here at \FACTIOn ChatNPCFac is really dull, and the pay isn't
the greatest, but at least we have job security...>
CMsg1601_4 <ifNPCMelancholy Accept>
Msg1601_5 <Working at \FACTIOn ChatNPCFac isn't so bad. The hours are a bit long
for my taste, but the pay is good and there are plenty of benefits.>
CMsg1601_5 <ifNPCEasygoing Accept>
Msg1601_6 <Did you know that \FACTIOn ChatNPCFac is the most powerful corporation
in all of space? I'm going to work hard to keep us at number one!>
CMsg1601_6 <ifNPCPassionate Accept>
Msg1602 <Really? I haven't seen you around... Well, it's nice to meet you.>
Msg1602_1 <In that case, you must be \PC ! Am I right? Well, it's nice to meet
you.>
CMsg1602_1 <ifG PCRep 6 25 Accept>
Msg1602_2 <You are also an employee of \FACTION ChatNPCFac ? How very
interesting... Well, I am pleased to make your acquaintance.>
CMsg1602_2 <ifNPCVillainous Accept>
Prompt1601 <Good for you.>
Prompt1601_1 <How interesting.>
Prompt1602 <I don't really care about that.>
CPrompt1602 <if# PCFac ChatNPCFac Accept>
Prompt1602_1 <That doesn't concern me.>
Prompt1603 <I know, I work here myself.>
CPrompt1603 <if= PCFac ChatNPCFac Accept>
Prompt1604 <Nice to meet you too.>
GoChat <NewChat SayAnything>
.6_GoInit <NewChat Say 1801 Goto .6_GoFinish>
Msg1801 <The mission was a success. Here's your reward.>
Msg1801_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You did it. Here's your pay.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1801_7 <ifG 5 React Accept>
Msg1801_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1801_10 <ifFactionExists ChatNPCFac Accept>
Msg1801_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1801_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1801_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1801_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1801_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1801_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1801_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1801_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1801_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1801_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1801_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1801_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1801_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1801_20 <ifFactionExists na Accept>
Msg1801_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1801_21 <ifNPCSociable ifFactionExists na Accept>
Msg1801_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1801_22 <ifNPCShy ifFactionExists na Accept>
Msg1801_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1801_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1801_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1801_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1801_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1801_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1801_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1801_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 8 3 5 4 5
0 -1 2 3
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12345...............&---&ARMOR>
Z
-1
-1
0 -8 -27 0 0
Stats 1 25 2 14 3 5 4 5
0 -1 2 1
-1
name <ZONE_4>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 25 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <12345...............&---&ARMOR>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_7>
MINIMAP <..1.................##=##>
SPECIAL < NoGO>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 20 3 5 4 5
0 -1 2 3
-1
name <ZONE_8>
MINIMAP <#################1####+##>
SPECIAL < NoGO>
Z
-1
-1
0 -8 -27 0 0
Stats 1 25 2 20 3 5 4 5
0 -1 2 1
-1
name <ZONE_9>
MINIMAP <....................##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 25 3 5 4 5
0 -1 2 2
-1
name <ZONE_11>
MINIMAP <....................##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_13>
MINIMAP <....................##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 25 3 5 4 5
0 -1 2 2
-1
name <ZONE_14>
MINIMAP <....................##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 25 3 5 4 5
0 -1 2 2
-1
name <ZONE_16>
MINIMAP <#################1####+##>
SPECIAL < NoGO>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 2 3 5 4 5
-1
name <ZONE_17>
MINIMAP <#################1####+##>
SPECIAL < NoGO>
Z
-1
-1
0 -5 416 0 0
Stats
0 7 10 639136
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ARMOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <CLOTHING ARMOR ACCESSORY>
KEYWORDS <CLOTHING ARMOR ACCESSORY>
Msg201 <This is a cavalier fashion store. We sell armor, other clothes, and
accessories.>
Msg202 <I just know you'll find something you like!>
Prompt201 <I'll take a look at what you have.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 417 0 0
Stats
0 7 10 642280
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Passionate>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <NewChat ifG PC$ 74 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -75>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
Keywords <FOOD RESTAURANT>
result202 <Goto GoBye>
Msg201 <Welcome to the \SCENE RootSceneID Sandwich Stop. You can get a sandwich
platter including two side dish choices for $75.>
Msg202 <Here's your order. Enjoy your meal.>
Msg203 <You don't have enough money to pay for this...>
Msg204 <Sorry, I don't make deliveries. You'll have to come over here to order
your sandwich.>
Prompt201 <I'll take one.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <No thanks, I'm not hungry.>
GoBye <EndChat ifG React 50 else .3GoNoFriend Say 301>
.3GoNoFriend <ifG React 0 else .3GoNoLike Say 302>
.3GoNoLike <Say 303>
msg301 <Come back and see me again anytime!>
msg302 <Good-bye, \PC .>
msg303 <Don't let the door hit your ass on the way out.>
Z
-1
-1
0 -5 418 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ARMOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ARMOR SHIELD>
KEYWORDS <ARMOR SHIELD>
Msg201 <We have the latest in protective gear. Would you like to take a look?>
Msg202 <We also perform fitting and customization at no extra charge.>
Prompt201 <Let me see what you have.>
Prompt202 <Maybe some other time.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 423 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Village>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <AddEasygoing -d4 ifG Flirtation 5 else .1_GoFail ifG React 0 else
.1_GoFail AddReact 10 SkillXP 27 100 NewChat Say 103 AddChat 104>
.1_GoFail <NewChat AddReact -5 Say 102 AddChat 103 PCMoraleDmg 10 ifG PCRenown 0
AddRenown -1>
result103 <Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
Msg101 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg101_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Cut the lines, creep. I'm not interested.>
Msg102_1 <Don't even think about it. You are so not my type.>
Msg103 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg103_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt101 <Nice to meet you.>
Prompt101_1 <I'm glad to meet you.>
Prompt101_2 <It's nice to meet you.>
Prompt102 <What's a beautiful person like you doing here?>
CPrompt102 <ifNPCSexy ChatNPCID Accept>
Prompt102_1 <It's a great pleasure to meet someone so attractive.>
Prompt102_2 <And it's VERY nice to meet you!>
Prompt103 <I see...>
Prompt103_1 <Ah...>
Prompt104 <I look forward to it.>
Prompt104_1 <I'd like that a lot.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Not much ever changes around these parts.>
Msg201_1 <Around here, everybody knows everyone else. That's a good thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <It must be nice to live in a city, and not have anyone else know who you
are...>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <This is a good place to live. Sure, it's boring on times, but there's a
comfort that comes from knowing what to expect.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <I am so sick of this place... What I'd give to see the rest of the
world!>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <I'm happy here. I'd like a bit more excitement sometimes, but this is my
home.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Nothing much ever changes here. At least, not for the better...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 424 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <Goto GoMiscTalk>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
-1
0 -3 24 3 0
Stats 1 -30 2 30 3 30
0 21 3 1
0 22 2 1
0 21 2 1
0 -1 1 1
0 -1 0 1
0 21 1 648145
0 7 10 648000
-1
name <Cayley Rock Exterior>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <outdoors urban environs>
TERRAIN <GROUND>
Z
0 15 11 0 0
Stats 4 -204 5 -1 7 50
0 -1 0 24
0 -1 1 26
0 7 10 648145
-1
ROGUECHAR <*>
name <Mounteer's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 213 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -203 7 50 8 1
0 -1 0 1
0 -1 1 23
0 7 10 648145
-1
ROGUECHAR <*>
name <Motyb's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 20 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -202 7 50 8 1
0 -1 0 27
0 -1 1 17
0 7 10 648145
-1
ROGUECHAR <*>
name <Noson's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 20 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -200 5 -1 7 50
0 -1 0 4
0 -1 1 5
0 7 10 648145
-1
ROGUECHAR <*>
name <Warphi's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 197 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -191 5 -1 7 50
0 -1 0 21
0 -1 1 16
0 7 10 648145
-1
ROGUECHAR <*>
name <Bowar's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 180 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -189 5 -1 7 50
0 -1 0 23
0 -1 1 30
0 7 10 648145
-1
ROGUECHAR <*>
name <Guncha's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 175 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -188 5 -1 7 50
0 -1 0 19
0 -1 1 23
0 7 10 648145
-1
ROGUECHAR <*>
name <Terni's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 174 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -187 5 -1 7 50
0 -1 0 22
0 -1 1 6
0 7 10 648145
-1
ROGUECHAR <*>
name <Oldgun's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 172 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 193 5 -1 8 2
0 -12 3 2
0 -12 2 21
0 7 0 13
0 -1 0 21
0 -1 1 7
0 7 10 648145
-1
ROGUECHAR <*>
name <Steel Arena>
desig <ENTRANCE 193>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 21 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 190
0 -12 3 2
0 -12 2 17
0 7 0 11
0 -1 0 13
0 -1 1 10
0 7 10 645888
-1
ROGUECHAR <&>
name <Hoeller Construction Site>
desig <ENTRANCE 190>
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 27
0 -1 0 13
0 -1 1 9
-1
ROGUECHAR <&>
NAME <Old Wynter's Mine>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 25
0 -1 0 27
0 -1 1 23
0 7 10 648066
-1
ROGUECHAR <&>
NAME <Cayley Steelworks>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 22
0 -1 0 27
0 -1 1 22
0 7 10 648178
-1
ROGUECHAR <&>
name <Cayley Main Station>
desig <BUILDING>
Z
-1
-1
0 15 11 0 0
Stats 4 -201 5 -1 7 50
0 -1 0 20
0 -1 1 23
0 7 10 648145
-1
ROGUECHAR <*>
name <Elhyo's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 200 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -206 7 50
-1
ROGUECHAR <*>
name <Maibes's Mecha>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 215 2 else GoHide if= P211 0 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -208 7 50
-1
ROGUECHAR <*>
name <Sunter's Mecha>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 216 2 else GoHide if= P211 0 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
-1
0 -8 -6 0 0
Stats 1 9 2 6 3 8 4 8
-1
name <UZONE_1>
Z
-1
-1
0 -8 -6 0 0
Stats 1 24 2 19 3 5 4 5
-1
name <UZONE_2>
Z
-1
-1
0 -3 25 0 0
Stats 1 -24 2 21 3 28
0 21 2 3
0 21 1 648066
0 -15 24 1
0 7 10 648145
-1
name <Cayley Steelworks>
type <asteroid building factory>
entrance <*Building>
special <ADDEXIT>
START <V= 201 T2 Goto START_1>
Msg1 <You enter the Cayley Steelworks.>
START_1 <Print 1>
PCAttack <ifSafeArea else .2_GoNotSafe if# V202 -1 else .2_LastHit ifG v201 T2
else .2_GoWarn Goto .2_GoAttack>
.2_GoNotSafe <V= 202 -1>
.2_LastHit <V= 202 0>
.2_GoWarn <if= v202 0 else .2_GoAttack V= 202 1 Print 201>
.2_GoAttack <Print 202 Alarm TeamAttack GuardTeam>
Msg201 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg202 <ALERT: You are not permitted to fire weapons here.>
HOME <Office>
HOME_1 <Office>
Z
0 2 0 0 0
Stats 1 13 2 8 3 10 4 15 5 8 6 6 7 2 8 5
0 2 0 1
0 2 6 52
0 2 2 14
0 1 8 7
0 1 9 5
0 1 10 5
0 1 11 6
0 18 5 1
0 7 0 237
0 -1 0 14
0 -1 1 23
0 -1 4 3
0 -1 2 5
-1
Name <GUARD DOG>
roguechar <d>
type <guard>
sdl_sprite <monster_dogfox.png>
sdl_colors <80 80 85 150 112 89 170 200 50>
JOB <ANIMAL>
ELEMENT <I Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 6 0
Stats
0 2 0 1
-1
name <Fangs>
Z
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Rear Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Rear Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 7 3 9 4 11 5 15 6 13 7 14 8 5
0 5 0 49
0 3 -7 10
0 3 -5 -8
0 3 -3 20
0 3 1 10
0 3 0 1
0 5 2 2
0 2 0 1
0 1 19 5
0 1 21 5
0 -1 0 5
0 -1 1 27
0 -1 2 1
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Office>
NAME <Bowar>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 8 3 5 4 10 5 15 6 11 7 12 8 6
0 5 0 48
0 3 -2 17
0 3 -6 50
0 3 -5 43
0 3 1 14
0 3 0 1
0 5 2 7
0 2 0 1
0 1 19 5
0 1 21 5
0 -1 2 4
0 -1 0 17
0 -1 1 26
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Office>
NAME <Terni>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 5 0 0
Stats 4 26
0 -8 2 1
0 -1 0 18
0 -1 1 11
0 -1 2 2
-1
ROGUECHAR <!>
name <Steelworks Lounge>
Z
-1
-1
0 15 0 0 0
Stats 4 24 5 -1
0 -1 0 1
0 -1 1 25
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 15
0 -1 1 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 15
0 -1 1 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 11
0 -1 1 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 4
0 -1 1 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 14
0 -1 1 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 8
0 -1 1 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 11
0 -1 1 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 23 3 19 4 5
0 -1 2 1
-1
name <Office>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 16 2 9 3 5 4 5
0 -1 2 1
-1
name <Lounge>
minimap <......###..#1#...........>
Z
-1
-1
0 -3 26 0 0
Stats 1 -29 2 24 3 24
0 7 16 3
0 21 2 3
-1
name <Steelworks Lounge>
type <building factory private sleazy meeting arenasite dangerous>
special <NOEXIT>
start <Print 1 if= L1 0 else GoCheckChallenge L= 1 1 L= 3 DesigNPCID NPC_Kodie
Compose FAINT V3 .BouncerDies Compose SURRENDER V3 .BouncerSurrender NPCLevel L3
30 Goto GoCheckChallenge>
.BouncerDies <L= 2 1>
.BouncerSurrender <if= L2 0 XPV 100 L= 2 1 ForceChat L3 GrabNPC L3 GSetNAtt
NAG_Location NAS_Team 3>
GoCheckChallenge <if= L2 0 ForceChat L3>
Msg1 <You enter the lounge area of Cayley Steelworks.>
content1 <Some 1 75 Sub *WEAPON_SHOP na>
content2 <Some 1 35 Sub *SHOP_RANDOM na>
content3 <Some 1 100 Sub *BAR_SERVICE na>
content9 <Fill Sub *CLUB_X na>
Z
0 2 0 0 0
Stats 1 13 2 17 3 14 4 12 5 9 6 10 7 10 8 9
0 5 0 47
0 3 -6 50
0 5 12 1
0 5 11 12
0 -1 4 3
0 3 -3 50
0 3 -4 -50
0 2 0 1
0 3 3 1
0 1 1 9
0 1 2 9
0 1 3 9
0 1 4 9
0 1 5 9
0 1 6 9
0 1 7 9
0 1 8 9
0 1 9 9
0 1 10 9
0 1 12 10
0 1 26 9
0 1 33 9
-1
job_desig <MILIT>
job <Bouncer>
home <Entry Point>
name <Kodie>
desig <NPC_Kodie>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -4 4 0 0
Stats
0 -1 1 -1
-1
name <Bouncer's Bit>
Z
-1
-1
0 -5 47 0 0
Stats
-1
name <Kodie PERSONA>
special <NOESCAPE NOPLOTS UNLISTED>
greeting <ifNPCSurrendered ChatNPCID else GoCheckPermission UnSurrender ChatNPCID
NewChat Say 19 Goto GoStamp>
GoCheckPermission <if= L2 0 else GoAllowed if= PCFac 5 else GoCheckHome EndChat
Say 1 Goto GoStamp>
GoCheckHome <if= PCHomeTown RootSceneID else GoCheckPriva EndChat Say 2 Goto
GoStamp>
GoCheckPriva <if= PCFac 6 else GoNoEntry EndChat Say 3 Goto GoStamp>
GoNoEntry <EndChat Say 4 AddChat 1 AddChat 2 AddChat 3 AddChat 4>
GoStamp <L= 2 1 GrabSource GSetSAtt special .nothing>
GoAllowed <NewChat if= V1 1 else GoCheckLessons Say 15 AddChat 9 AddChat 10>
GoCheckLessons <ifG React 45 else GoSayAnything V= 1 1 Say 14 AddChat 9 AddChat
10>
GoSayAnything <SayAnything>
GoAttack <GrabChatNPC GSetNAtt NAG_Location NAS_Team 4 GSD GTargetPC GQuickShot
Goto GoStamp>
result1 <EndChat Say 5 Return>
result2 <EndChat Say 6 AddChat 5 AddChat 6>
result3 <EndChat Say 9 AddChat 7 AddChat 8>
result4 <EndChat ifG PCCharm d10 else GoR4Fail Say 12 Goto GoStamp>
GoR4Fail <Say 13 Goto GoAttack>
result5 <Goto result1>
result6 <EndChat ifIntimidation 8 else GoR6Fail AddEasygoing -d8 Say 7 Goto
GoStamp>
GoR6Fail <Say 8 Goto GoAttack>
result7 <EndChat ifNPCLawful else GoR7Works Say 11 Goto GoAttack>
GoR7Works <Say 10 Cash+ -5000 Goto GoStamp>
result8 <Goto result1>
result9 <EndChat Say 16 school .skills Say 17>
.skills <6 7 8 9 10>
result10 <NewChat Say 18>
Msg1 <You're with the dueling guild? The arena manager's over there in the back.
Have a good fight.>
Msg2 <Hey, \PC , I've got this job now where I'm supposed to guard the door. We
don't want any undesirables coming in to ruin our fun.>
Msg3 <Hey, you're a privateer, aren't you? You guys rock.>
Msg4 <This is a private lounge. No entry to anyone who don't belong here. That
means you.>
Msg5 <Buh-bye.>
Msg6 <Look, if you don't go peacefully, I'm gonna have to make you go the other
way... understand?>
Msg7 <Heh... I like you, you've got some real nerve. You can come in here if you
wants. I think you'll fit right in with the regulars.>
Msg8 <This ain't gonna take long...>
Msg9 <What the blue blazes are you talking about? How will you make this worth my
while?>
Msg10 <Wow, that's a whole lot of money... most times I only gets $1500 or so.
Sure, you can come on in...>
Msg11 <You think \ChatNPC can be bribed? You'll pay for that!!!>
Msg12 <Yeah, I guess it'd be nice to have someone pretty here for a change. Come
in.>
Msg13 <You an ugly minger. If you stay here too long, everyone's gonna get sick. I
better put you by the curb.>
Msg14 <I know you're supposed to be a mecha pilot, but if you'd like I can help
you learn how to fight. That's how I get most of my money... the pay for this
bouncer gig blows.>
Msg15 <How you like to practice some fighting skills now?>
Msg15_1 <How'd you like to practice some fighting skills? I could really use the
cash.>
Msg15_2 <How'd you like to practice fighting? That's the only excitement I get
these days.>
Msg16 <Let's get started... I'll try not to hurt you.>
Msg17 <Come back later and we'll do this again.>
Msg18 <Alright, well have fun here in the lounge.>
Msg19 <Okay, you can come in... I'm not going to stop you...>
Prompt1 <Sorry, I'll leave now.>
Prompt2 <What are you gonna do about it?>
CPrompt2 <ifPCPassionate Accept>
Prompt3 <It'll be worth your while to let me in.>
CPrompt3 <ifG PC$ 10000 Accept>
Prompt4 <Couldn't you just let me through?>
CPrompt4 <ifNPCSexy ChatNPCID Accept>
Prompt5 <Alright, I'll go.>
Prompt6 <Come on, if you think you can take me.>
Prompt7 <I'll pay you $5000. [give money]>
Prompt8 <Um, I'll be back later.>
Prompt9 <Let's train.>
Prompt10 <Maybe some other time.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 65 Here *URBAN_X>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Entry Point>
minimap <############1##..........>
Z
0 15 5 0 0
Stats 4 25
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -5 194 0 0
Stats
0 -12 3 2
0 -12 2 21
-1
rumor0 <the steelworkers have a secret mecha tournament going on. Actually it's
not much of a secret.>
Greeting <if= QuestStatus 23 5 else GREETING_2 if= ArenaState 193 NAV_AS_Win else
.5_GoCheckLoss SetQuestStatus 23 6 if# ArenaWins 193 10 else GoBigWin Goto
.5_GoArenaWin>
GoCheckLoss <if= ArenaState 193 NAV_AS_Loss else GoCheckReady Goto GoArenaLoss>
GoCheckReady <if= ArenaState 193 NAV_AS_Vacant else GoArenaFull ifG ComTime
ArenaRecharge 193 else GoArenaBusy Goto GoOfferFight>
GoArenaWin <if= ArenaWins 193 10 else GoMinorWin Goto GoBigWin>
*GoMinorWin <*BasicArenaWin 193 GoResetArena>
*GoArenaLoss <*BasicArenaLoss 193 GoResetArena>
GoResetArena <ResetArena 193>
*GoArenaFull <*ArenaIsFull 193>
*GoArenaBusy <*ArenaIsBusy 193>
GoChooseBattle <if= ArenaWins 193 9 else GoCheckQ1 Goto .5_GoInit>
GoCheckQ1 <if= ArenaWins 193 5 else GoNormalBattle Goto .3_GoInit>
*GoNormalBattle <*StartArenaBattle 193 GoStartFight>
GoStartFight <SavePos PrepArena 193 100 Jump 193>
*GoRefuseBattle <*RefuseArenaFight 193>
GoStartQuest <SetQuestStatus 21 2 SetArenaThreat 193 5>
GoOfferFight <NewChat Say 1 AddChat 1 AddChat 2>
GoBigWin <NewChat Say 7 History 8 XPV 100 SetQuestStatus 21 -1 MechaPrize .mektype
72 4 12 Goto GoResetArena>
.mektype <PDASS REGEX KETTE BIOCO FEDDE>
*GoPreQuest <*NiceToMeetYou GoArenaIntro>
GoArenaIntro <NewChat Say 2 AddChat 3 AddChat 4>
result1 <Goto GoChooseBattle>
result2 <Goto GoRefuseBattle>
result3 <NewChat Say 3 AddChat 5 AddChat 6 Goto GoStartQuest>
result4 <NewChat Say 4>
result5 <NewChat Say 5 AddChat 1 AddChat 2>
result6 <NewChat Say 6 AddChat 1 AddChat 2 AddCheerful -d10>
Msg1 <Welcome back to the Steel Arena. Are you ready to fight?>
Msg2 <Welcome to the Steel Arena. Are you here to fight, or just to watch?>
Msg3 <Our arena is on the far side of the rock. It's probably the best arena in
all the colonies! We buried a ton of simgravs down there, so it feels just like
you're fighting on Earth!>
Msg4 <Alright, then. You should be able to see the fight on one of the monitors,
somewhere...>
Msg5 <It really is! We've got a battle coming up soon. Do you want to take part?>
Msg6 <Er... no, no I haven't, but I watch all the mecha tournament shows... Earth
pilots rock. So, do you want to fight now?>
Msg7 <Since that was your tenth win, you've officially won our big prize! Here's a
brand new dueling mecha, straight from Earth!>
Msg8 <You were crowned champion of the Steel Arena.>
Prompt1 <I'm ready to go.>
CPrompt1 <ifChatNPCInPlay ifG PCMeks 0 Accept>
Prompt2 <Wait a minute, okay?>
Prompt3 <I'm here to fight!>
Prompt4 <I think I'll just watch, for now.>
Prompt5 <Sounds like fun!>
Prompt6 <You've never been to Earth, have you?>
GREETING_1 <if# QuestStatus 21 0 else GoPreQuest if= ArenaState 193 NAV_AS_Win
else GoCheckLoss Goto GoArenaWin>
*.3_GoCheckLoss <*ChallengerStatusReport 195 193 .3_GoNPCDied>
.3_GoInit <ifNPCOK 195 else .3_GoNPCDied NewChat Say 301 SetQuestStatus 22 3
NPCSubQMemo 195 3 302 AddChat 301>
*.3_GoNPCDied <*YourChallengerDied 193 22>
*.3_GoArenaWin <*ChallengeArenaWin 195 193 .3_GoConclude>
.3_GoConclude <ResetArena 193>
Result301 <NewChat Say 303>
Msg301 <Your next match is against a young mecha pilot named Tama. She grew up on
an asteroid mining station, so she's been handling mecha since she's been old
enough to walk. You can find her at \SCENE 22 .>
Msg302 <Peters sent you to battle Tama in arena combat; \SPR 195 can be found in
\SCENE 22 .>
Msg303 <Tama doesn't have much experience in real combat yet, so maybe you can use
that to your advantage. She's much better at defense than she is at offense.>
Prompt301 <Do you have any hints for me?>
GREETING_2 <if= QuestStatus 22 3 else GREETING_1 if= ArenaState 193 NAV_AS_Win
else .3_GoCheckLoss SetQuestStatus 22 4 if# ArenaWins 193 10 else GoBigWin Goto
.3_GoArenaWin>
*.5_GoCheckLoss <*ChallengerStatusReport 196 193 .5_GoNPCDied>
.5_GoInit <ifNPCOK 196 else .5_GoNPCDied NewChat Say 501 SetQuestStatus 23 5
NPCSubQMemo 196 5 502 AddChat 501>
*.5_GoNPCDied <*YourChallengerDied 193 23>
*.5_GoArenaWin <*ChallengeArenaWin 196 193 .5_GoConclude>
.5_GoConclude <ResetArena 193>
Result501 <NewChat Say 503>
Msg501 <For the next match, you'll be facing a challenger named Blaise . You'll be
able to find \OPR 196 at \SCENE 22 .>
Msg502 <Peters sent you to battle Blaise in arena combat; \SPR 196 can be found in
\SCENE 22 .>
Msg503 <Blaise isn't much of a pilot; actually, he's a weapon designer. You can
expect his mecha to be heavily modified. The trick will be dodging his attacks
long enough to take him down.>
Prompt501 <What can you tell me about this pilot?>
requires <*ChallengeArenaWin>
GoMinorWin <NewChat Say 1501 CashPrize Reward ArenaThreat 193 100 Goto
GoResetArena>
Msg1501 <Good job. Here's the prize money you earned. Come back tomorrow for
another fight.>
Msg1501_1 <You did well out there; people will be talking about that win. Here's
your prize.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Good job. There'll be another fight tomorrow.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <I think that went fairly well. Here's your prize; hopefully I'll see
you back here for tomorrow's match.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You blew them away! Good work out there. Here's the prize you earned;
come back tomorrow and you might get another.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <I knew you could do it! Here's the prize money; come back tomorrow for
your next match.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You have lived to fight another day. Maybe tomorrow's match will be
more challenging.>
CMsg1501_6 <ifNPCMelancholy Accept>
GoArenaLoss <NewChat Say 1601 Goto GoResetArena>
Msg1601 <You lost the match. Come back here tomorrow and try your luck again.>
Msg1601_1 <You were defeated... that's not going to be good for your reputation.
We'll have another match tomorrow and maybe you can redeem yourself.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You lost. You can get another chance tomorrow.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <You lost the match, but it's not the end of the world. You can try
again tomorrow.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You'll never make it to the championship like this. Come back tomorrow
for a new battle.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <Well, that was a depressing performance. Maybe you'll do better in
tomorrow's match.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <That was horrible. You can come back here tomorrow for a chance to
redeem yourself.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoArenaFull <NewChat Say 1701>
Msg1701 <What are you doing talking to me? Shouldn't you be fighting now?>
GoArenaBusy <NewChat Say 1801>
Msg1801 <There's no battle taking place right now. Come back tomorrow and there
should be another match.>
Msg1801_1 <All of our battle for today have concluded. You can come back tomorrow
and we should have something else lined up then.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <The arena's closed. Come back tomorrow for another fight.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Sorry, but we don't have any more matches going on today. I could let
you go into the arena by yourself but that would hardly be very exciting.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <We're closed. Come back tomorrow if you want to fight.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <I'm sorry but the arena is closed for today. We'll have another match
tomorrow, though!>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You're out of luck, the arena is closed. Come back later if you want to
fight.>
CMsg1801_6 <ifNPCMelancholy Accept>
GoNormalBattle <EndChat Say 1901 Goto GoStartFight>
Msg1901 <Good luck out there. Come back here if you win and I'll give you a
prize.>
Msg1901_1 <Your compeditors are in position and ready to fight. Good luck out
there. If you win the match, remember to come talk to me for your prize money.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <May the best pilot win.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <Here we go again. If you win the fight, come see me for your prize.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <Get ready for battle! If you win, make sure to come see me for the
prize money.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Have a good match! Come talk to me after you've won and I'll give you
the prize money.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Give them hell. Come back if you survive and I'll reward you then.>
CMsg1901_6 <ifNPCMelancholy Accept>
GoRefuseBattle <NewChat Say 2001>
Msg2001 <That's too bad. Come back later if you change your mind.>
Msg2001_1 <I see. I'm disappointed that you won't take part this time, but you can
always come back later.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <So that's how it is.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <Oh well. If you should happen to change your mind, come back whenever.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter? You don't have the guts for it?>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Aw, that's no fun.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You have a well-developed sense of self-preservation. I can respect
that.>
CMsg2001_6 <ifNPCMelancholy Accept>
GoPreQuest <ifCHatNPCUnknown else GoArenaIntro NewChat Say 2101 AddChat 2101
AddChat 2102>
result2101 <NewChat Say 2102 AddChat 2103 AddEasygoing -d4 FacXP+ 5 1>
result2102 <NewChat Say 2103 AddChat 2103 AddEasygoing d10>
result2103 <Goto GoArenaIntro>
Msg2101 <You look like a cavalier. Are you here to challenge me?>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Did you come here to challenge me?>
CMsg2101_2 <ifNPCShy Accept>
CMsg2101_3 <ifNPCEasygoing Accept>
CMsg2101_4 <ifNPCPassionate Accept>
CMsg2101_5 <ifNPCCheerful Accept>
CMsg2101_6 <ifNPCMelancholy Accept>
Msg2102 <That's too bad, my mecha's in the shop. Maybe we can try that later,
though.>
Msg2103 <That's too bad, I could use some target practice. Maybe later.>
Prompt2101 <Yes, I am.>
Prompt2102 <Uh, no, I'm not...>
Prompt2103 <Uh-huh.>
.3_GoCheckLoss <if= ArenaState 193 NAV_AS_Loss else .22_GoCheckAnything NewChat
Say 2201 ResetArena 193>
.22_GoCheckAnything <if# ArenaState 193 NAV_AS_Vacant else .22_GoCheckEligibility
NewChat Say 2202>
.22_GoCheckEligibility <ifNPCOK 195 else .3_GoNPCDied NewChat Say 2203>
Msg2201 <\PERSONA 195 defeated you in the arena. Try challenging \OPR 195 again
later; you can't advance in the competition until you defeat \OPR 195 .>
Msg2202 <You're supposed to fight \PERSONA 195 in the arena. Get over there and do
something!>
Msg2203 <You can't advance in the competition until after you defeat \PERSONA 195
.>
.3_GoNPCDied <NewChat Say 2301 SavePos PrepArena 193 150 Jump 193 SetQuestStatus
22 -2>
Msg2301 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2301_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <Good luck.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2301_6 <ifNPCMelancholy Accept>
.3_GoArenaWin <NewChat Say 2401 CashPrize Reward ArenaThreat 193 150 Goto
.3_GoConclude>
Msg2401_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg2401_10 <ifNPCDead 195 Accept>
Msg2401_20 <Good job against \PERSONA 195 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg2401_20 <ifNPCOK 195 Accept>
.5_GoCheckLoss <if= ArenaState 193 NAV_AS_Loss else .25_GoCheckAnything NewChat
Say 2501 ResetArena 193>
.25_GoCheckAnything <if# ArenaState 193 NAV_AS_Vacant else .25_GoCheckEligibility
NewChat Say 2502>
.25_GoCheckEligibility <ifNPCOK 196 else .5_GoNPCDied NewChat Say 2503>
Msg2501 <\PERSONA 196 defeated you in the arena. Try challenging \OPR 196 again
later; you can't advance in the competition until you defeat \OPR 196 .>
Msg2502 <You're supposed to fight \PERSONA 196 in the arena. Get over there and do
something!>
Msg2503 <You can't advance in the competition until after you defeat \PERSONA 196
.>
.5_GoNPCDied <NewChat Say 2601 SavePos PrepArena 193 150 Jump 193 SetQuestStatus
23 -2>
Msg2601 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2601_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2601_1 <ifNPCSociable Accept>
Msg2601_2 <Good luck.>
CMsg2601_2 <ifNPCShy Accept>
Msg2601_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2601_3 <ifNPCEasygoing Accept>
Msg2601_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2601_4 <ifNPCPassionate Accept>
Msg2601_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2601_5 <ifNPCCheerful Accept>
Msg2601_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2601_6 <ifNPCMelancholy Accept>
.5_GoArenaWin <NewChat Say 2701 CustomMecha .27_MekFac ArenaThreat 193 Goto
.5_GoConclude>
.27_MekFac <PDASS>
Msg2701 <In recognition of your victory, I'm glad to present you with a brand new
mecha. Come back tomorrow for another match.>
Msg2701_20 <You have defeated \PERSONA 196 . As a reward, you've earned a brand
new Duelist League mecha. There will be another match tomorrow.>
CMsg2701_20 <ifNPCOK 196 Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <The Steel Arena>
special <SHAREDPALETTE>
minimap <#...#........1......#---#>
Z
0 2 0 0 0
Stats 1 9 2 9 3 9 4 9 5 10 6 9 7 9 8 10
0 -1 4 2
0 -12 3 2
0 -12 2 21
0 -8 2 1
0 5 0 194
0 1 27 1
0 1 19 5
0 2 0 1
0 3 -4 -50
0 3 -3 50
0 3 -5 50
0 3 -7 50
0 3 1 2
0 5 2 5
-1
job <Arena Manager>
name <Peters>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
-1
0 -3 27 0 0
Stats 1 -24 2 21 3 21
0 7 16 1
0 21 2 3
-1
name <Old Wynter's Mine>
type <building ruin mine !Lo open>
terrain <SPACE>
habitat <SPACE.ASTER>
entrance <*Building>
special <AddExit>
content <Some 1 100 Sub *DUNGEON_DECOR>
Start <if= V1 0 else GoBeenBefore V= 1 1 Print 2 Alert 1>
GoBeenBefore <Print 2>
Msg1 <This old building was obviously abandoned some time ago. The power generator
still works on this upper level, and the air seems breathable enough.>
Msg2 <You enter Old Wynter's Mine.>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 6 0 0
Stats 4 28
-1
ROGUECHAR <.>
name <Wynter's Mine>
use <if= StatVal STAT_Lock 0 else GoLocked if= V1 1 else GoFirstTime Print 1 Exit
StatVal 4>
GoFirstTime <ifYesNo 101 102 103 V= 1 1 Print 1 Exit StatVal 4 MonsterUp 2 10>
Msg101 <This is an airlock. There's still power here, but no guarantee there will
be power in the mines.>
Msg102 <Enter the mine.>
Msg103 <Don't enter the mine.>
Z
-1
-1
-1
0 -3 28 0 0
Stats 1 -2 2 30 3 30
0 21 2 1
0 22 2 1
-1
name <Wynter's Mine, L1
special <NOEXIT>
type <DUNGEON ruin mine open>
terrain <SPACE>
habitat <SPACE.ASTER>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Wynter's Mine>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 10
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 27
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 29 0 0
Stats 1 -2 2 30 3 30
0 7 6 1
0 22 2 1
0 21 2 1
-1
name <Wynter's Mine, L2
special <NOEXIT>
type <DUNGEON ruin mine open !Ne
terrain <SPACE>
habitat <SPACE.ASTER>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Wynter's Mine>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 12
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 28
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 30 0 0
Stats 1 -2 2 30 3 30
0 21 2 1
0 22 2 1
0 7 6 2
-1
name <Wynter's Mine, L3
special <NOEXIT>
type <DUNGEON ruin mine open !Ne
terrain <SPACE>
habitat <SPACE.ASTER>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Wynter's Mine>
ENTRANCE <*GoDown>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 16
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 29
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 31 0 0
Stats 1 -2 2 30 3 30
0 21 2 1
0 22 2 1
-1
name <Lower Wynter's Mine, L1
special <NOEXIT>
type <DUNGEON ruin mine open>
terrain <SPACE>
habitat <SPACE.ASTER>
entrance <*GoDown>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Lower Wynter's Mine>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 30
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid Exorg>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 30
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 32 0 0
Stats 1 -2 2 30 3 30
0 7 6 1
0 22 2 1
0 21 2 1
-1
name <Lower Wynter's Mine, L2
special <NOEXIT>
type <DUNGEON ruin mine open !Lo
terrain <SPACE>
habitat <SPACE.ASTER>
ENTRANCE <*GoDown>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Lower Wynter's Mine>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 33
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid Exorg>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 31
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 33 0 0
Stats 1 -2 2 30 3 30
0 21 2 1
0 22 2 1
0 7 6 2
-1
name <Lower Wynter's Mine, L3
special <NOEXIT>
type <DUNGEON ruin mine open !Lo
terrain <SPACE>
habitat <SPACE.ASTER>
ENTRANCE <*GoDown>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Lower Wynter's Mine>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 35
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid Exorg>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 32
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 33
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -3 34 0 0
Stats 1 -2 2 30 3 30
0 7 7 1
0 7 6 1
0 22 2 1
0 21 2 1
-1
name <Lower Wynter's Mine, L2a
special <NOEXIT>
type <DUNGEON ruin mine open !Lo
terrain <SPACE>
habitat <SPACE.ASTER>
ENTRANCE <*GoDown>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Lower Wynter's Mine>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 34
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid Exorg>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 31
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 35 0 0
Stats 1 -2 2 30 3 30
0 21 2 1
0 22 2 1
0 7 6 2
0 7 7 1
-1
name <Lower Wynter's Mine, L3a
special <NOEXIT>
type <DUNGEON ruin mine open !Lo
terrain <SPACE>
habitat <SPACE.ASTER>
ENTRANCE <*GoDown>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 30 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Lower Wynter's Mine>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 37
0 -1 1 -1
-1
name <Monster>
type <Mine Fungus Asteroid Exorg>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 34
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 36 0 0
Stats 1 -2 2 30 3 30
0 7 7 1
0 7 6 3
0 22 2 1
0 21 2 1
-1
name <Lower Wynter's Mine, L4a
special <NOEXIT>
type <DUNGEON ruin mine open !Lo
terrain <SPACE>
habitat <SPACE.ASTER>
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clue14 <Print 2>
clue29 <Print 3>
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name <Cayley Caves, L4b
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Z
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-1
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Z
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Z
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-1
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Z
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-1
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-1
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-1
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Z
-1
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Stats 4 52
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 53
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 37
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 52
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 36
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 35
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 32
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 34
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 31
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 30
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 29
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
-1
0 -3 190 0 0
Stats 1 -31 2 17 3 17
0 -12 2 17
0 -12 1 35
0 21 2 3
0 7 16 2
0 21 1 645888
0 7 10 645889
-1
NAME <Pirai's Workyard>
requires <*ConstructionSite>
type <building workshop>
special <NOEXIT>
content <Fill Sub *CONSTRUCTION_X na>
HABITAT <SPACE.ASTER>
start <if= SceneVar 192 1 1 else na SetQuestStatus 20 -1 Goto na>
HOME <ZONE_7>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
HOME_6 <ZONE_6>
Z
0 2 0 0 0
Stats 1 11 2 13 3 11 4 7 5 15 6 7 7 8 8 9
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 0 1
0 3 1 -1
0 3 -5 -24
0 3 -2 26
0 5 0 428
0 -12 2 17
0 -8 2 1
0 -1 4 2
0 -1 0 15
0 -1 1 16
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Pirwal>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 4 0
Stats
0 7 0 236
0 -12 2 17
0 -8 2 3
0 -1 0 7
0 -1 1 2
0 -1 2 4
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 235
0 -12 2 17
0 -8 2 2
0 -1 0 10
0 -1 1 6
0 -1 2 4
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 234
0 -12 2 17
0 -8 2 1
0 -1 0 11
0 -1 1 6
0 -1 2 4
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 6 2 11 3 8 4 7 5 13 6 9 7 11 8 12
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 0 1
0 3 1 -3
0 3 -4 37
0 3 -7 28
0 3 -2 26
0 5 0 426
0 -12 2 17
0 -8 2 1
0 -1 4 2
0 -1 0 6
0 -1 1 16
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Tomiae>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 12 3 12 4 6 5 13 6 9 7 10 8 12
0 -1 4 2
0 -12 3 5
0 -12 2 20
0 -8 2 1
0 5 0 193
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
0 3 1 4
0 3 -4 -1
0 3 -5 -20
0 3 -7 69
0 3 -3 26
0 3 -6 19
0 -1 0 16
0 -1 1 4
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Vumrod>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 13 3 12 4 7 5 15 6 9 7 9 8 11
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 0 1
0 3 1 5
0 3 -4 53
0 3 -5 10
0 5 0 429
0 -12 2 17
0 -1 0 15
0 -1 1 9
0 -1 4 2
0 -1 2 2
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Teners>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 12 3 8 4 8 5 13 6 7 7 10 8 11
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 1 4
0 3 -3 40
0 3 -1 -2
0 5 0 427
0 -12 2 17
0 -1 0 2
0 -1 1 3
0 -1 4 2
0 -1 2 7
0 5 15 10
0 5 1 647981
0 5 8 1
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Cynyan>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 12 3 7 4 10 5 15 6 6 7 7 8 8
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 1 11
0 3 -3 50
0 5 0 425
0 -12 2 17
0 -1 0 9
0 -1 1 6
0 -1 4 2
0 5 15 5
0 5 1 647474
0 5 8 1
0 -1 2 7
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Kielki>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 15 3 9 4 8 5 16 6 9 7 6 8 10
0 -1 4 2
0 -12 3 4
0 -12 2 19
0 5 0 192
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
0 3 1 9
0 3 -4 -24
0 3 -6 -63
0 -1 0 7
0 -1 1 7
0 5 15 5
0 5 1 647772
0 5 8 2
0 -1 2 4
-1
job_desig <LABOR>
job <Foreman>
NAME <Pincyn>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 5 0 0
Stats 4 192
0 -8 2 2
0 -1 0 9
0 -1 1 14
-1
ROGUECHAR <!>
name <Sub-Basement>
desig <Entrance 192>
use <if= QuestStatus 20 5 else GoLocked Print 1 Exit Destination>
GoLocked <Print 2>
Msg2 <There's nothing interesting in here.>
Z
-1
-1
0 15 5 0 0
Stats 4 191
0 -8 2 2
0 -1 0 9
0 -1 1 9
0 7 10 646204
-1
ROGUECHAR <!>
name <Business Level>
desig <Entrance 191>
use <if# SceneFac 191 0 else GoLocked Print 1 Exit Destination>
GoLocked <Print 2>
Msg1 <You board the elevator.>
Msg2 <They haven't finished work on this level yet.>
Z
-1
-1
0 15 5 0 0
Stats 4 24
0 -8 2 1
0 -1 0 14
0 -1 1 4
0 -1 2 6
0 7 10 647291
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 2 3 5 4 5
0 -1 2 3
-1
minimap <.......##...1#...##......>
name <UZONE_1>
Z
-1
-1
0 -3 191 0 0
Stats 1 -1 2 22 3 22
0 -12 2 17
0 -12 1 35
0 7 16 2
-1
NAME <Chaers Office>
requires <*Office>
type <building>
special <ADDEXIT>
Content1 <Some 2 80 Sub *SHOP_RANDOM na>
Content2 <Fill Sub *CORP_PUBLIC>
HABITAT <SPACE.ASTER>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 192 0 0
Stats 1 -24 2 35 3 35
0 -12 2 20
0 -12 1 35
0 21 2 1
0 7 101 15
0 7 16 2
-1
NAME <Jangten Basement>
requires <*ExterminationBasement>
type <Private Basement>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
Start <Print 1 if= L2 0 if= QuestStatus 20 5 L= 2 1 WMonster 2 35 200>
nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the vermin.>
HABITAT <SPACE.ASTER>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 5 14
-1
Z
-1
0 15 3 0 0
Stats 4 190
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 5 4 5
0 -1 2 1
-1
minimap <......###..&2&...........>
special <SHAREDPALETTE>
name <UZONE_2>
Z
-1
-1
0 -5 192 0 0
Stats
0 -12 3 4
0 -12 2 19
0 7 10 646412
-1
greeting <if= QuestStatus 19 4 else GoChat if= V1 1 else GoFirstTime NewChat Say 3
AddChat 2 AddChat 5>
GoFirstTime <NewChat Say 1 AddChat 1>
*GoChat <*MISC_CHATTER>
result1 <NewChat V= 1 1 Say 2 AddChat 3 AddChat 4 SetQuestStatus 20 5 QMemo 19 4>
result2 <NewChat Say 5 SetQuestStatus 19 -1 ifG React 35 PCFriend 192>
result3 <NewChat Say 6>
result4 <NewChat Say 7 AddCheerful -d10>
result5 <NewChat Say 8 SetQuestStatus 19 -2>
Msg1 <Yes, may I help you? We're very busy here right now.>
Msg2 <I wish I could tell you that things are proceeding well, but they aren't.
The trouble is, we've been losing building materials.>
Msg3 <Have you found anything about the missing building materials?>
Msg4 <Pincyn revealed that materials are being stolen from Cymeter Gun's
construction site.>
Msg5 <Fantastic! We'll be able to get back to work soon... You should report to
Cymeter Gun .>
Msg6 <Ask around and see if you can uncover any clues. I'll help you in whatever
way I can.>
Msg7 <If you can't find the materials and bring them back, then it'll be both of
us who have failed, won't it? Search around and see what you can find out. I'll
keep working on the project.>
Msg8 <The our project is lost... report back to Cymeter Gun.>
Prompt1 <I was send to hurry up the construction.>
Prompt1_1 <Cymeter Gun sent me to check your progress.>
Prompt2 <I've solved your materials problem.>
CPrompt2 <if= QuestStatus 20 -1 Accept>
Prompt3 <I could find out what happened to them.>
Prompt4 <Cymeter Gun won't be pleased at your failure.>
Prompt5 <I think you better give up on those supplies...>
CPrompt5 <if= QuestStatus 20 -2 Accept>
requires <*MISC_CHATTER>
GoChat <NewChat SayAnything>
Z
-1
-1
0 -5 193 0 0
Stats
0 -12 3 5
0 -12 2 20
-1
rumor5 <Vumrod knows something about Pincyn's construction problem.>
greeting <if= QuestStatus 20 -1 else GoCheckMission if= V1 1 else GoJustChat V= 1
2 NewChat Say 5 AddReact d10>
GoCheckMission <if= QuestStatus 20 5 else GoJustChat if= V1 1 else GoFirstTime >
*GoFirstTime <*IHaveInformation GoPresentInfo 192>
GoPresentInfo <NewChat Say 1 QMemo 20 6 V= 1 1 AddChat 1 AddChat 2>
*GoJustChat <*MISC_CHATTER>
Result1 <NewChat Say 2 AddChat 3>
Result2 <NewChat Say 3 AddChat 3>
result3 <NewChat Say 4>
Msg1 <The materials that disappeared from the job site? They weren't stolen...
something ate them.>
Msg2 <I've seen them... I told some of the other workers, they thought I'd been
drinking, but they're definitely there.>
Msg3 <I can't exactly say what they were, but I expect some kind of a mutated
beaver crossbred with a space fungus.>
Msg4 <I've seen them all around, but the most common place is in \SCENE 192 . The
way down is over there.>
Msg5 <I haven't seen any of those creatures in a while... I guess you must have
cleared them up.>
Msg6 <Vumrod told you that creatures in the sub-basement are eating Pincyn's
supplies.>
Prompt1 <How do you know that?>
Prompt2 <What kind of creature would eat plastic sheeting?>
Prompt3 <Where can I find these creatures?>
requires <*MISC_CHATTER>
GoFirstTime <if= V1501 0 else GoPresentInfo V= 1501 1 NewChat Say 1501 AddChat
1501>
Result1501 <Goto GoPresentInfo>
Msg1501 <I heard you've been asking around... I have some information you might
want to hear, \PC .>
Msg1501_1 <They say you've been asking a lot of questions. Well, I know something
you might want to hear.>
Msg1501_2 <You've been asking a lot of difficult questions, \PC ... fortunately, I
may have some of the answers.>
Msg1501_11 <The word on the street is that you've been asking a lot of questions,
\PC . It's not just what you ask but who you ask that's important, you know. I've
got some information that you might find useful.>
CMsg1501_11 <ifNPCSociable Accept>
Msg1501_12 <\PC , I have some information you'll want to know.>
CMsg1501_12 <ifNPCShy Accept>
Msg1501_13 <Hey, if you've got a minute, let me tell you about something. I think
you'll like it.>
CMsg1501_13 <ifNPCEasygoing Accept>
Msg1501_14 <Information is power. Whoever has the best information will usually
win, while those who live in ignorance are doomed to fail. I know some things that
you'll want to hear.>
CMsg1501_14 <ifNPCPassionate Accept>
Msg1501_15 <It's lucky that you bumped into me, \PC . I happen to know some things
that could be very useful to you.>
CMsg1501_15 <ifNPCCheerful Accept>
Msg1501_16 <Right now you are wandering around in ignorance, but I know some
things that could help you out.>
CMsg1501_16 <ifNPCMelancholy Accept>
Prompt1501 <I'm listening.>
Prompt1501_1 <Well, go on, tell me what it is.>
CPrompt1501_1 <ifPCSociable Accept>
Prompt1501_2 <Go on.>
CPrompt1501_2 <ifPCShy Accept>
Prompt1501_3 <You don't say? Cool.>
CPrompt1501_3 <ifPCEasygoing Accept>
Prompt1501_4 <Hurry up and get to the point.>
CPrompt1501_4 <ifPCPassionate Accept>
Prompt1501_5 <Lucky I ran into you, then.>
CPrompt1501_5 <ifPCCheerful Accept>
Prompt1501_6 <Let me hear it.>
CPrompt1501_6 <ifPCMelancholy Accept>
GoJustChat <NewChat SayAnything>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 12 3 5 4 5
0 -1 2 2
-1
minimap <......###..#2#........1..>
special <SHAREDPALETTE>
name <UZONE_3>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 12 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 5 4 5
0 -1 2 1
-1
name <ZONE_2>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 5 4 5
0 -1 2 3
-1
name <ZONE_3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 2 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
SPECIAL < >
MINIMAP <12......................3>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 12 3 5 4 5
-1
name <ZONE_6>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 7 3 5 4 5
0 -1 2 3
-1
name <ZONE_7>
SPECIAL < >
Z
-1
-1
0 -5 425 0 0
Stats
0 -12 2 17
0 7 10 646490
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CAYLE>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d3 Goto GoMiscTalk>
result102 <AddSociable -d3 Goto GoMiscTalk>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <I've heard that Hoeller was going to build a factory here, but nothing
ever came of it.>
Msg201_1 <Did you hear about...? Oh, I guess everybody's heard that by now.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <I don't think I could bear living in a spinner... Cayley Rock is crowded
enough for me.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <This place is the gateway to the dusty ring. It's either the last
outpost of civilization or the first citadel of anarchy, depending on your point
of view.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <There's some wicked fun at the steelworks lounge.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <I think I'll ride a shuttle to Cesena Spinner when I get the chance.
That should be fun.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <The main causes of death around here are faulty airlocks and boredom.>
CMsg201_6 <ifNPCMelancholy Accept>
Msg201_7 <Do you know the real reason why the mine closed? It's because they
discovered alien life down there!>
CMsg201_7 <ifNPCSpiritual Accept>
Z
-1
-1
0 -5 426 0 0
Stats
0 -12 2 17
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 427 0 0
Stats
0 -12 2 17
0 7 10 646789
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
0 -5 428 0 0
Stats
0 -12 2 17
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 429 0 0
Stats
0 -12 2 17
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Village>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddReact d3 Goto GoMiscTalk>
result102 <AddCheerful -d6 Goto GoMiscTalk>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Not much ever changes around these parts.>
Msg201_1 <Around here, everybody knows everyone else. That's a good thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <It must be nice to live in a city, and not have anyone else know who you
are...>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <This is a good place to live. Sure, it's boring on times, but there's a
comfort that comes from knowing what to expect.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <I am so sick of this place... What I'd give to see the rest of the
world!>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <I'm happy here. I'd like a bit more excitement sometimes, but this is my
home.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Nothing much ever changes here. At least, not for the better...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 193 2 0
Stats 1 -30 2 50 3 50
0 -12 2 21
0 -12 1 39
0 21 2 1
0 22 2 1
0 21 3 1
-1
NAME <the Steel Arena>
requires <*Arena_SteelArena>
type <Arena>
special <SHOWALL SOLO ARENA NOPILLAGE>
terrain <GROUND>
start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle Alert 1
SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0
ForceChat SelfChallengerID>
GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
GoBoringStart <Print 3 Return>
nu1 <if= T1 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Loss Alert 5 Print 5 AddRenown -5 Goto GoEndBattle>
nu2 <if= T2 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Win Alert 6 Print 6 AddSelfArenaWin AddSelfArenaThreat d10 XPV 100
FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat
SelfChallengerID Goto GoEndBattle>
GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID
SelfChallengerHome ClearSelfChallengerID>
Msg1 <You enter the arena. Prepare to battle.>
Msg2 <The arena battle rages on.>
Msg3 <You enter the arena. There's no fight going on here now.>
Msg5 <You have lost the battle.>
Msg6 <You have won the battle.>
HABITAT <SPACE.ASTER>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 25
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 5
0 -1 1 -1
0 -6 0 45
0 -6 1 25
-1
name <Enemies>
Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMecha 2
SelfArenaThreat SelfArenaForces>
Z
-1
-1
-1
-1
0 -5 195 0 0
Stats
0 -12 3 3
0 -12 2 22
0 7 10 580026
-1
greeting <if# v401 1 else .4_GoSchool if= QuestStatus 22 4 else GREETING_1
SetQuestStatus 22 -1 ifG React d30 else .4_GoFail ifG ChatNPCDAge PCDAge else
.4_GoMakeAlly if= d2 1 else .4_GoMakeAlly V= 401 1 NewChat Say 402 History 403
PCFriend 195
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 9>
GoCheckStatus <if= ArenaState 193 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 193 NAV_AS_Win else GoCheckChallenge ifNPCOK 194 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 22 -1 ResetArena 193>
GoCheckChallenge <ResetArena 193 ifG ComTime ArenaRecharge 193 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 3 AddChat 4>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 193 195 SetChallengerHome 193 22 MoveNPC 195 193
PrepArena 193 0 SetNPCTeam 195 2>
*result1 <*MeetMeAtArena 193 GoStartCombat>
*result2 <*RejectChallenge>
result3 <NewChat Say 6 AddReact d10 AddChat 1 AddChat 2>
result4 <EndChat Say 7 AddCheerful -d6 AddChat 5>
result5 <NewChat Say 8 AddChat 1 AddChat 2>
Msg1 <I'm bored! Come on and let's start the match.>
Msg2 <Wow... Fighting mecha is way harder than blasting rocks. Rocks don't shoot
back. You can tell Peters that our match is over.>
Msg3 <I'm sorry, but I don't think we can have that match anymore...>
Msg4 <So, do you want to go to the arena now? I've been looking forward to this.>
Msg5 <Aha, \PC ! Peters told me you were coming. I challenge you to a duel at
\SCENE 193 !>
Msg6 <Ooh, I can't wait. This is going to be my first arena match. Do you want to
head out now?>
Msg7 <Really? Ashes... this is my first time around, so I'm still learning how
things work. Sorry about ruining that.>
Msg8 <As long as you're here, though, I guess we can get started anyways. Are you
all ready to head over to the arena?>
Msg9 <Let's get this game rolling. Yee-haw!>
Prompt1 <I'm all ready to go.>
Prompt2 <I need a bit more time to get ready first.>
Prompt3 <I accept your challenge!>
Prompt4 <Wait, I thought I was supposed to challenge you.>
Prompt5 <[Continue]>
GREETING_1 <if= QuestStatus 22 3 else GoNoMatch if= ArenaState 193 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
.4_GoSchool <NewChat Say 404 AddChat 401>
.4_GoMakeAlly <PCAlly 195 NewChat Say 401>
*.4_GoFail <*IConcedeDefeat&Battle>
result401 <EndChat Say 405 School .4_Skills Goto .4_GoBye>
.4_Skills <1 2 3 4 5 6 7 8 9 10 18>
*.4_GoBye <*GoodBye>
Msg401 <You're a great pilot. The next time we meet on the battlefield, I plan to
be on your side.>
CMsg401_1 <ifNPCSociable Accept>
CMsg401_2 <ifNPCShy Accept>
CMsg401_3 <ifNPCEasygoing Accept>
CMsg401_4 <ifNPCPassionate Accept>
CMsg401_5 <ifNPCCheerful Accept>
CMsg401_6 <ifNPCMelancholy Accept>
Msg402 <You did pretty well out there, but if you don't mind me saying so, there
are still a couple of things you could learn. I can teach you a few new tricks.>
CMsg402_1 <ifNPCSociable Accept>
CMsg402_2 <ifNPCShy Accept>
CMsg402_3 <ifNPCEasygoing Accept>
CMsg402_4 <ifNPCPassionate Accept>
CMsg402_5 <ifNPCCheerful Accept>
CMsg402_6 <ifNPCMelancholy Accept>
Msg403 <Tama in \SCENE RootSceneID offered to become your mentor.>
Msg404 <Hello, \PC . I hope that your adventure's been going well.>
CMsg404_1 <ifNPCSociable Accept>
CMsg404_2 <ifNPCShy Accept>
CMsg404_3 <ifNPCEasygoing Accept>
CMsg404_4 <ifNPCPassionate Accept>
CMsg404_5 <ifNPCCheerful Accept>
CMsg404_6 <ifNPCMelancholy Accept>
Msg405 <I'll show you some of the things that have helped me in the arena.>
CMsg405_1 <ifNPCSociable Accept>
CMsg405_2 <ifNPCShy Accept>
CMsg405_3 <ifNPCEasygoing Accept>
CMsg405_4 <ifNPCPassionate Accept>
CMsg405_5 <ifNPCCheerful Accept>
CMsg405_6 <ifNPCMelancholy Accept>
Prompt401 <I'd like to train.>
Prompt401_1 <Let's do some training now.>
Prompt401_2 <I'd like to study now.>
requires <*GOODBYE Easygoing>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoLater <NewChat Say 1601>
Msg1601 <Come back tomorrow and you can challenge me again.>
Msg1601_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I'm busy. Come back later.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I'd rather not fight now. How about tomorrow?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <If you come back tomorrow, we can have more fun then.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 1701 AddChat 1701 AddChat
1702>
result1701 <AddReact d3 Goto GoChat>
result1702 <AddCheerful -d6 Goto GoChat>
Msg1701 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg1701_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg1701_1 <ifNPCPassionate Accept>
Msg1701_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg1701_2 <ifNPCEasygoing Accept>
Msg1701_3 <I'm \ChatNPC . Nice to meet you.>
CMsg1701_3 <ifNPCShy Accept>
Prompt1701 <Nice to meet you too.>
Prompt1701_1 <Glad to meet you.>
Prompt1702 <That remains to be seen.>
Prompt1702_1 <What's so nice about it?>
GoChat <NewChat SayAnything>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <I'll go wait for you at \SCENE 193 . Take however much time you need.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Cool. I'll see you at \SCENE 193 , then.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_5 <This is going to be a fun match! Come meet me at \SCENE 193 when you're
ready.>
CMsg1901_5 <ifNPCCheerful Accept>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
.4_GoFail <NewChat Say 2101>
Msg2101 <You won that fight. I concede defeat.>
.4_GoBye <EndChat Say 2201>
msg2201 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
0 -5 196 0 0
Stats
0 -12 3 5
0 -12 2 23
-1
greeting <if= QuestStatus 23 6 else GREETING_1 SetQuestStatus 23 -1 ifG React d20
else .6_GoFail PCFriend ChatNPCID NewChat Say 601>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndCHat Say 6>
GoCheckStatus <if= ArenaState 193 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 193 NAV_AS_Win else GoCheckChallenge ifNPCOK 194 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 23 -1 ResetArena 193>
GoCheckChallenge <ResetArena 193 ifG ComTime ArenaRecharge 193 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 193 196 SetChallengerHome 193 22 MoveNPC 196 193
PrepArena 193 0 SetNPCTeam 196 2>
*result1 <*MeetMeAtArena 193 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <I hope you don't mind, I've done some extra modifications to my mecha while
waiting for you.>
Msg2 <These new modifications didn't work so well... Go find Peters to collect
your prize.>
Msg3 <Too bad about what happened to Peters...>
Msg4 <It's time for one more round at the arena. Are you ready to fight yet?>
Msg5 <Ah, my new guinea pig has arrived. I always need targets upon which to test
my new modifications. Are you ready to go to the arena?>
Msg6 <I wonder how these new modifcations will fare... I'm sure they'll be more
than good enough to defeat you.>
Prompt1 <I'm all ready.>
Prompt2 <Sorry, I need more time first.>
GREETING_1 <if= QuestStatus 23 5 else GoNoMatch if= ArenaState 193 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.6_GoFail <*IConcedeDefeat&Battle>
Msg601 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg601_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg601_1 <ifNPCSociable Accept>
Msg601_2 <I like you. Let's get together again someday.>
CMsg601_2 <ifNPCShy Accept>
Msg601_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg601_3 <ifNPCEasygoing Accept>
Msg601_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg601_4 <ifNPCPassionate Accept>
Msg601_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg601_5 <ifNPCCheerful Accept>
Msg601_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg601_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoLater <NewChat Say 1601>
Msg1601 <Come back tomorrow and you can challenge me again.>
Msg1601_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I'm busy. Come back later.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I'd rather not fight now. How about tomorrow?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <If you come back tomorrow, we can have more fun then.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoNoMatch <ifChatNPCUnknown else GoChat NewChat Say 1701 AddChat 1701 AddChat 1702
AddChat 1703>
result1701 <AddSociable d10 Goto GoChat>
result1702 <ifG PCRenown ChatNPCRenown else .17_GoR2TryCon ifG PCRenown d50 else
.17_GoR2TryCon AddReact d10 NewChat Say 1702 AddChat 1704 AddChat 1705>
.17_GoR2TryCon <ifConversation ChatNPCEgo else .17_GoR2Fail NewChat Say 1704
AddRenown 1 AddReact d10 AddChat 1704 AddChat 1705>
.17_GoR2Fail <AddEasygoing -d10 NewChat Say 1703 AddChat 1704 AddChat 1705>
result1703 <AddSociable -d10 Goto GoChat>
result1704 <Goto GoChat>
result1705 <AddCheerful -d20 AddReact -d5 Goto GoChat>
Msg1701 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg1701_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <You there... You're a pilot, aren't you?>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg1701_7 <ifNPCPragmatic Accept>
Msg1701_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg1701_8 <ifNPCSpiritual Accept>
Msg1702 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg1702_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg1702_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg1703 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg1703_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg1703_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg1704 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg1704_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg1704_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt1701 <That's right. My name's \PC .>
Prompt1701_1 <Absolutely right. My name's \PC .>
Prompt1702 <You've probably heard of me; the name's \PC .>
Prompt1702_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt1703 <That's none of your business, thanks.>
Prompt1703_1 <I'd rather not talk about it.>
Prompt1704 <Nice to meet you too.>
Prompt1705 <It's not all that nice.>
CPrompt1705 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg1901_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 193 .>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Let's do it. I'll see you at \SCENE 193 .>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <I'll be waiting for you at \SCENE 193 . Don't make me wait long.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Meet me at \SCENE 193 . This is going to be so much fun!>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Come to \SCENE 193 when you're ready to die. I'll be waiting.>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
.6_GoFail <NewChat Say 2101>
Msg2101 <You won that fight. I concede defeat.>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 20 3 5 4 5
0 -1 2 3
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <............1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 26 2 30 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
SPECIAL < >
MINIMAP <12..................#&+&#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_6>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 35 2 14 3 5 4 5
0 -1 2 1
-1
name <ZONE_7>
SPECIAL < >
MINIMAP <.....1..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 14 3 5 4 5
0 -1 2 3
-1
name <ZONE_9>
MINIMAP <..1.................##=##>
SPECIAL < NoGO>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 30 3 5 4 5
0 -1 2 2
-1
name <ZONE_10>
MINIMAP <....................##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 30 3 5 4 5
0 -1 2 2
-1
name <ZONE_11>
MINIMAP <#################1####+##>
SPECIAL < NoGO>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_12>
MINIMAP <#################1####+##>
SPECIAL < NoGO>
Z
-1
-1
0 -8 -27 0 0
Stats 1 35 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_13>
MINIMAP <#################1####+##>
SPECIAL < NoGO>
Z
-1
-1
0 -5 408 0 0
Stats
0 7 10 651334
0 0 101 1
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_MECHANIC GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable ~Pragmatic>
greeting <if= V101 0 else GoShop V= 101 1 if= PCHomeTown RootSceneID else
.1_GoOutsider NewChat Say 101 AddChat 101 AddChat 102>
.1_GoOutsider <NewChat Say 102 AddChat 103 AddChat 104 AddChat 105>
result101 <AddCheerful d2 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
result103 <Goto GoShop>
result104 <NewChat AddLawful -1 AddSociable -d4 ifConversation ChatNPCPerception
else .1_GoLieFailed AddReact d4 Say 105 AddChat 107 AddChat 108>
.1_GoLieFailed <AddReact -d10 Say 106 AddChat 106>
result105 <NewChat AddSociable d8 ifG React d30 else .1_GoFail Say 103 AddReact
d10 AddChat 106>
.1_GoFail <Say 104 AddReact -d4 AddChat 106>
result106 <Goto GoShop>
result107 <NewChat Say 107 AddChat 106>
result108 <NewChat Say 108 AddCheerful d8 AddChat 106>
Msg101 <Hi, \PC . How are things with you?>
Msg101_1 <How's it going, \PC ?>
Msg102 <You're not from these parts, are you?>
Msg102_1 <You're not from here... I can tell...>
Msg103 <Well, I'd like to welcome you to our town. We don't get many visitors from
away.>
Msg104 <I don't trust people from \SCENE PCHomeTown . I'll be keeping an eye on
you, stranger.>
Msg105 <Strange, I don't recall every having seen you around... I thought I knew
everyone who lived in \SCENE RootSceneID .>
Msg106 <Don't think you can fool someone who's lived here \PPR ChatNPCID entire
life... And don't think that I won't be keeping an eye on you, stranger.>
Msg107 <That must be it, I suppose.>
Msg108 <Is that a fact? You really had me going there... Hah, that's a good one.>
Prompt101 <Everything's going fine.>
Prompt101_1 <I'm doing well, thanks.>
Prompt101_2 <Not bad at all, \ChatNPC .>
Prompt102 <Things aren't so good.>
Prompt102_1 <Honstly speaking, it's been a rough week.>
Prompt102_2 <Well, I really wish things were better...>
Prompt103 <No, I'm not.>
Prompt104 <Actually, I am.>
Prompt104_1 <I'm from around here. Don't you recognize me?>
Prompt104_2 <Nonsense. I was born and raised in \SCENE RootSceneID .>
Prompt105 <No. My name is \PC , and I'm from \SCENE PCHomeTown .>
Prompt106 <Continue>
Prompt107 <Well, I don't remember seeing you around either.>
Prompt107_1 <I guess you just didn't look hard enough.>
Prompt108 <I'm just kidding, I'm actually from \SCENE PCHomeTown .>
Prompt108_1 <No, just kidding. Really I'm from somewhere else.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
Msg201 <I do service on all kinds of machine. If you've got damage to fix, just
bring it here.>
Msg202 <Let me fire up the torch and see what I can do.>
Prompt201 <I've got damage to fix.>
Prompt202 <I don't need any service right now.>
GoBye <if= V301 0 else .3_End ifG React 25 else .3_End V= 301 1 NewChat Say 302
AddChat 301 AddChat 302 AddChat 303>
.3_End <EndChat Say 301>
result301 <EndChat AddReact d3 Say 303>
result302 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 303>
result303 <EndChat Reputation 3 -d8 Say 304>
msg301 <Good-bye.>
Msg302 <One more thing before you go... Could I get your email address?>
Msg303 <Thanks! I'll be sure to write sometime.>
Msg304 <I understand... Well, I'll see you around.>
Prompt301 <Sure. Here it is.>
Prompt302 <Just don't sign me up for any spam lists, okay?>
Prompt303 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -5 409 0 0
Stats
0 7 10 653188
0 0 101 1
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_SHUTTLE GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable>
greeting <if= V101 0 else GoShop V= 101 1 if= PCHomeTown RootSceneID else
.1_GoOutsider NewChat Say 101 AddChat 101 AddChat 102>
.1_GoOutsider <NewChat Say 102 AddChat 103 AddChat 104 AddChat 105>
result101 <AddCheerful d2 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
result103 <Goto GoShop>
result104 <NewChat AddLawful -1 AddSociable -d4 ifConversation ChatNPCPerception
else .1_GoLieFailed AddReact d4 Say 105 AddChat 107 AddChat 108>
.1_GoLieFailed <AddReact -d10 Say 106 AddChat 106>
result105 <NewChat AddSociable d8 ifG React d30 else .1_GoFail Say 103 AddReact
d10 AddChat 106>
.1_GoFail <Say 104 AddReact -d4 AddChat 106>
result106 <Goto GoShop>
result107 <NewChat Say 107 AddChat 106>
result108 <NewChat Say 108 AddCheerful d8 AddChat 106>
Msg101 <Hi, \PC . How are things with you?>
Msg101_1 <How's it going, \PC ?>
Msg102 <You're not from these parts, are you?>
Msg102_1 <You're not from here... I can tell...>
Msg103 <Well, I'd like to welcome you to our town. We don't get many visitors from
away.>
Msg104 <I don't trust people from \SCENE PCHomeTown . I'll be keeping an eye on
you, stranger.>
Msg105 <Strange, I don't recall every having seen you around... I thought I knew
everyone who lived in \SCENE RootSceneID .>
Msg106 <Don't think you can fool someone who's lived here \PPR ChatNPCID entire
life... And don't think that I won't be keeping an eye on you, stranger.>
Msg107 <That must be it, I suppose.>
Msg108 <Is that a fact? You really had me going there... Hah, that's a good one.>
Prompt101 <Everything's going fine.>
Prompt101_1 <I'm doing well, thanks.>
Prompt101_2 <Not bad at all, \ChatNPC .>
Prompt102 <Things aren't so good.>
Prompt102_1 <Honstly speaking, it's been a rough week.>
Prompt102_2 <Well, I really wish things were better...>
Prompt103 <No, I'm not.>
Prompt104 <Actually, I am.>
Prompt104_1 <I'm from around here. Don't you recognize me?>
Prompt104_2 <Nonsense. I was born and raised in \SCENE RootSceneID .>
Prompt105 <No. My name is \PC , and I'm from \SCENE PCHomeTown .>
Prompt106 <Continue>
Prompt107 <Well, I don't remember seeing you around either.>
Prompt107_1 <I guess you just didn't look hard enough.>
Prompt108 <I'm just kidding, I'm actually from \SCENE PCHomeTown .>
Prompt108_1 <No, just kidding. Really I'm from somewhere else.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
Keywords <SHUTTLE>
result201 <EndChat Say 202 SHUTTLE Goto GoBye>
result202 <Goto GoBye>
result203 <EndChat Say 203 EXPRESSDELIVERY Goto GoBye>
Msg201 <We offer shuttle service to all nearby cities.>
Msg202 <Transportation for your mecha and pets is included in the ticket price.>
Msg203 <Certainly. What is it that you need shipped?>
Prompt201 <I'd like a ticket, please.>
Prompt202 <Thanks, but I don't want to go anywhere.>
Prompt203 <I need some things delivered from another city.>
GoBye <EndChat Say 301>
msg301 <See you again.>
Z
-1
-1
0 -5 410 0 0
Stats
0 7 10 649421
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Doctor>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE>
Keywords <MEDICINE>
Msg201 <How are you feeling today?>
Msg202 <Hop up on the table and I'll see what's wrong with you.>
Prompt201 <I need some medical help.>
Prompt202 <I'm fine.>
GoBye <EndChat Say 301>
msg301 <Try to stay in good health.>
Z
-1
-1
0 -5 411 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Village>
greeting <if= V101 0 else GoMiscTalk V= 101 1 if= PCHomeTown RootSceneID else
.1_GoOutsider NewChat Say 101 AddChat 101 AddChat 102>
.1_GoOutsider <NewChat Say 102 AddChat 103 AddChat 104 AddChat 105>
result101 <AddCheerful d2 Goto GoMiscTalk>
result102 <AddCheerful -d6 Goto GoMiscTalk>
result103 <Goto GoMiscTalk>
result104 <NewChat AddLawful -1 AddSociable -d4 ifConversation ChatNPCPerception
else .1_GoLieFailed AddReact d4 Say 105 AddChat 107 AddChat 108>
.1_GoLieFailed <AddReact -d10 Say 106 AddChat 106>
result105 <NewChat AddSociable d8 ifG React d30 else .1_GoFail Say 103 AddReact
d10 AddChat 106>
.1_GoFail <Say 104 AddReact -d4 AddChat 106>
result106 <Goto GoMiscTalk>
result107 <NewChat Say 107 AddChat 106>
result108 <NewChat Say 108 AddCheerful d8 AddChat 106>
Msg101 <Hi, \PC . How are things with you?>
Msg101_1 <How's it going, \PC ?>
Msg102 <You're not from these parts, are you?>
Msg102_1 <You're not from here... I can tell...>
Msg103 <Well, I'd like to welcome you to our town. We don't get many visitors from
away.>
Msg104 <I don't trust people from \SCENE PCHomeTown . I'll be keeping an eye on
you, stranger.>
Msg105 <Strange, I don't recall every having seen you around... I thought I knew
everyone who lived in \SCENE RootSceneID .>
Msg106 <Don't think you can fool someone who's lived here \PPR ChatNPCID entire
life... And don't think that I won't be keeping an eye on you, stranger.>
Msg107 <That must be it, I suppose.>
Msg108 <Is that a fact? You really had me going there... Hah, that's a good one.>
Prompt101 <Everything's going fine.>
Prompt101_1 <I'm doing well, thanks.>
Prompt101_2 <Not bad at all, \ChatNPC .>
Prompt102 <Things aren't so good.>
Prompt102_1 <Honstly speaking, it's been a rough week.>
Prompt102_2 <Well, I really wish things were better...>
Prompt103 <No, I'm not.>
Prompt104 <Actually, I am.>
Prompt104_1 <I'm from around here. Don't you recognize me?>
Prompt104_2 <Nonsense. I was born and raised in \SCENE RootSceneID .>
Prompt105 <No. My name is \PC , and I'm from \SCENE PCHomeTown .>
Prompt106 <Continue>
Prompt107 <Well, I don't remember seeing you around either.>
Prompt107_1 <I guess you just didn't look hard enough.>
Prompt108 <I'm just kidding, I'm actually from \SCENE PCHomeTown .>
Prompt108_1 <No, just kidding. Really I'm from somewhere else.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Not much ever changes around these parts.>
Msg201_1 <Around here, everybody knows everyone else. That's a good thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <It must be nice to live in a city, and not have anyone else know who you
are...>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <This is a good place to live. Sure, it's boring on times, but there's a
comfort that comes from knowing what to expect.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <I am so sick of this place... What I'd give to see the rest of the
world!>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <I'm happy here. I'd like a bit more excitement sometimes, but this is my
home.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Nothing much ever changes here. At least, not for the better...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 412 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CAYLE>
greeting <if= V101 0 else GoMiscTalk V= 101 1 if= PCHomeTown RootSceneID else
.1_GoOutsider NewChat Say 101 AddChat 101 AddChat 102>
.1_GoOutsider <NewChat Say 102 AddChat 103 AddChat 104 AddChat 105>
result101 <AddCheerful d2 Goto GoMiscTalk>
result102 <AddCheerful -d6 Goto GoMiscTalk>
result103 <Goto GoMiscTalk>
result104 <NewChat AddLawful -1 AddSociable -d4 ifConversation ChatNPCPerception
else .1_GoLieFailed AddReact d4 Say 105 AddChat 107 AddChat 108>
.1_GoLieFailed <AddReact -d10 Say 106 AddChat 106>
result105 <NewChat AddSociable d8 ifG React d30 else .1_GoFail Say 103 AddReact
d10 AddChat 106>
.1_GoFail <Say 104 AddReact -d4 AddChat 106>
result106 <Goto GoMiscTalk>
result107 <NewChat Say 107 AddChat 106>
result108 <NewChat Say 108 AddCheerful d8 AddChat 106>
Msg101 <Hi, \PC . How are things with you?>
Msg101_1 <How's it going, \PC ?>
Msg102 <You're not from these parts, are you?>
Msg102_1 <You're not from here... I can tell...>
Msg103 <Well, I'd like to welcome you to our town. We don't get many visitors from
away.>
Msg104 <I don't trust people from \SCENE PCHomeTown . I'll be keeping an eye on
you, stranger.>
Msg105 <Strange, I don't recall every having seen you around... I thought I knew
everyone who lived in \SCENE RootSceneID .>
Msg106 <Don't think you can fool someone who's lived here \PPR ChatNPCID entire
life... And don't think that I won't be keeping an eye on you, stranger.>
Msg107 <That must be it, I suppose.>
Msg108 <Is that a fact? You really had me going there... Hah, that's a good one.>
Prompt101 <Everything's going fine.>
Prompt101_1 <I'm doing well, thanks.>
Prompt101_2 <Not bad at all, \ChatNPC .>
Prompt102 <Things aren't so good.>
Prompt102_1 <Honstly speaking, it's been a rough week.>
Prompt102_2 <Well, I really wish things were better...>
Prompt103 <No, I'm not.>
Prompt104 <Actually, I am.>
Prompt104_1 <I'm from around here. Don't you recognize me?>
Prompt104_2 <Nonsense. I was born and raised in \SCENE RootSceneID .>
Prompt105 <No. My name is \PC , and I'm from \SCENE PCHomeTown .>
Prompt106 <Continue>
Prompt107 <Well, I don't remember seeing you around either.>
Prompt107_1 <I guess you just didn't look hard enough.>
Prompt108 <I'm just kidding, I'm actually from \SCENE PCHomeTown .>
Prompt108_1 <No, just kidding. Really I'm from somewhere else.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <I've heard that Hoeller was going to build a factory here, but nothing
ever came of it.>
Msg201_1 <Did you hear about...? Oh, I guess everybody's heard that by now.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <I don't think I could bear living in a spinner... Cayley Rock is crowded
enough for me.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <This place is the gateway to the dusty ring. It's either the last
outpost of civilization or the first citadel of anarchy, depending on your point
of view.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <There's some wicked fun at the steelworks lounge.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <I think I'll ride a shuttle to Cesena Spinner when I get the chance.
That should be fun.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <The main causes of death around here are faulty airlocks and boredom.>
CMsg201_6 <ifNPCMelancholy Accept>
Msg201_7 <Do you know the real reason why the mine closed? It's because they
discovered alien life down there!>
CMsg201_7 <ifNPCSpiritual Accept>
Z
-1
-1
0 -5 414 0 0
Stats
0 7 10 578207
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Village>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <Not much ever changes around these parts.>
Msg201_1 <Around here, everybody knows everyone else. That's a good thing.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <It must be nice to live in a city, and not have anyone else know who you
are...>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <This is a good place to live. Sure, it's boring on times, but there's a
comfort that comes from knowing what to expect.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <I am so sick of this place... What I'd give to see the rest of the
world!>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <I'm happy here. I'd like a bit more excitement sometimes, but this is my
home.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Nothing much ever changes here. At least, not for the better...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 54 3 0
Stats 1 -7 2 30 3 10
0 0 1 1
0 7 10 927126
0 21 1 927125
0 7 29 1
0 5 2 1
0 -1 1 45
0 -1 0 44
-1
name <Cesena Spinner>
world <L5 Region>
desc <Cesena Spinner is the site of the L5 Alliance's shipyards and the home port
of the Silver Knights.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown industrial>
personatype <city spinner>
habitat <SPACE.URBAN>
entrance <*COLONY-1>
factions <MAQUI COMET HOELL SILKN PRIVA L5LAW>
desig <CSNSP>
context <SPACE>
Quest1 <*:LocalQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Cesena Spinner is the site of the L5 Alliance's shipyards and the home port
of the Silver Knights.>
Msg2 <You enter Cesena Spinner.>
TERRAIN <GROUND>
Z
0 15 10 0 3
Stats 1 2 4 -100
0 7 10 125001
0 -1 1 5
0 -1 0 12
-1
ROGUECHAR <&>
NAME <Fourth Star Center>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 1 4 66
0 -1 1 8
0 -1 0 22
0 19 1 13
0 7 10 923375
-1
roguechar <C>
NAME <the Cavalier's Club>
requires <*CAVCLUB>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 65
0 7 10 921054
0 -1 1 5
0 -1 0 29
-1
ROGUECHAR <&>
NAME <Comet Space Engineering>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 64
0 -1 1 9
0 -1 0 8
0 7 10 129139
-1
ROGUECHAR <&>
NAME <Hoeller Heavy Industries>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 62
0 7 10 927370
0 -1 1 8
0 -1 0 14
0 19 1 9
-1
roguechar <P>
NAME <Cesena Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 61
0 -1 1 9
0 -1 0 12
0 7 10 282862
-1
ROGUECHAR <&>
NAME <Alliance Fleet HQ>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 60
0 -1 1 8
0 -1 0 27
0 19 1 11
0 7 10 921294
-1
roguechar <G>
NAME <The Mecha Source>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 59
0 7 10 143136
0 -1 1 9
0 -1 0 11
0 19 1 12
-1
roguechar <S>
NAME <Cesena Mall>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 4 4 57
0 -1 1 4
0 -1 0 20
0 19 1 14
0 7 10 917548
-1
roguechar <F>
NAME <Silver Fortress>
requires <*SILVERFORTRESS>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 56
0 7 10 926212
0 -1 1 9
0 -1 0 13
0 19 1 10
-1
roguechar <H>
NAME <Cesena Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 55
0 7 10 130711
0 -1 1 9
0 -1 0 21
-1
ROGUECHAR <&>
NAME <Cesena Arms Market>
requires <*BUILDING>
Z
-1
-1
0 15 11 0 0
Stats 4 -249 5 -1 7 2
0 7 10 927300
0 -1 1 7
0 -1 0 14
-1
ROGUECHAR <*>
name <Jangkang's Station>
desig <ENCOUNTER-DUEL>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
update <if= P211 1 else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
ATTACK < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -258 7 50 8 1
0 7 10 927300
0 -1 1 10
0 -1 0 19
-1
ROGUECHAR <*>
name <Rogke's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 19 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -259 7 50 8 1
0 7 10 927300
0 -1 1 6
0 -1 0 8
-1
ROGUECHAR <*>
name <Aeva's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 19 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
-1
0 -3 55 0 0
Stats 1 -1 2 30 3 18
0 0 1901 9
0 7 10 132886
0 -15 54 1
0 21 1 130711
0 7 16 5
-1
name <Cesena Arms Market>
type <building mall public legit>
entrance <*Building>
special <ADDEXIT>
START <V= 1901 T2 Goto START_1>
Msg1 <You enter the Cesena Arms Market.>
Content3 <Some 2 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <ZONE_7>
HOME_8 <ZONE_7>
HOME_9 <ZONE_9>
HOME_10 <ZONE_9>
HOME_11 <ZONE_9>
HOME_12 <ZONE_12>
HOME_13 <ZONE_12>
HOME_14 <ZONE_12>
HOME_15 <Foyer>
HOME_16 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .19_GoNotSafe if# V1902 -1 else .19_LastHit ifG v1901 T2
else .19_GoWarn Goto .19_GoAttack>
.19_GoNotSafe <V= 1902 -1>
.19_LastHit <V= 1902 0>
.19_GoWarn <if= v1902 0 else .19_GoAttack V= 1902 1 Print 1901>
.19_GoAttack <Print 1902 Alarm TeamAttack GuardTeam>
Msg1901 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1902 <ALERT: You are not permitted to fire weapons here.>
HOME_17 <Foyer>
HOME_18 <Foyer>
HOME_19 <Foyer>
Z
0 2 0 0 0
Stats 1 6 2 6 3 9 4 13 5 16 6 13 7 9 8 10
0 5 8 2
0 5 1 132355
0 5 4 42361
0 5 3 1654185178
0 -1 1 14
0 -1 0 23
0 -1 4 2
0 5 0 265
0 3 -1 46
0 3 -7 -28
0 3 -3 20
0 3 1 7
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 5 2 7
0 -1 2 3
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Zeeaiun>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 7 3 9 4 13 5 13 6 13 7 11 8 11
0 5 8 4
0 5 1 132992
0 -1 1 14
0 -1 0 29
0 -1 4 2
0 5 0 266
0 3 -5 10
0 3 1 2
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 5 2 7
0 5 3 812932818
0 5 4 83900
0 -1 2 3
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Fertek>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 6 3 8 4 12 5 13 6 9 7 9 8 13
0 5 8 2
0 5 1 132856
0 5 4 63792
0 5 3 158709632
0 -1 1 5
0 -1 0 25
0 -1 4 2
0 5 0 267
0 3 -7 -23
0 3 1 2
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 5 2 13
0 3 -5 99
0 -1 2 5
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Hewac>
ELEMENT <C Prefab>
HOME <ZONE_5>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 5 2 9 3 8 4 12 5 12 6 12 7 13 8 11
0 5 8 2
0 5 1 131887
0 5 4 60060
0 5 3 185968800
0 -1 1 3
0 -1 0 13
0 -1 4 2
0 5 0 268
0 3 -3 13
0 3 1 9
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 5 2 7
0 -1 2 5
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Abcha>
ELEMENT <C Prefab>
HOME <ZONE_7>
mecha_colors <172 225 175 77 93 83 250 100 0>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 8 3 10 4 8 5 13 6 14 7 9 8 7
0 5 8 2
0 5 1 132158
0 5 4 6495
0 5 3 844278568
0 -1 1 14
0 -1 0 13
0 -1 4 2
0 5 0 269
0 3 -2 20
0 3 -5 -51
0 3 1 8
0 3 0 1
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 -1 2 4
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Ehyo>
ELEMENT <C Prefab>
HOME <ZONE_9>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 12 3 11 4 11 5 13 6 10 7 10 8 11
0 5 8 3
0 5 1 132640
0 5 4 15965
0 5 3 1065149509
0 -1 1 3
0 -1 0 21
0 -1 4 2
0 5 0 270
0 3 1 20
0 3 0 1
0 1 23 5
0 1 21 15
0 3 -2 120
0 2 0 1
0 3 -6 66
0 -1 2 6
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Sukter>
ELEMENT <C Prefab>
HOME <ZONE_12>
mecha_colors <152 172 183 199 188 162 200 0 200>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 11 4 18 5 12 6 13 7 10 8 16
0 5 8 3
0 5 1 132542
0 5 15 15
0 -1 4 2
0 -1 1 7
0 -1 0 29
0 5 0 271
0 3 -5 -15
0 3 1 22
0 3 0 1
0 1 37 10
0 1 30 5
0 1 25 5
0 1 19 8
0 1 11 10
0 3 -6 50
0 3 -3 16
0 2 0 1
0 -1 2 2
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Vicneter>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 7 4 7 5 12 6 8 7 11 8 12
0 -1 4 2
0 -1 1 14
0 -1 0 5
0 5 0 272
0 3 -3 -13
0 3 -5 -29
0 3 0 1
0 1 27 1
0 1 19 5
0 2 0 1
0 3 1 -3
0 -1 2 5
0 5 15 10
0 5 1 134004
0 5 8 1
-1
JOB <STUDENT>
NAME <Terho>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 14 3 15 4 15 5 11 6 16 7 10 8 15
0 5 8 2
0 5 1 240471
0 -1 4 2
0 -1 1 4
0 -1 0 2
0 5 0 273
0 5 12 9
0 5 11 3
0 3 -2 -31
0 3 -1 -10
0 3 -4 3
0 3 -6 44
0 3 1 3
0 3 0 1
0 1 33 9
0 1 28 9
0 1 26 9
0 1 14 9
0 1 11 9
0 1 10 9
0 1 9 9
0 1 8 9
0 1 7 9
0 1 6 9
0 1 5 9
0 1 4 9
0 1 3 10
0 1 2 9
0 1 1 9
0 3 3 1
0 3 -3 -76
0 3 -7 26
0 3 -5 -8
0 2 0 1
0 -1 2 2
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Chajen>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 14 3 13 4 15 5 12 6 14 7 9 8 12
0 5 8 4
0 5 1 911596
0 5 15 5
0 -1 4 3
0 -1 1 12
0 -1 0 4
0 5 0 274
0 5 12 9
0 5 11 4
0 3 -6 107
0 3 -3 45
0 3 1 12
0 1 33 14
0 1 26 14
0 1 18 14
0 1 13 14
0 1 12 14
0 1 11 14
0 1 10 14
0 1 9 14
0 1 8 14
0 1 7 14
0 1 6 14
0 1 5 14
0 1 4 15
0 1 3 14
0 1 2 14
0 1 1 14
0 3 3 1
0 3 -1 50
0 3 -2 -26
0 2 0 1
0 5 2 9
0 -1 2 4
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Norpirko>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 2 1 -3
0 2 5 5
0 7 27 1
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 9 0
Stats 1 6 2 1 3 3
0 2 5 -10
0 2 1 -5
0 7 27 1
-1
Name <Stun Rifle>
Desig <L50>
desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
type <NONLETHAL>
Z
0 21 0 3 0
Stats
0 2 1 -2
-1
name <Power Cell 75>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 23
0 -8 2 1
0 7 0 75
0 13 0 3
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-3>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <=>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 22
0 -8 2 2
0 7 0 76
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 21
0 -8 2 3
0 7 0 77
0 13 0 2
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <M>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 20
0 -8 2 4
0 7 0 78
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <R>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 19
0 -8 2 5
0 7 0 79
0 13 0 2
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <A>
Z
-1
-1
0 13 0 5 0
Stats 5 3
0 -1 2 6
0 -1 1 17
0 -1 0 29
0 -8 2 1
0 7 0 80
0 -6 2 2
-1
name <Alarmist Scope (Game)>
desig <VIDEOGAME-1>
sdl_sprite <tex_electronics.png>
&Skill <1>
roguechar <!>
use <ifG PC$ 99 else GoCantAfford ifG Comtime V1 else GoDoNotWant ifYesNo 1 2 3
Cash+ -100 V= 1 ComTime V+ 1 80000 V+ 1 d100000 Goto GoPlayGame>
GoCantAfford <Print 4>
GoDoNotWant <Print 5>
GoPlayGame <Print 12 V= 2 SkRoll &Skill ifG V2 25 else GoCheckL4 Print 6
PCMoraleDmg -25 if= v3 0 XPV 50 V= 3 1 SkillXP &Skill 100>
GoCheckL4 <ifG V2 20 else GoCheckL3 Print 7 SkillXP &Skill 50 PCMoraleDmg -15>
GoCheckL3 <ifG V2 15 else GoCheckL2 Print 8 SkillXP &Skill 20 PCMoraleDmg -5>
GoCheckL2 <ifG V2 10 else GoCheckL1 Print 9 SkillXP &Skill 10>
GoCheckL1 <ifG V2 5 else GoLoseGame Print 10 SkillXP &Skill 5 PCMoraleDmg 5>
GoLoseGame <Print 11 PCMoraleDmg 10>
Msg1 <This is a fairly standard shooting game. Defeat the androids while
protecting the civilians.>
Msg2 <Play the game. [$100]>
Msg3 <Leave it alone.>
Msg4 <This is a fairly standard shooting game. You can't afford to play.>
Msg5 <You already played this game today.>
Msg6 <You destroy the master computer program and win the game! Congratulations.>
Msg7 < You make it to the last level, but then die.>
Msg8 <You finish stage one, but don't do well on stage two.>
Msg9 <You are blasted by a meatmaker on the last level of stage one.>
Msg10 <You don't get past level one.>
Msg11 <You accidentally shoot your partner before the mission even begins.>
Msg12 <You play the game.>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 11
0 -1 2 6
0 -1 1 17
0 -1 0 28
0 -8 2 2
0 7 0 81
0 -6 2 2
-1
name <Ammo Crate>
desig <CRATE-AMMO>
SDL_SPRITE <tex_crate.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 27
0 -8 2 3
0 7 0 82
0 13 0 3
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-3>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <N>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 17
0 -1 0 26
0 -8 2 4
0 7 0 83
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <U>
Z
-1
-1
0 13 0 5 0
Stats 5 11
0 -1 2 7
0 -1 1 17
0 -1 0 25
0 -8 2 5
0 7 0 84
0 -6 2 3
-1
name <Ammo Crate>
desig <CRATE-AMMO>
SDL_SPRITE <tex_crate.png>
ELEMENT <I Prefab>
roguechar <G>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 1
0 -1 1 2
0 -1 0 25
0 -8 2 1
0 7 0 85
0 -6 2 1
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <A>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 2
0 -1 1 2
0 -1 0 26
0 -8 2 2
0 7 0 86
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <R>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 2
0 -1 1 2
0 -1 0 27
0 -8 2 3
0 7 0 87
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <M>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 2
0 -1 1 2
0 -1 0 28
0 -8 2 4
0 7 0 88
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <O>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 3
0 -1 1 2
0 -1 0 29
0 -8 2 5
0 7 0 89
0 -6 2 3
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <R>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 11
0 -1 2 1
0 -1 1 2
0 -1 0 19
0 -8 2 1
0 7 0 90
0 -6 2 1
-1
name <Ammo Crate>
desig <CRATE-AMMO>
SDL_SPRITE <tex_crate.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 20
0 -8 2 2
0 7 0 91
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <T>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 21
0 -8 2 3
0 7 0 92
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <U>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 3
0 -1 1 2
0 -1 0 22
0 -8 2 4
0 7 0 93
0 -6 2 3
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <F>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 23
0 -8 2 5
0 7 0 94
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <F>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 1 10
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 16
0 -1 0 17
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 2 0 0 0
Stats 1 12 2 13 3 14 4 11 5 9 6 13 7 11 8 13
0 -1 4 3
0 5 0 275
0 5 12 3
0 5 11 5
0 3 -6 69
0 3 -4 64
0 3 -5 40
0 3 1 4
0 3 0 1
0 1 33 11
0 1 26 11
0 1 18 11
0 1 13 11
0 1 12 11
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 12
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 11
0 3 3 1
0 3 -1 50
0 3 -2 98
0 2 0 1
0 5 2 9
0 5 1 911054
0 5 8 2
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Atinma>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 4 0
Stats 1 5 2 1 3 4 4 2
0 2 1 -2
0 7 27 1
-1
name <Pin Magnum>
desig <VT2-X>
category <WEAPON MISSILE>
Factions <MAQUI L5LAW>
desc <A light magnetic rifle often used by security forces.>
sdl_portrait <item_autogun.png>
caliber <2mm ferrous>
Z
-1
0 5 2 4 0
Stats 7 90
0 2 1 -1
-1
name <2mm Ferrous Clip>
caliber <2mm ferrous>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 10 4 16
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 19 2 13 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12345...............&---&ARMS=>
Z
-1
-1
0 -8 -27 0 0
Stats 1 25 2 13 3 5 4 5
0 -1 2 2
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <12345...............&---&GUNS!>
Z
-1
-1
0 -8 -27 0 0
Stats 1 25 2 2 3 5 4 5
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <12345...............&---&ARMOR>
Z
-1
-1
0 -8 -27 0 0
Stats 1 13 2 2 3 5 4 5
-1
name <ZONE_7>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 13 2 13 3 5 4 5
0 -1 2 2
-1
name <ZONE_9>
SPECIAL < >
MINIMAP <.#...+#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 19 2 2 3 5 4 5
-1
name <ZONE_12>
SPECIAL < >
MINIMAP <12345...............&---&STUFF>
Z
-1
-1
0 -5 265 0 0
Stats
0 7 10 131445
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_WEAPON GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable ~Pragmatic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON AMMO GRENADE>
KEYWORDS <WEAPON AMMO GRENADE>
Msg201 <This is \ChatNPC 's Armaments. I carry a full range of guns, weapons,
ammunition, and grenades.>
Msg202 <Thanks to my distributor connections, you'll find that the selection of
products here is second to none!>
Prompt201 <I'd like to buy some weapons.>
Prompt202 <Maybe I'll come here later.>
GoBye <if= V301 0 else .3_End ifG React 25 else .3_End V= 301 1 NewChat Say 302
AddChat 301 AddChat 302 AddChat 303>
.3_End <EndChat Say 301>
result301 <EndChat AddReact d3 Say 303>
result302 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 303>
result303 <EndChat Reputation 3 -d8 Say 304>
msg301 <Good-bye.>
Msg302 <One more thing before you go... Could I get your email address?>
Msg303 <Thanks! I'll be sure to write sometime.>
Msg304 <I understand... Well, I'll see you around.>
Prompt301 <Sure. Here it is.>
Prompt302 <Just don't sign me up for any spam lists, okay?>
Prompt303 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -5 266 0 0
Stats
0 7 10 132052
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_WEAPON GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON AMMO ACCESSORY>
KEYWORDS <WEAPON AMMO ACCESSORY>
Msg201 <I have the latest weapons and accessories.>
Msg202 <Take a look around. If you have any questions, I should be able to answer
them.>
Prompt201 <I'd like to see your wares.>
Prompt202 <I'm just browsing, thanks.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 267 0 0
Stats
0 7 10 131931
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ARMOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <CLOTHING ARMOR ACCESSORY>
KEYWORDS <CLOTHING ARMOR ACCESSORY>
Msg201 <This is a cavalier fashion store. We sell armor, other clothes, and
accessories.>
Msg202 <I just know you'll find something you like!>
Prompt201 <I'll take a look at what you have.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 268 0 0
Stats
0 7 10 130962
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 269 0 0
Stats
0 7 10 131149
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
KEYWORDS <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
Msg201 <I have a fine selection of adventuring equipment.>
Msg202 <You should be able to find anything you need. If not, we can get it in
stock later.>
Prompt201 <Let me see what you've got.>
Prompt202 <Maybe some other time.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 270 0 0
Stats
0 7 10 131700
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d4 Goto GoShop>
result102 <Reputation 4 d4 Goto GoShop>
Msg101 <Ah, I can tell you're looking for the very latest in adventuring
equipment. Am I right or am I right?>
Msg101_1 <Hello, I don't think we've been introduced. You look like the sort who's
seen all kinds of adventure. I'm sure you know the benefits of using top of the
line equipment, am I right?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Are you looking for great deals on adventuring equipment?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <If you're looking for great deals on adventuring equipment, you've come
to the right place. I can tell you're a real high-end consumer, right?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <It seems like every shopkeeper in town is just trying to rip people
off... Wouldn't you like to find one who offers both good service and good
prices?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <You look like you're in the mood for shopping. Am I right or am I
right?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <They say a good worker never blames his tools... Malarkey! Cavaliers
need the best and newest equipment in order to remain compeditive! I can tell
you're the sort who appreciates quality products... Am I right?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <You're right.>
Prompt101_1 <Absolutely right.>
Prompt102 <No, not really. I have everything I need.>
Prompt102_1 <Are you trying to sell me something?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA SPACE FOOD>
KEYWORDS <MECHA SPACE FOOD>
Msg201 <I stock a variety of exploration goods- rations, space gear, and even
mecha.>
Msg202 <In space, having the right equipment can mean the difference between life
and death.>
Prompt201 <I'd like to see what you have.>
Prompt202 <Sorry, I don't need anything.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 271 0 0
Stats
0 0 201 1
0 7 10 131782
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 272 0 0
Stats
0 7 10 132574
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Mall>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d4 NewChat Say 102 AddChat 103 AddChat 104>
result102 <Goto GoMiscTalk>
result103 <AddSociable d8 AddReact -d8 NewChat Say 103 AddChat 105>
result104 <Goto GoMiscTalk>
result105 <Goto GoMiscTalk>
Msg101 <Hi.>
Msg101_1 <Hey.>
Msg102 <My name isn't important.>
Msg102_1 <You don't need to know my name.>
Msg102_2 <I don't tell my name to just anyone who asks.>
Msg103 <If you absolutely must know, my name is \ChatNPC .>
Msg103_1 <You can call me \ChatNPC . Happy now?>
Prompt101 <I'm \PC . What's your name?>
Prompt101_1 <My name is \PC . Who are you?>
Prompt102 <Hi.>
Prompt102_1 <Hey.>
Prompt103 <Come on, tell me your name!>
Prompt104 <I see...>
Prompt104_1 <Alright...>
Prompt105 <Thanks.>
GoMiscTalk <NewChat Say 201>
Msg201 <So, what are you hoping to buy?>
Msg201_7 <There are so many great deals here!>
Msg201_1 <I really love to shop. In addition to the walking exercise, I also get
to meet all kinds of people!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <This place is crowded, but you can't beat the value!>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <I should really be working right now, but I'd rather be shopping.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Shopping is a passion. I could do this all day, every day.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <It's fun looking in all the stores, even though I don't have the money
to buy anything.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Everything here is so overpriced...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 56 0 0
Stats 1 -1 2 20 3 10
0 0 601 2
0 7 10 927125
0 -15 54 1
0 21 1 926212
0 7 16 2
-1
name <Cesena Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
START <V= 601 T2 Goto START_1>
Msg1 <You enter Cesena Hospital.>
HOME <UZONE_1>
HOME_1 <ZONE_1>
ZONE_SPECIAL <NoGO>
get110 <if= L401 0 L= 401 1 AddLawful -3>
get111 <if= L401 0 L= 401 1 AddLawful -3>
get112 <if= L401 0 L= 401 1 AddLawful -3>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
START_1 <Print 1>
PCAttack <ifSafeArea else .6_GoNotSafe if# V602 -1 else .6_LastHit ifG v601 T2
else .6_GoWarn Goto .6_GoAttack>
.6_GoNotSafe <V= 602 -1>
.6_LastHit <V= 602 0>
.6_GoWarn <if= v602 0 else .6_GoAttack V= 602 1 Print 601>
.6_GoAttack <Print 602 Alarm TeamAttack GuardTeam>
Msg601 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg602 <ALERT: You are not permitted to fire weapons here.>
HOME_4 <UZONE_1>
HOME_5 <UZONE_1>
HOME_6 <UZONE_1>
Z
0 17 20 120 0
Stats
0 -1 1 3
0 -1 0 11
0 -8 2 3
0 7 0 112
0 2 1 1
-1
Name <Medicated Bandages>
desc <Premedicated sterile bandages.>
ELEMENT <I Prefab>
Z
-1
-1
0 18 0 0 0
Stats 2 1500 3 5
0 -1 1 2
0 -1 0 12
0 -8 2 2
0 7 0 111
-1
Name <Regen Boost Pill>
Effect <1 12 3 25>
desc <This medicine increases the body's ability to repair itself. While it is in
effect injuries will be healed much faster than normal.>
ELEMENT <I Prefab>
Z
-1
-1
0 18 0 0 0
Stats 2 1000 3 5
0 -1 1 2
0 -1 0 10
0 -8 2 1
0 7 0 110
-1
Name <Quick Fix Pill>
Effect <2 10 20 0>
desc <This medicine promotes rapid cellular regeneration, and can instantly heal
many injuries.>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -1 2 2
0 -1 1 2
0 -1 0 16
0 -8 2 2
0 7 0 109
0 -6 2 2
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 2 2
0 -1 1 2
0 -1 0 15
0 -8 2 1
0 7 0 108
0 -6 2 2
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 10 2 17 3 12 4 10 5 9 6 10 7 10 8 7
0 -1 2 5
0 -1 4 3
0 -1 1 2
0 -1 0 7
0 5 0 309
0 5 12 3
0 5 11 3
0 3 -6 121
0 3 -3 67
0 3 1 12
0 1 33 15
0 1 26 15
0 1 12 15
0 1 10 15
0 1 9 15
0 1 8 15
0 1 7 15
0 1 6 15
0 1 5 15
0 1 4 15
0 1 3 16
0 1 2 15
0 1 1 15
0 3 3 1
0 2 0 1
-1
job_desig <MILIT>
job <Security Guard>
NAME <Jacyn>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 6 0
Stats
0 7 27 1
-1
Name <Large Shield>
desc <This shield can deflect attacks from multiple heights easily.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 6
0 7 27 1
0 2 5 10
0 2 1 -8
-1
Name <MonoSword>
Type <ARMORPIERCING>
desc <A ceram sword with a monomolecularly sharp edge.>
sdl_portrait <item_longsword.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 16 3 14 4 13 5 9 6 15 7 11 8 14
0 -1 2 7
0 5 8 2
0 5 1 704479
0 -1 4 3
0 -1 1 2
0 -1 0 6
0 5 0 308
0 5 12 1
0 1 42 14
0 5 11 42
0 3 -6 86
0 3 -4 12
0 3 -5 39
0 3 1 7
0 3 0 1
0 1 33 13
0 1 26 13
0 1 18 13
0 1 13 13
0 1 12 13
0 1 11 13
0 1 10 13
0 1 9 13
0 1 8 13
0 1 7 13
0 1 6 13
0 1 5 13
0 1 4 13
0 1 3 13
0 1 2 13
0 1 1 13
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Orskyalt>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 14 3 9 4 8 5 14 6 8 7 8 8 7
0 -1 2 1
0 -1 4 2
0 -1 1 8
0 -1 0 12
0 5 0 307
0 1 9 13
0 1 7 13
0 1 6 13
0 1 3 13
0 1 2 13
0 5 12 3
0 5 11 1
0 3 -6 95
0 3 -2 -16
0 3 -3 62
0 3 1 9
0 3 0 1
0 1 33 13
0 1 23 13
0 1 19 13
0 1 15 13
0 1 10 13
0 1 8 13
0 1 5 13
0 1 4 13
0 1 1 14
0 3 3 1
0 2 0 1
0 5 1 928129
0 5 8 4
-1
job_desig <LABOR>
JOB <TRUCKER>
NAME <Jatokang>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -30
-1
Name <Sports Helmet>
desc <A hard polymer helmet more suited to sports than combat.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
SDL_PORTRAIT <item_sportshelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats 1 2
0 7 27 1
-1
Name <Riot Shield>
desc <A light and transparent polymer shield used by crowd control forces.>
sdl_portrait <item_riotshield.png>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 7 3 5 4 12 5 17 6 15 7 19 8 11
0 -1 2 1
0 5 15 25
0 -1 1 4
0 -1 0 16
0 -1 4 2
0 5 0 306
0 3 -7 -10
0 3 -3 -34
0 3 1 2
0 3 0 1
0 1 21 5
0 1 20 10
0 1 16 10
0 3 -1 50
0 2 0 1
0 5 3 1819724840
0 5 4 7230
0 5 1 927333
0 5 8 4
-1
job_desig <MEDIC>
JOB <DOCTOR>
NAME <Hawkhawk>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 1 5 0
Stats 6 11
0 -1 1 6
0 -1 0 11
0 7 10 703227
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 1 6
0 -1 0 17
0 7 10 260922
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 1 6
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 8
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
name <UZONE_1>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12..................#&+&#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <.1.2...3............##=##>
SPECIAL < NoGO>
Z
-1
-1
0 -5 306 0 0
Stats
0 7 10 926553
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <AddCheerful -d10 Goto GoShop>
Msg101 <Good health is the most important thing a person can have. It's important
to look after yourself.>
Prompt101 <Well, that's why I'm here.>
Prompt101_1 <That's true.>
Prompt102 <Why? Do you expect to live forever?>
Prompt102_1 <Everybody dies sometime.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE>
Keywords <MEDICINE>
Msg201 <How are you feeling today?>
Msg202 <Hop up on the table and I'll see what's wrong with you.>
Prompt201 <I need some medical help.>
Prompt202 <I'm fine.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
-1
0 -3 57 0 0
Stats 1 -29 2 25 3 25
0 7 16 4
0 5 2 3
0 21 1 917548
0 -15 54 1
0 7 10 920798
0 0 701 4
0 0 401 -1
0 7 17 4
-1
name <Silver Fortress>
type <building legit>
entrance <*SilverFortress>
special <ADDEXIT>
Content1 <Some 1 100 Sub *MIL_RECRUITER>
Content2 <Variety 2 2 Sub *CSNSP_SilFor_Content>
Content3 <Fill Sub *GOV_MILITARY>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
START <V= 701 T2 Goto START_1>
Msg1 <You enter the Silver Fortress.>
HOME <Foyer>
Get114 <ifNotAccessArmory SetItemStolen 114 AddLawful -10 ifTeamCanSeePC 3
ifStealth 20 else .3_GoAttack>
.3_GoAttack <TeamAttack 3 PCFEnemy 3 AddRenown -10>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
HOME_4 <ZONE_4>
START_1 <Print 1>
PCAttack <ifSafeArea else .7_GoNotSafe if# V702 -1 else .7_LastHit ifG v701 T2
else .7_GoWarn Goto .7_GoAttack>
.7_GoNotSafe <V= 702 -1>
.7_LastHit <V= 702 0>
.7_GoWarn <if= v702 0 else .7_GoAttack V= 702 1 Print 701>
.7_GoAttack <Print 702 Alarm TeamAttack GuardTeam>
Msg701 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg702 <ALERT: You are not permitted to fire weapons here.>
HOME_5 <Foyer>
HOME_6 <Foyer>
HOME_7 <Foyer>
Z
0 2 0 0 0
Stats 1 15 2 14 3 16 4 16 5 12 6 10 7 12 8 12
0 -1 2 2
0 -1 1 19
0 -1 0 3
0 -1 4 3
0 5 0 53
0 5 12 2
0 1 42 15
0 5 11 42
0 3 -6 108
0 3 -4 39
0 3 -7 18
0 3 -5 35
0 3 1 6
0 -8 2 2
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 17 14
0 1 24 14
0 1 26 14
0 1 30 14
0 5 15 30
0 5 1 911951
0 5 8 7
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Noronii>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 7 27 1
0 2 1 -4
0 2 5 5
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 19 2 15 3 16 4 13 5 12 6 10 7 8 8 9
0 -1 2 7
0 -1 1 3
0 -1 0 12
0 5 1 920184
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 13
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 17 12
0 1 24 12
0 1 26 12
0 1 30 12
0 3 1 11
0 3 -3 39
0 3 -5 -15
0 3 -6 82
0 5 11 5
0 5 12 1
0 5 0 313
0 -8 2 1
0 5 15 55
0 5 8 12
0 -1 4 3
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Asukbac>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 7 27 1
0 2 1 -4
0 2 5 5
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 14 3 8 4 7 5 13 6 18 7 8 8 20
0 -1 2 3
0 5 15 25
0 1 35 10
0 1 28 6
0 1 27 11
0 1 26 3
0 1 21 8
0 1 19 11
0 3 -6 50
0 2 0 1
0 3 -3 35
0 3 0 1
0 3 1 3
0 3 -5 53
0 3 -2 36
0 5 0 311
0 -1 4 2
0 -1 0 22
0 -1 1 18
0 5 1 920769
0 5 8 7
-1
job_desig <MEDIA>
job <Bishounen>
NAME <Bacle>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 9 3 10 4 7 5 13 6 16 7 11 8 15
0 -1 2 2
0 1 35 10
0 1 28 6
0 1 27 11
0 1 26 3
0 1 21 8
0 1 19 11
0 3 -6 69
0 2 0 1
0 3 -3 50
0 3 1 7
0 5 0 312
0 -1 4 2
0 -1 0 18
0 -1 1 23
0 5 1 706422
0 5 8 6
0 5 15 10
-1
job_desig <MEDIA>
job <Model>
NAME <Jeshew>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 12 3 16 4 16 5 14 6 15 7 15 8 11
0 -1 2 6
0 2 0 1
0 3 -7 -70
0 3 -3 -93
0 3 -1 50
0 1 8 5
0 1 9 10
0 1 10 8
0 1 11 3
0 1 12 10
0 1 13 5
0 1 14 10
0 1 26 5
0 1 30 10
0 1 34 10
0 3 1 5
0 3 -5 -31
0 5 0 314
0 -1 0 24
0 -1 1 14
0 -1 4 2
0 5 15 20
0 5 1 920314
0 5 8 11
-1
job_desig <FAITH>
JOB <MONK>
NAME <Rogbes>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 14 3 11 4 12 5 10 6 10 7 11 8 10
0 -1 2 4
0 2 0 1
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 12 14
0 1 26 14
0 1 33 14
0 3 1 12
0 3 -3 -29
0 3 -6 106
0 5 11 18
0 1 18 15
0 5 12 3
0 5 0 315
0 -1 0 14
0 -1 1 3
0 -1 4 3
0 5 15 25
0 5 1 919105
0 5 8 5
-1
job_desig <MILIT>
job <Security Guard>
NAME <Caloveia>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -10
-1
Name <Light Helmet>
desc <A light combat helmet, made from a combination of plastics and shock
absorbers.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 8 3 10 4 15 5 8 6 6 7 2 8 5
0 -1 2 4
0 2 0 1
0 2 6 52
0 2 2 14
0 1 8 7
0 1 9 5
0 1 10 5
0 1 11 6
0 18 5 1
0 7 0 117
0 -1 0 17
0 -1 1 19
0 -1 4 3
-1
Name <GUARD DOG>
roguechar <d>
type <guard>
sdl_sprite <monster_dogfox.png>
sdl_colors <80 80 85 150 112 89 170 200 50>
JOB <ANIMAL>
ELEMENT <I Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 6 0
Stats
0 2 0 1
-1
name <Fangs>
Z
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Rear Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Rear Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 17 3 16 4 10 5 11 6 10 7 10 8 10
0 -1 2 2
0 2 0 1
0 3 3 1
0 1 1 13
0 1 2 13
0 1 3 13
0 1 4 14
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 12 13
0 1 26 13
0 1 33 13
0 3 0 1
0 3 1 3
0 3 -4 39
0 3 -1 -11
0 3 -6 89
0 5 11 4
0 5 12 2
0 5 0 310
0 -8 2 1
0 -1 4 2
0 -1 0 8
0 -1 1 24
0 7 10 920700
0 0 1 1
0 5 2 3
0 5 1 921088
0 5 8 6
-1
job_desig <MILIT>
job <Recruiter>
update <if= V1 0 V= 1 1 SetSelfFaction LocalFaction>
NAME <Torcha Thehew>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -8
-1
Name <Silver Longsword>
Type <ARMORPIERCING>
desc <A ceremonial weapon of the Silver Knights.>
sdl_portrait <item_silversword.png>
category <WEAPON MELEE>
factions <SILKN>
Z
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 13 0 5 0
Stats
0 7 0 113
0 -8 2 1
0 -1 0 10
0 -1 1 4
0 7 10 918711
-1
name <Zeron Legging Display>
desig <DISPLAYCASE-1>
roguechar <=>
SDL_SPRITE <prop_displaycase.png>
use <ifAccessArmory else GoNotAllowed OpenInv>
GoNotAllowed <if# V1 0 else GoLocked OpenInv>
GoLocked <Print 1>
Clue32 <if= V1 0 else GoUnlocked Mental ifCodeBreaking 20 else GoCheckStealth
Print 3 V= 1 1 XPV 100>
GoCheckStealth <ifStealth 10 else GoAlarm Goto GoCBFail>
GoAlarm <Print 5 TeamAttack 3 PCFEnemy 3 AddRenown -10 AddLawful -5>
GoUnlocked <Print 4>
GoCBFail <Print 2>
Msg1 <This display case contains the Zeron Legging. It's locked.>
Msg2 <You can't disarm this lock at your current skill level.>
Msg3 <You disably the display case security measures.>
Msg4 <You've already unlocked this.>
Msg5 <An alarm sounds! You've been discovered!>
ELEMENT <I Prefab>
Z
0 11 4 7 0
Stats
0 18 6 1
0 18 5 1
0 2 0 2
0 2 1 -2
0 7 0 114
-1
name <Zeron Legging>
requires <ITEM PREZERO !Hi>
Context <TL_Hi>
desc <A strangely organic legging.>
ITEM_DESC <It's a prototype symbiotic armor created during the age of
superpowers.>
ITEM_HISTORY <According to legend, only one suit of Zeron Armor was ever
produced.>
ITEM_USAGE <The armor is supposed to be very powerful, though its exact
characteristics aren't known.>
Clue29 <Print 1>
Msg1 <A legging crafted of living tissue. It appears to be powered by feeding off
its wearer's blood.>
ELEMENT <I Prefab>
Z
-1
0 6 4 7 0
Stats
0 2 0 2
-1
Z
-1
-1
-1
-1
-1
0 13 0 5 0
Stats
0 7 10 918806
0 7 0 115
0 -8 2 3
0 -1 0 8
0 -1 1 2
-1
name <COMPUTER>
Desig <COMPUTER-1>
roguechar <!>
SDL_SPRITE <prop_computer1.png>
USE <Print 1>
Msg1 <This display tells about famous battles of the Silver Knights.>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats
0 7 10 918448
0 7 0 116
0 -8 2 4
0 -1 0 12
0 -1 1 2
-1
name <COMPUTER>
Desig <COMPUTER-1>
roguechar <!>
SDL_SPRITE <prop_computer1.png>
USE <Print 1>
Msg1 <This display tells about famous pilots of the Silver Knights.>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 16 2 10 3 14 4 16 5 9 6 9 7 9 8 13
0 -1 2 1
0 5 0 52
0 5 12 3
0 1 12 15
0 5 11 12
0 3 -6 100
0 3 -3 32
0 3 1 13
0 -8 2 1
0 2 0 1
0 3 -2 59
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 17 14
0 1 24 14
0 1 26 14
0 1 30 14
0 -1 4 3
0 -1 0 20
0 -1 1 16
0 5 15 40
0 5 1 908637
0 5 8 5
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Ij Jofas>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 7 27 1
0 2 1 -4
0 2 5 5
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 19 0
Stats 2 -1
0 7 27 1
0 2 1 -6
-1
Name <Chainsaw>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <An energy-cell powered cutting tool. Particularly suited for cutting through
materials.>
category <MELEE TOOL>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -1
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 0 1
0 -1 1 13
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 16
0 -1 1 6
0 7 10 920700
-1
ROGUECHAR <->
NAME <Door>
update <if= PCFac 3 SetStat 6 0>
Z
-1
-1
0 15 5 0 0
Stats 4 58
0 -8 2 1
0 -1 0 16
0 -1 1 2
0 7 10 707814
-1
ROGUECHAR <!>
name <Silver Sanctum>
use <if= PCFac 3 else GoGiveWarning Print 1 Exit Destination>
GoGiveWarning <ifYesNo 101 102 103 Print 1 Exit Destination>
Msg1 <You board the elevator.>
Msg101 <This elevator leads to the inner sanctum of the silver fortress. Only
knights are permitted beyond this point.>
Msg102 <Use the elevator.>
Msg103 <Stay here.>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 10
0 -1 1 20
0 7 10 57033
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
0 7 10 917548
-1
name <Guards>
Deploy <ifTeamHostile 3 if= V1 0 V= 1 1 MonsterUp 3 10>
type <Guard Robot>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 8 3 5 4 5
0 -1 2 1
-1
name <Garrison>
minimap <2...31..............#---#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
special <NOGO>
minimap <##1##...............##=##>
name <UZONE_1>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 17 4 11
-1
name <Foyer>
desig <EntranceGrid>
Content2 <Some 1 20 Here *URBAN_X>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -3 58 0 0
Stats 1 -29 2 25 3 25
0 7 16 6
0 5 2 3
0 21 1 707814
0 7 10 708300
0 0 801 3
-1
name <Silver Sanctum>
type <building private legit>
special <NOEXIT>
Content <Variety 3 3 Sub *CSNSP_SilSan_Content>
Content2 <Some 3 75 Sub *GOV_MILITARY>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
START <V= 801 T2 Goto START_1>
Msg1 <You enter the Silver Sanctum.>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_2>
HOME_4 <ZONE_4>
HOME_5 <ZONE_5>
START_1 <Print 1 if# PCFac 3 TeamAttack 3>
PCAttack <ifSafeArea else .8_GoNotSafe if# V802 -1 else .8_LastHit ifG v801 T2
else .8_GoWarn Goto .8_GoAttack>
.8_GoNotSafe <V= 802 -1>
.8_LastHit <V= 802 0>
.8_GoWarn <if= v802 0 else .8_GoAttack V= 802 1 Print 801>
.8_GoAttack <Print 802 Alarm TeamAttack GuardTeam>
Msg801 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg802 <ALERT: You are not permitted to fire weapons here.>
HOME_6 <ZONE_6>
HOME_7 <Foyer>
Z
0 2 0 0 0
Stats 1 16 2 12 3 12 4 14 5 10 6 8 7 9 8 10
0 2 0 1
0 3 -2 -25
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
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0 1 26 10
0 1 30 10
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0 3 -3 30
0 3 -5 35
0 3 -6 60
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0 1 18 11
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0 5 0 320
0 -8 2 1
0 -1 4 3
0 -1 0 24
0 -1 1 18
0 5 15 20
0 5 1 916796
0 5 8 2
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Tinger>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 12 3 17 4 13 5 10 6 10 7 10 8 11
0 -1 2 1
0 2 0 1
0 3 -2 50
0 3 -1 -23
0 5 2 3
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 12
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 17 11
0 1 24 11
0 1 26 11
0 1 30 11
0 3 0 1
0 3 1 13
0 3 -5 47
0 3 -7 28
0 3 -6 66
0 5 11 5
0 5 12 2
0 5 0 319
0 -8 2 1
0 -1 4 3
0 -1 0 5
0 -1 1 18
0 5 15 10
0 5 1 708737
0 5 8 5
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Ubold>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 2 1 -10
0 2 5 10
0 7 27 1
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 13 3 15 4 14 5 10 6 10 7 10 8 11
0 -1 2 1
0 1 30 5
0 1 26 5
0 1 24 10
0 1 17 10
0 1 10 5
0 1 9 5
0 1 8 5
0 1 7 5
0 1 6 5
0 1 5 10
0 1 4 10
0 1 3 10
0 1 2 10
0 1 1 10
0 5 2 3
0 3 -1 60
0 3 -2 60
0 2 0 1
0 3 1 19
0 3 -4 -50
0 3 -3 -50
0 3 -5 50
0 3 0 1
0 1 21 10
0 5 0 318
0 -8 2 1
0 -1 4 2
0 -1 0 18
0 -1 1 24
0 5 3 247861024
0 5 4 38735
0 5 1 254601
0 5 8 4
-1
job_desig <MILIT>
job <Weaponmaster>
name <Arleus>
SDL_PORTRAIT <por_f_arleus(AAY).png>
SDL_COLORS <150 205 229 150 112 89 103 3 45>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 13 0 2
0 7 0 118
0 -8 2 1
0 -1 0 24
0 -1 1 17
0 -1 2 4
0 7 10 140214
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 10 2 7 3 8 4 12 5 17 6 14 7 18 8 10
0 -1 2 1
0 1 24 11
0 1 21 11
0 1 20 11
0 1 16 11
0 3 -7 60
0 2 0 1
0 3 1 16
0 5 2 3
0 3 -5 -50
0 3 -2 50
0 3 -1 50
0 3 3 1
0 3 -6 63
0 5 11 18
0 1 18 12
0 5 12 8
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 5 0 316
0 -8 2 1
0 -1 4 2
0 -1 0 4
0 -1 1 17
0 5 1 709073
0 5 8 3
0 5 3 490262386
0 5 4 49578
-1
job_desig <MEDIC>
JOB <CYBERDOC>
name <Gamaliel>
SDL_PORTRAIT <por_m_gamaliel(APY).png>
SDL_COLORS <150 205 229 123 63 0 55 25 81>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 8 0
Stats 2 2 3 4
0 2 1 -5
0 2 5 5
0 7 27 1
-1
Name <Katana>
desc <A long sword emphasising sharpness, based on the ancient PreZero Japanese
design.>
category <WEAPON MELEE NINJA>
factions <GENERAL>
SDL_PORTRAIT <item_katana.png>
Z
-1
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 19 3 14 4 12 5 10 6 12 7 11 8 11
0 -1 2 2
0 2 0 1
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 12
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 12 11
0 1 26 11
0 1 33 11
0 3 -4 33
0 3 -1 17
0 3 -6 62
0 5 11 5
0 5 12 3
0 5 0 321
0 -1 0 19
0 -1 1 7
0 -1 4 3
0 5 15 5
0 5 1 141959
0 5 8 4
-1
job_desig <MILIT>
job <Security Guard>
NAME <Ubuaus>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 7 4 8 5 14 6 12 7 9 8 8
0 -1 2 4
0 1 23 7
0 1 21 10
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 3
0 3 0 1
0 3 -2 50
0 3 -3 -50
0 3 -4 50
0 3 -7 50
0 3 1 5
0 5 0 317
0 -1 4 2
0 -1 0 24
0 -1 1 16
0 5 1 934147
0 5 8 4
0 5 3 1700926409
0 5 4 61616
0 5 15 20
-1
job_desig <CRAFT>
JOB <MECHANIC>
name <Keefa>
SDL_PORTRAIT <por_f_keefa(-P-).png>
SDL_COLORS <150 205 229 255 215 195 152 61 97>
ELEMENT <C Prefab>
HOME <ZONE_2>
mecha_colors <75 200 212 201 205 229 200 100 0>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 4 0 5 0
Stats 2 3 3 5
0 2 1 -3
0 -1 0 17
0 -1 1 20
-1
Name <Rapier>
desc <A light dueling sword with a thin blade. Designed for stabbing and lunging.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_rapier.png>
Z
-1
-1
0 15 5 0 0
Stats 4 57
0 -8 2 1
0 -1 0 12
0 -1 1 14
0 7 10 708542
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 3 1
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
type <Guard Robot>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 11 4 11
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
0 -8 -27 0 0
Stats 1 10 2 12
-1
minimap <......###..#1#...........>
name <UZONE_1>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 2 2 14 3 5 4 5
0 -1 2 3
-1
name <ZONE_1>
MINIMAP <..1.................#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 14 3 5 4 5
0 -1 2 1
-1
name <ZONE_2>
SPECIAL < >
MINIMAP <...1................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 20 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
MINIMAP <..1.................#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_5>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 20 3 5 4 5
0 -1 2 2
-1
name <ZONE_6>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -5 316 0 0
Stats
0 7 10 708343
0 -16 19 4
-1
*Greeting <*NiceToMeetYou GoCheckFac>
GoCheckFac <if= PCFac 3 else GoChat NewChat Say 1 AddChat 1 AddChat 2>
*GoChat <*MISC_CHATTER>
*GoGoodbye <*GOODBYE>
result1 <EndChat Say 3 Shop .wares Goto GoGoodbye>
.wares <CYBERWARE MEDICINE>
result2 <ifG d40 React else GoChat EndChat Say 2>
Msg1_1 <We have neither the men nor the resources to field large numbers of mecha,
so our pilots must be the best. It may be nessecary to overcome your human
limitations.>
CMsg1_1 <ifChatNPCUnknown Accept>
Msg1_2 <Hello again \RANK \PC . Is there anything I can do for you?>
CMsg1_2 <ifChatNPCKnown Accept>
Msg2 <Chatting is a waste of valuable time. The survival of our colony depends on
constant vigilence... Now, if you'll excuse me, I have work to do.>
Msg3 <Come in, then. I'll try to be of assistance.>
Prompt1 <I need your services.>
Prompt2 <Sorry, I'm just stopping by to chat.>
requires <*GoodBye "SILKN">
Greeting <ifChatNPCUnknown else GoCheckFac NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoCheckFac>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoCheckFac>
result104 <Goto GoCheckFac>
result105 <AddCheerful -d20 AddReact -d5 Goto GoCheckFac>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoChat <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
GoGoodbye <EndChat Say 301>
Msg301 <For the colonies!>
Msg301_1 <For great justice!>
Z
-1
-1
0 -5 317 0 0
Stats
0 7 10 140384
-1
*greeting <*NiceToMeetYou GoCheckEnemy>
*GoCheckEnemy <*ENEMY_CHECK GoShop 3 GoIsEnemy>
GoIsEnemy <PCEnemy SelfCID>
GoShop <if= PCFac 3 else GoMinorShop NewChat Say 4 AddChat 5 AddChat 2>
GoMinorShop <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
*GoBye <*GOODBYE>
result1 <EndChat Say 2 Shop .nowares Goto GoBye>
result2 <Goto GoBye>
result3 <NewChat Say 3 AddChat 4>
result4 <Goto result1>
result5 <EndChat Say 5 Shop .wares Goto GoBye>
.wares <MECHA>
Msg1 <This is the repair bay for the Silver Knights. I can also do work on
civilian mecha, if you need repairs.>
Msg2 <Rest assured that your mecha will be in good hands. Most of these knights
wouldn't let just anyone touch their machines, you know.>
Msg3 <I don't actually know a lot about that, I'm just a junior technician. You
can probably find someone around here who knows more.>
Msg3_1 <I'm not really in any position to say definitely, but you do seem like an
ideal candidate... You should probably talk to one of the commanders about
joining.>
CMsg3_1 <ifG PCLaw 0 ifG React 5 ifG PCRenown 15 Accept>
Msg3_2 <I don't know... You don't seem like the type that would fit in. Maybe you
should apply with the privateers instead?>
CMsg3_2 <ifG 0 PCLaw Accept>
Msg4 <Hello, \RANK \PC . Back for repairs, or are you looking to requisition a new
steed?>
Msg5 <Let me see what kind of damage you've gotten this time.>
Prompt1 <I need repairs.>
Prompt2 <There's nothing I need right now.>
Prompt3 <So, how do I become a knight?>
Prompt4 <I see. Well, I need some repairs.>
Prompt5 <I need your services.>
requires <*GOODBYE Shy>
greeting <ifCHatNPCUnknown else GoCheckEnemy NewChat Say 101 AddChat 101>
result101 <Goto GoCheckEnemy>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoCheckEnemy <ifFactionEnemy 3 else GoShop EndChat Say 201 Goto GoIsEnemy>
Msg201 <You aren't welcome here. You should get out before I call the guards.>
GoBye <EndChat Say 301>
msg301 <Bye.>
Z
-1
-1
0 -5 318 0 0
Stats
0 7 10 139942
-1
*greeting <*NiceToMeetYou GoCheckFac>
GoCheckFac <if= PCFac 3 else GoChat NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
*GoChat <*MISC_CHATTER>
*GoBye <*GOODBYE>
result1 <EndChat Say 2 Shop .wares Goto GoBye>
.wares <WEAPON AMMO GRENADE ACCESSORY ARMOR SHIELD>
result2 <EndChat Say 3 School .skills Goto GoBye>
.skills <1 2 3 4 5 6 7 8 9 10 17 24>
result3 <Goto GoBye>
Msg1 <Having the right equipment can make the difference between life and death.
Of course, knowing how to use it is also important.>
Msg2 <Take a look through the armory. Let me know what you need.>
Msg3 <Money spent on training is never wasted. In battle, it is usually the
superior warrior who prevails.>
Prompt1 <I need some new equipment.>
Prompt2 <I need to train my skills.>
Prompt3 <Right now I have everything I need.>
requires <*GOODBYE Passionate>
greeting <ifCHatNPCUnknown else GoCheckFac NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d4 NewChat Say 102 AddChat 103 AddChat 104>
result102 <Goto GoCheckFac>
result103 <AddSociable d8 AddReact -d8 NewChat Say 103 AddChat 105>
result104 <Goto GoCheckFac>
result105 <Goto GoCheckFac>
Msg101 <Hi.>
Msg101_1 <Hey.>
Msg102 <My name isn't important.>
Msg102_1 <You don't need to know my name.>
Msg102_2 <I don't tell my name to just anyone who asks.>
Msg103 <If you absolutely must know, my name is \ChatNPC .>
Msg103_1 <You can call me \ChatNPC . Happy now?>
Prompt101 <I'm \PC . What's your name?>
Prompt101_1 <My name is \PC . Who are you?>
Prompt102 <Hi.>
Prompt102_1 <Hey.>
Prompt103 <Come on, tell me your name!>
Prompt104 <I see...>
Prompt104_1 <Alright...>
Prompt105 <Thanks.>
GoChat <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
GoBye <EndChat ifG React 50 else .3GoNoFriend Say 301>
.3GoNoFriend <ifG React 0 else .3GoNoLike Say 302>
.3GoNoLike <Say 303>
msg301 <Come back and see me again anytime!>
msg302 <Good-bye, \PC .>
msg303 <Don't let the door hit your ass on the way out.>
Z
-1
-1
0 -5 319 0 0
Stats
0 7 10 708232
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 320 0 0
Stats
0 7 10 915596
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d3 Goto GoMiscTalk>
result102 <AddSociable -d3 Goto GoMiscTalk>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 8 2 20 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
MINIMAP <............1.......##+##>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_2>
MINIMAP <3...4.......1.......&---&>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 14 3 5 4 5
0 -1 2 1
-1
name <ZONE_3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 20 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -5 310 0 0
Stats
0 7 10 920208
-1
special <NOPLOTS>
greeting <if# ChatNPCFac 0 else GoChat if= PCFac ChatNPCFac else
GoCheckEligibility Goto GoTrain>
*GoTrain <*SKILL_TRAINING GoGoodbye>
*GoCheckEligibility <*ENEMY_CHECK GoCheckFaction ChatNPCFac GoNil>
GoCheckFaction <if= PCFac 0 else GoChat Goto GoCheckSkills>
*GoCheckSkills <*FACTION_ENTRANCE_EXAM GoJobOffer ChatNPCFac>
*GoChat <*MISC_CHATTER>
*GoGoodbye <*GOODBYE>
*GoJobOffer <*FACTION_JOIN_OFFER ChatNPCFac GoJoin>
*GoJoin <*FACTION_JOIN_ACCEPT ChatNPCFac>
requires <*FACTION_JOIN_ACCEPT SILKN>
GoTrain <NewChat Say 101 AddChat 101 AddChat 102>
result101 <EndChat Say 102 School .1_skills Goto GoGoodbye>
result102 <Goto GoGoodbye>
.1_skills <1 2 3 4 5 6 7 8 9 10>
Msg101 <I can teach you many things about combat.>
Msg102 <Keep studying and you'll see improvement eventually.>
Prompt101 <I'd like to train.>
Prompt102 <I'm just here to chat.>
GoCheckEligibility <ifFactionEnemy ChatNPCFac else GoCheckFaction EndChat Say 201
Goto GoNil>
Msg201 <You aren't welcome here. You should get out before I call the guards.>
GoCheckSkills <ifG PCRenown 20 else .3_GoFail ifG PCRep 1 1 else .3_GoFail
ifG PCRep 2 -1 else .3_GoFail Goto GoJobOffer>
.3_GoFail <NewChat Say 301>
Msg301 <There are many who want to join the Silver Knights, but only those of both
the highest ability and purest virtue are accepted.>
GoChat <NewChat if= V401 1 else .4_GoSpecial if# d3 1 else .4_GoSpecial
SayAnything>
.4_GoSpecial <V= 401 1 Say 401>
Msg401 <All the best spaceships are built here.>
CMsg401_1 <ifNPCSociable Accept>
CMsg401_2 <ifNPCShy Accept>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg401_4 <ifNPCPassionate Accept>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg401_6 <ifNPCMelancholy Accept>
GoGoodbye <EndChat Say 501>
msg501 <Fair winds.>
GoJobOffer <NewChat Say 601 AddChat 601 AddChat 602>
result601 <Goto GoJoin>
result602 <NewChat Say 602>
Msg601 <You might have what it takes to join \FACTION ChatNPCFac . What do you
say?>
Msg602 <That's too bad.>
Prompt601 <Alright, sign me up!>
Prompt602 <Sorry, I'm not interested.>
GoJoin <NewChat Say 701 randommecha .7_mecha PCRenown XPV 200 CashPrize 150000
SetPCFac ChatNPCFac History 702>
.7_mecha <GENERAL SILKN>
Msg701 <Welcome to the force. You'll need a mecha, of course... Most of our
recruits learn how to fly in a Trailblazer. Now get out there and see if there are
any missions waiting.>
Msg702 <You joined \FACTION ChatNPCFac .>
Z
-1
-1
0 -5 311 0 0
Stats
0 7 10 919516
0 -16 27 2
0 0 201 1
-1
*greeting <*NiceToMeetYou GoCheckOver>
GoCheckOver <if= L401 -1 else GoCheckDance Goto GoChat>
*GoChat <*MISC_CHATTER>
GoCheckDance <if= L401 1 else GoCheckOther NewChat Say 3 AddChat 6 AddChat 7>
GoCheckOther <if= L401 2 else GoFirstTime NewChat Say 2 AddChat 4 AddChat 5>
GoFirstTime <L= 401 1 NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
Result1 <EndChat Say 13 AddChat 10>
Result2 <NewChat Say 4>
Result3 <NewChat Say 5 AddReact -d5 AddChat 8 AddCHat 9>
result4 <ifConversation skilltar na else GoR4Fail NewChat Say 12 L= 401 -1
AddPartyPoint>
GoR4Fail <NewChat Say 10>
result5 <NewChat Say 6>
Result6 <Goto Result1>
result7 <NewChat Say 7>
result8 <Goto result1>
result9 <EndChat Say 8 AddReact -d5>
result10 <Time 300 ifFlirtation hardskilltar na else GoR1Fail L= 401 -1
AddPartyPoint PCFriend 311 Goto GoDanceWell>
*GoDanceWell <*YouDanceWell>
*GoR10Fail <*YouDanceTerribly>
Msg1 <This party needs something. I know, how would you like to dance with me?>
Msg1_1 <Are you having a good time here? It's fun, but what I'd really like to do
is dance... Could you be my partner?>
CMsg1_1 <ifNPCCheerful Accept>
Msg1_2 <This party is so painfully boring... Perhaps my spirits could be lifted if
I had someone worthy to dance with. How about you?>
CMsg1_2 <ifNPCMelancholy Accept>
Msg1_3 <I have been waiting here a long time for someone to dance with... perhaps
you would do. Shall we dance?>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <The music moves me. I must dance... Would you be my partner?>
CMsg1_4 <ifNPCPassionate Accept>
Msg2 <This party is so awfully boring...>
Msg2_1 <The music and the food are both good, but I wish there were something for
me to do.>
CMsg2_1 <ifNPCCheerful Accept>
Msg2_2 <What a cruel world this is, in which the beautiful must be made to suffer
so much. This party is so excrutiatingly boring...>
CMsg2_2 <ifNPCMelancholy Accept>
Msg2_3 <Nothing is happening. Oh, how I wish I had something to do...>
CMsg2_3 <ifNPCEasygoing Accept>
Msg2_4 <There is too much talking at this party, and not nearly enough living.>
CMsg2_4 <ifNPCPassionate Accept>
Msg3 <I'm still waiting for a dance...>
Msg3_1 <I'll find a dance partner who is worthy of my beauty. I'm sure of it.>
CMsg3_1 <ifNPCCheerful Accept>
Msg3_2 <The curse of beauty is to be forever alone. Though all of these people may
want to dance with me, they are too awestruck to ask.>
CMsg3_2 <ifNPCMelancholy Accept>
Msg3_3 <All this time, and I still have not been able to dance.>
CMsg3_3 <ifNPCEasygoing Accept>
CMsg3_4 <ifNPCPassionate Accept>
Msg4 <Well then, hurry back when you're ready.>
Msg5 <Don't be so terrestrial. Are you embarassed to dance with a man? That's up
to you, of course.>
Msg6 <I don't think so. You're not my type.>
Msg7 <It's possible... If you meet anyone looking for a partner, send them my
way.>
Msg8 <Just so you know, I prefer women as well... but to dance alone is such an
injustice.>
Msg10 <Really? I'm not convinced...>
Msg12 <Really? I believe you may be right... I will go ask her, then.>
Msg13 <Let's begin...>
CMsg13_1 <ifNPCCheerful Accept>
CMsg13_2 <ifNPCMelancholy Accept>
CMsg13_3 <ifNPCEasygoing Accept>
CMsg13_4 <ifNPCPassionate Accept>
Prompt1 <Okay, let's do it. [Dance]>
Prompt1_1 <Sounds like fun. [Dance]>
Prompt1_2 <Alright, let's dance. [Dance]>
Prompt2 <Maybe later.>
Prompt2_1 <Not right now; I'm busy.>
Prompt2_2 <I'll get back to you on that.>
Prompt3 <Er... You're not exactly my type.>
CPrompt3 <ifChatNPCSexy else GoAccept>
GoAccept <Accept>
Prompt3_1 <Dance? With you? I don't think so.>
Prompt3_2 <Er, I'm not interested in men...>
Prompt4 <Maybe \PERSONA 312 would like to dance with you.>
CPrompt4 <ifNPCOK 312 Accept>
Prompt5 <How would you like to dance with me?>
CPrompt5 <ifChatNPCSexy Accept>
Prompt6 <Let's try that dance now. [Dance]>
Prompt7 <Maybe someone else here would like to dance.>
CPrompt7 <ifNPCOK 312 Accept>
Prompt8 <Alright. Just one dance. [Dance]>
Prompt9 <No way. I'm out of here.>
Prompt10 <[Dance]>
requires <*YouDanceTerribly>
greeting <ifCHatNPCUnknown else GoCheckOver NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoCheckOver>
result102 <AddEasygoing -d4 ifG Flirtation 5 else .1_GoFail ifG React 0 else
.1_GoFail AddReact 10 SkillXP 27 100 NewChat Say 103 AddChat 104>
.1_GoFail <NewChat AddReact -5 Say 102 AddChat 103 PCMoraleDmg 10 ifG PCRenown 0
AddRenown -1>
result103 <Goto GoCheckOver>
result104 <Goto GoCheckOver>
Msg101 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg101_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Cut the lines, creep. I'm not interested.>
Msg102_1 <Don't even think about it. You are so not my type.>
Msg103 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg103_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt101 <Nice to meet you.>
Prompt101_1 <I'm glad to meet you.>
Prompt101_2 <It's nice to meet you.>
Prompt102 <What's a beautiful person like you doing here?>
CPrompt102 <ifNPCSexy ChatNPCID Accept>
Prompt102_1 <It's a great pleasure to meet someone so attractive.>
Prompt102_2 <And it's VERY nice to meet you!>
Prompt103 <I see...>
Prompt103_1 <Ah...>
Prompt104 <I look forward to it.>
Prompt104_1 <I'd like that a lot.>
GoChat <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
GoDanceWell <EndChat Say 301>
Msg301 <You dance so well. You must have had professional training... Thank you
for the honor.>
GoR10Fail <EndChat Say 401>
Msg401 <Well that was... mediocre. It seems that you need more practice.>
Msg401_1 <That was... not entirely unpleasant. All you need is a little practice.
Or maybe a lot.>
CMsg401_1 <ifNPCCheerful Accept>
Msg401_2 <Stop, please... I cannot take any more of that, whatever it was you
thought you were doing... I think I may become violently ill...>
CMsg401_2 <ifNPCMelancholy Accept>
Msg401_3 <Wow. Where did you learn to dance so badly? Such lack of grace cannot
possibly be blamed upon simple ignorance, you must have worked hard at it.>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <That was the worst dancing I've ever seen! You should have warned me
beforehand... I could have been blinded!>
CMsg401_4 <ifNPCPassionate Accept>
Z
-1
-1
0 -5 312 0 0
Stats
0 7 10 705587
0 0 201 1
-1
*greeting <*NiceToMeetYou GoCheckOver>
GoCheckOver <if= L401 -1 else GoCheckDance Goto GoChat>
*GoChat <*MISC_CHATTER>
GoCheckDance <if= L401 2 else GoCheckOther NewChat Say 3 AddChat 6 AddChat 7>
GoCheckOther <if= L401 1 else GoFirstTime NewChat Say 2 AddChat 4 AddChat 5>
GoFirstTime <L= 401 2 NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
Result1 <EndChat Say 13 AddChat 10>
Result2 <NewChat Say 4>
Result3 <NewChat Say 5 AddReact -d5 AddChat 8 AddCHat 9>
result4 <ifConversation skilltar na else GoR4Fail Say 12 L= 401 -1 AddPartyPoint>
GoR4Fail <NewChat Say 10>
result5 <NewChat Say 6>
Result6 <Goto Result1>
result7 <NewChat Say 7>
result8 <Goto result1>
result9 <EndChat Say 8 AddReact -d5>
Result10 <Time 300 ifFlirtation hardskilltar na else GoR10Fail L= 401 -1
AddPartyPoint PCFriend 312 Goto GoDanceWell>
*GoDanceWell <*YouDanceWell>
*GoR10Fail <*YouDanceTerribly>
Msg1 <There's not a lot going on right now. How would you like to dance with me?>
Msg1_1 <You know what would be fun? A bit of dancing. What do you say? Let's do
it.>
CMsg1_1 <ifNPCCheerful Accept>
Msg1_2 <Boring! This entire party... what it needs is some movement, some action.
I know! Let's dance.>
CMsg1_2 <ifNPCMelancholy Accept>
Msg1_3 <This may seem a bit forward... How would you like to dance with me?
There's nothing else happening at this party, after all.>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <The music is playing and I need to dance... You! How would you like to
dance with me? Let's do it right now!>
CMsg1_4 <ifNPCPassionate Accept>
Msg2 <This party is so awfully boring...>
CMsg2_1 <ifNPCCheerful Accept>
Msg2_2 <Tedious... dreadful... pointless... unending... monotonous... I'm listing
words that remind me of this party. I wish something interesting would happen.>
CMsg2_2 <ifNPCMelancholy Accept>
CMsg2_3 <ifNPCEasygoing Accept>
CMsg2_4 <ifNPCPassionate Accept>
Msg3 <I'm still waiting for a dance...>
CMsg3_1 <ifNPCCheerful Accept>
CMsg3_2 <ifNPCMelancholy Accept>
CMsg3_3 <ifNPCEasygoing Accept>
CMsg3_4 <ifNPCPassionate Accept>
Msg4 <Well then, hurry back when you're ready.>
Msg5 <Is it odd for two women to dance with one another? You must be from
Earth...>
Msg6 <I don't think so. You're not my type.>
Msg7 <It's possible... If you meet anyone looking for a partner, send them my
way.>
Msg8 <It's not fair that I should dance alone... I'm the prettiest one here...>
Msg10 <Do you really think so? I wouldn't have the nerve to ask such a beautiful
man...>
Msg12 <You really think \PERSONA 311 could be interested in me? Well, out of
everyone in the room, he is the only one nearly so beautiful as I... I will go ask
him, then.>
Msg13 <Let's start to it...>
CMsg13_1 <ifNPCCheerful Accept>
CMsg13_2 <ifNPCMelancholy Accept>
CMsg13_3 <ifNPCEasygoing Accept>
CMsg13_4 <ifNPCPassionate Accept>
Prompt1 <Okay, let's do it. [Dance]>
Prompt1_1 <Sounds like fun. [Dance]>
Prompt1_2 <Alright, let's dance. [Dance]>
Prompt2 <Maybe later.>
Prompt2_1 <Not right now; I'm busy.>
Prompt2_2 <I'll get back to you on that.>
Prompt3 <Er... You're not exactly my type.>
CPrompt3 <ifChatNPCSexy else GoAccept>
GoAccept <Accept>
Prompt3_1 <I'm a girl, you're a girl, this doesn't work...>
Prompt3_2 <No thanks, I'm not interested in women...>
Prompt4 <Maybe \PERSONA 311 would like to dance with you.>
CPrompt4 <ifNPCOK 311 Accept>
Prompt5 <How would you like to dance with me?>
CPrompt5 <ifChatNPCSexy Accept>
Prompt6 <Let's try that dance now. [Dance]>
Prompt7 <Maybe someone else here would like to dance.>
CPrompt7 <ifNPCOK 312 Accept>
Prompt8 <Alright. Just one dance. [Dance]>
Prompt9 <No way. I'm out of here.>
Prompt10 <[Dance]>
requires <*YouDanceTerribly>
greeting <ifCHatNPCUnknown else GoCheckOver NewChat Say 101 AddChat 101>
result101 <Goto GoCheckOver>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoChat <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
GoDanceWell <EndChat Say 301>
Msg301 <You dance so well. You must have had professional training... Thank you
for the honor.>
GoR10Fail <EndChat Say 401>
Msg401 <Well that was... mediocre. It seems that you need more practice.>
Msg401_1 <That was... not entirely unpleasant. All you need is a little practice.
Or maybe a lot.>
CMsg401_1 <ifNPCCheerful Accept>
Msg401_2 <Stop, please... I cannot take any more of that, whatever it was you
thought you were doing... I think I may become violently ill...>
CMsg401_2 <ifNPCMelancholy Accept>
Msg401_3 <Wow. Where did you learn to dance so badly? Such lack of grace cannot
possibly be blamed upon simple ignorance, you must have worked hard at it.>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <That was the worst dancing I've ever seen! You should have warned me
beforehand... I could have been blinded!>
CMsg401_4 <ifNPCPassionate Accept>
Z
-1
-1
0 -5 313 0 0
Stats
0 7 10 707445
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 314 0 0
Stats
0 7 10 919182
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d4 Goto GoMiscTalk>
result102 <NewChat Say 102 AddChat 103 AddChat 104>
result103 <AddPragmatic d8 Goto GoMiscTalk>
result104 <AddPragmatic -d12 Goto GoMiscTalk>
Msg101 <Hello, my name is \ChatNPC . You look very familiar... Do we know each
other?>
Msg101_1 <You look familiar... Do we know each other?>
CMsg101_1 <ifNPCShy Accept>
Msg101_2 <Hi, it's good to see you again! Um... we do know each other, don't we?>
CMsg101_2 <ifNPCCheerful Accept>
Msg102 <That's odd, I'm quite sure we've met before. Maybe we knew each other in a
past life, then...>
Msg102_1 <In that case, it's probably just that we met in a past life.>
CMsg102_1 <ifNPCEasygoing Accept>
Msg102_2 <No, I'm never wrong about these things... It must be that we met in a
past life!>
CMsg102_2 <ifNPCPassionate Accept>
Prompt101 <It's possible.>
Prompt101_1 <Maybe you saw me on vidnet.>
CPrompt101_1 <ifG PCRep 6 25 Accept>
Prompt101_2 <Maybe... I don't know.>
Prompt102 <No, I don't think so.>
Prompt102_1 <I'm pretty sure we don't.>
Prompt103 <What, are you on drugs!?>
Prompt103_1 <Look, I'm not into that hokum.>
Prompt104 <It could be so...>
Prompt104_1 <Yes! I feel the connection too!>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 59 0 0
Stats 1 -1 2 20 3 15
0 0 1301 7
0 7 10 146568
0 -15 54 1
0 21 1 143136
0 7 16 4
-1
name <Cesena Mall>
type <building public mall legit meeting>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
START <V= 1301 T2 Goto START_1>
Msg1 <You enter the Cesena Mall.>
Content1 <Some 1 100 Sub *GENERAL_SHOP>
Content2 <Some 1 100 Sub *RESTAURANT>
Content3 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content4 <Some 1 100 Sub *MECHA_SHOP>
Content9 <Fill Sub *SHOP_RANDOM>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
get101 <if= L701 0 L= 701 1 AddLawful -2 SetItemStolen 101 ifNPCCanSeePC 293
Monologue 293 701 PCEnemy 293 AddRenown -1>
Msg701 <[ \PERSONA 293 ]: Hey! Don't touch my stuff!>
Msg701_1 <[ \PERSONA 293 ]: Keep your paws off the merchandise!>
Msg701_2 <[ \PERSONA 293 ]: I saw that!>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
get102 <if= L901 0 L= 901 1 AddLawful -2 SetItemStolen 102 ifNPCCanSeePC 294
Monologue 294 901 PCEnemy 294 AddRenown -1>
Msg901 <[ \PERSONA 294 ]: Hey! Don't touch my stuff!>
Msg901_1 <[ \PERSONA 294 ]: Keep your paws off the merchandise!>
Msg901_2 <[ \PERSONA 294 ]: I saw that!>
HOME_7 <ZONE_7>
HOME_8 <ZONE_7>
HOME_9 <Foyer>
HOME_10 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .13_GoNotSafe if# V1302 -1 else .13_LastHit ifG v1301 T2
else .13_GoWarn Goto .13_GoAttack>
.13_GoNotSafe <V= 1302 -1>
.13_LastHit <V= 1302 0>
.13_GoWarn <if= v1302 0 else .13_GoAttack V= 1302 1 Print 1301>
.13_GoAttack <Print 1302 Alarm TeamAttack GuardTeam>
Msg1301 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1302 <ALERT: You are not permitted to fire weapons here.>
HOME_11 <Foyer>
HOME_12 <Foyer>
Z
0 2 0 0 0
Stats 1 7 2 8 3 10 4 10 5 16 6 12 7 11 8 12
0 5 8 2
0 5 1 144697
0 5 4 23141
0 5 3 353332575
0 -1 1 13
0 -1 0 13
0 -1 4 2
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0 3 -7 61
0 3 -5 45
0 3 1 -1
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0 2 0 1
0 3 -6 50
0 -1 2 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Oldy Yjoy>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 7 3 10 4 19 5 13 6 12 7 12 8 11
0 -1 1 2
0 -1 0 15
0 -1 4 2
0 5 0 292
0 3 -4 47
0 3 -5 -43
0 3 1 -1
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0 3 -3 18
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job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Cynova>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 5 2 6 3 11 4 15 5 13 6 11 7 11 8 9
0 -1 1 4
0 -1 0 10
0 -1 4 2
0 5 0 293
0 3 -3 35
0 3 1 6
0 3 0 1
0 1 23 5
0 1 21 10
0 3 -2 100
0 2 0 1
0 5 3 1503721901
0 5 4 16478
0 5 1 144849
0 5 8 2
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Sunun>
ELEMENT <C Prefab>
HOME <ZONE_5>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 7 3 6 4 13 5 11 6 9 7 12 8 11
0 -1 1 14
0 -1 0 17
0 -1 4 2
0 5 0 294
0 3 -4 16
0 3 -7 15
0 3 -3 100
0 3 1 1
0 3 0 1
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 5 2 13
0 3 -5 60
0 5 3 949128890
0 5 4 10766
0 5 1 145001
0 5 8 1
0 -1 2 5
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Kepcho>
ELEMENT <C Prefab>
HOME <ZONE_7>
mecha_colors <255 105 180 255 253 208 0 240 240>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 7 3 10 4 16 5 12 6 11 7 12 8 14
0 5 8 4
0 5 1 147195
0 5 15 30
0 -1 4 2
0 -1 1 8
0 -1 0 7
0 5 0 295
0 3 -5 -7
0 3 -4 -48
0 3 1 2
0 3 0 1
0 1 37 10
0 1 30 5
0 1 25 5
0 1 19 8
0 1 11 10
0 3 -6 50
0 3 -3 50
0 2 0 1
0 -1 2 3
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Joai Rodten>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 8 3 15 4 15 5 10 6 13 7 8 8 12
0 -1 4 3
0 -1 1 6
0 -1 0 2
0 5 0 296
0 5 12 9
0 5 11 5
0 3 -6 100
0 3 -7 17
0 3 -2 20
0 3 -1 6
0 3 -4 48
0 3 1 9
0 3 0 1
0 1 33 14
0 1 26 14
0 1 18 14
0 1 10 14
0 1 9 14
0 1 8 14
0 1 7 14
0 1 6 14
0 1 5 15
0 1 4 14
0 1 3 14
0 1 2 14
0 1 1 14
0 5 2 5
0 3 3 1
0 2 0 1
0 -1 2 2
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Horo>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 18 4 1
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Duelist Helm>
desc <A spacesuit helm with an integrated rebreather and communicator.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -4
0 7 27 1
-1
name <Pilot Suit>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 2 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Sleeve>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 18 5 1
0 2 5 -25
0 2 1 -3
0 7 27 1
-1
name <Pilot Suit Legging>
desc <A light spacesuit used by the Pro Duelist Association.>
Category <CLOTHING SPACE>
Z
-1
0 6 7 1 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 13 3 13 4 11 5 8 6 15 7 11 8 14
0 5 8 1
0 5 1 917166
0 5 15 35
0 -1 4 2
0 -1 1 4
0 -1 0 3
0 5 0 297
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0 1 1 10
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0 1 18 11
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0 3 -6 57
0 3 -7 -30
0 3 -5 31
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0 1 8 10
0 1 3 10
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0 4 2 150000
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0 2 0 1
-1
HOMETOWN <Cesena Spinner>
HOMETOWN_FACTIONS <MAQUI COMET HOELL SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
industrial CSNSP MAQUI>
JOB <Politician>
JOB_DESIG <POLIT>
NAME <Caca>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 18 6 1
0 18 5 1
0 2 5 -25
0 2 1 -2
0 7 27 1
-1
name <Light Space Helm>
desc <A light spacesuit helm with integrated rebreather.>
Category <CLOTHING SPACE>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Space Suit>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Sleeve>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Sleeve>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 4 0
Stats 1 5 2 1 3 4 4 2
0 7 27 1
0 2 1 -2
-1
name <Pin Magnum>
desig <VT2-X>
category <WEAPON MISSILE>
Factions <MAQUI L5LAW>
desc <A light magnetic rifle often used by security forces.>
sdl_portrait <item_autogun.png>
caliber <2mm ferrous>
Z
-1
0 5 2 4 0
Stats 7 90
0 2 1 -1
-1
name <2mm Ferrous Clip>
caliber <2mm ferrous>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Legging>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 18 5 1
0 2 5 -15
0 2 1 -4
0 7 27 1
-1
name <Spacesuit Legging>
desc <A regular spacesuit.>
Category <ARMOR CLOTHING SPACE>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 8 3 10 4 15 5 8 6 6 7 2 8 5
0 -1 4 3
0 -1 1 4
0 -1 0 9
0 7 0 103
0 18 5 1
0 1 11 6
0 1 10 5
0 1 9 5
0 1 8 7
0 2 2 14
0 2 6 52
0 2 0 1
0 -1 2 7
-1
Name <GUARD DOG>
roguechar <d>
type <guard>
sdl_sprite <monster_dogfox.png>
sdl_colors <80 80 85 150 112 89 170 200 50>
JOB <ANIMAL>
ELEMENT <I Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 6 0
Stats
0 2 0 1
-1
name <Fangs>
Z
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Front Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Right Rear Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
name <Left Rear Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 5
0 -1 1 14
0 -1 0 13
0 -8 2 1
0 7 0 95
0 13 0 3
0 -6 2 1
-1
name <Vending Machine>
Desig <VENDING-1>
roguechar <F>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 6
0 -1 1 14
0 -1 0 12
0 -8 2 2
0 7 0 96
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <F>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 6
0 -1 1 14
0 -1 0 11
0 -8 2 3
0 7 0 97
0 -6 2 2
-1
name <Mannekin>
desig <MANNEKIN-M>
roguechar <U>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 14
0 -1 0 10
0 -8 2 4
0 7 0 98
0 13 0 2
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-2>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <T>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 6
0 -1 1 14
0 -1 0 9
0 -8 2 5
0 7 0 99
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 2 0 0 0
Stats 1 8 2 8 3 9 4 10 5 11 6 12 7 9 8 13
0 -1 1 5
0 -1 0 18
0 -1 4 2
0 -8 2 1
0 5 0 291
0 3 -5 -16
0 3 -4 37
0 3 1 4
0 3 0 1
0 1 27 5
0 1 19 5
0 2 0 1
0 5 1 147152
0 5 8 1
0 -1 2 2
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Unhan>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 19
0 -8 2 2
0 7 0 100
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 17 23 250 0
Stats
0 -1 1 2
0 -1 0 9
0 -8 2 1
0 7 0 101
0 2 1 10
-1
name <Spare Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 17 23 250 0
Stats
0 -1 2 4
0 -1 1 14
0 -1 0 19
0 -8 2 1
0 7 0 102
0 2 1 10
-1
name <Spare Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 1 8
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats 6 5
0 -1 1 3
0 -1 0 9
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 10
0 -1 1 13
0 -1 0 19
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 13
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <12345...............&---&STUFF>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <1#...=#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_7>
SPECIAL < >
MINIMAP <1#...=#.............&---&>
Z
-1
-1
0 -5 290 0 0
Stats
0 7 10 143727
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
KEYWORDS <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
Msg201 <I have a fine selection of adventuring equipment.>
Msg202 <You should be able to find anything you need. If not, we can get it in
stock later.>
Prompt201 <Let me see what you've got.>
Prompt202 <Maybe some other time.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 291 0 0
Stats
0 7 10 144337
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Melancholy>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
Keywords <FOOD RESTAURANT>
result201 <NewChat ifG PC$ 149 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -150 PCMoraleDmg -8>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
result202 <Goto GoBye>
Msg201 <This is \ChatNPC 's Bistro. We offer finely prepared tubesteak in beef,
turkey, salmon, and banana flavors. The price is $150 per entree.>
Msg202 <Please enjoy your meal.>
Msg203 <Sorry, this restaurant is for paying customers only. Come back when you
have some cash.>
Msg204 <We don't do delivery. Why don't you come over here where you can sit and
enjoy your meal?>
Prompt201 <I'll take a steak, please.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <Maybe some other time.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <Hopefully we'll meet again...>
msg302 <Don't hurry back.>
Z
-1
-1
0 -5 292 0 0
Stats
0 7 10 144225
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 293 0 0
Stats
0 7 10 143489
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_ELECTRONICS GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ELECTRONICS SOFTWARE>
KEYWORDS <ELECTRONICS SOFTWARE>
Msg201 <I sell all manner of electronics. Whatever kind of gadget you need, you'll
find it here.>
Msg202 <You can never go wrong by upgrading your current system.>
Prompt201 <Let me see what you have.>
Prompt202 <Thanks, I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 294 0 0
Stats
0 7 10 143971
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable ~Pragmatic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <if= V301 0 else .3_End ifG React 25 else .3_End V= 301 1 NewChat Say 302
AddChat 301 AddChat 302 AddChat 303>
.3_End <EndChat Say 301>
result301 <EndChat AddReact d3 Say 303>
result302 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 303>
result303 <EndChat Reputation 3 -d8 Say 304>
msg301 <Good-bye.>
Msg302 <One more thing before you go... Could I get your email address?>
Msg303 <Thanks! I'll be sure to write sometime.>
Msg304 <I understand... Well, I'll see you around.>
Prompt301 <Sure. Here it is.>
Prompt302 <Just don't sign me up for any spam lists, okay?>
Prompt303 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -5 295 0 0
Stats
0 0 201 1
0 7 10 146311
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <AddEasygoing -d4 ifG Flirtation 5 else .1_GoFail ifG React 0 else
.1_GoFail AddReact 10 SkillXP 27 100 NewChat Say 103 AddChat 104>
.1_GoFail <NewChat AddReact -5 Say 102 AddChat 103 PCMoraleDmg 10 ifG PCRenown 0
AddRenown -1>
result103 <Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
Msg101 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg101_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Cut the lines, creep. I'm not interested.>
Msg102_1 <Don't even think about it. You are so not my type.>
Msg103 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg103_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt101 <Nice to meet you.>
Prompt101_1 <I'm glad to meet you.>
Prompt101_2 <It's nice to meet you.>
Prompt102 <What's a beautiful person like you doing here?>
CPrompt102 <ifNPCSexy ChatNPCID Accept>
Prompt102_1 <It's a great pleasure to meet someone so attractive.>
Prompt102_2 <And it's VERY nice to meet you!>
Prompt103 <I see...>
Prompt103_1 <Ah...>
Prompt104 <I look forward to it.>
Prompt104_1 <I'd like that a lot.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 296 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Mall>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat Say 201>
Msg201 <So, what are you hoping to buy?>
Msg201_7 <There are so many great deals here!>
Msg201_1 <I really love to shop. In addition to the walking exercise, I also get
to meet all kinds of people!>
CMsg201_1 <ifNPCSociable Accept>
Msg201_2 <This place is crowded, but you can't beat the value!>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <I should really be working right now, but I'd rather be shopping.>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <Shopping is a passion. I could do this all day, every day.>
CMsg201_4 <ifNPCPassionate Accept>
Msg201_5 <It's fun looking in all the stores, even though I don't have the money
to buy anything.>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <Everything here is so overpriced...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 297 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
-1
0 -3 60 0 0
Stats 1 -1 2 20 3 20
0 7 16 4
0 21 2 3
0 21 1 921294
0 -15 54 1
0 7 10 923262
0 0 1401 8
-1
name <The Mecha Source>
type <building garage public legit>
entrance <*Garage>
special <ADDEXIT>
START <V= 1401 T2 Goto START_1>
Msg1 <You enter the Mecha Source.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 2 90 Sub *MECHA_SHOP>
Content3 <Fill Sub *GARAGE_X>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
get158 <if= L701 0 L= 701 1 AddLawful -4 SetItemStolen 158 ifNPCCanSeePC 340
Print 701 PCEnemy 340 AddRenown -1>
Msg701 <\PERSONA 340 : Hey! Don't touch my stuff!>
Msg701_1 <\PERSONA 340 : Keep your paws off the merchandise!>
Msg701_2 <\PERSONA 340 : I saw that!>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <ZONE_7>
get159 <if= L1001 0 L= 1001 1 AddLawful -4 SetItemStolen 159 ifNPCCanSeePC 341
Print 1001 PCEnemy 341 AddRenown -1>
Msg1001 <\PERSONA 341 : Hey! Don't touch my stuff!>
Msg1001_1 <\PERSONA 341 : Keep your paws off the merchandise!>
Msg1001_2 <\PERSONA 341 : I saw that!>
HOME_8 <ZONE_7>
HOME_9 <ZONE_7>
HOME_10 <Foyer>
HOME_11 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .14_GoNotSafe if# V1402 -1 else .14_LastHit ifG v1401 T2
else .14_GoWarn Goto .14_GoAttack>
.14_GoNotSafe <V= 1402 -1>
.14_LastHit <V= 1402 0>
.14_GoWarn <if= v1402 0 else .14_GoAttack V= 1402 1 Print 1401>
.14_GoAttack <Print 1402 Alarm TeamAttack GuardTeam>
Msg1401 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1402 <ALERT: You are not permitted to fire weapons here.>
HOME_12 <Foyer>
HOME_13 <Foyer>
Z
0 17 15 5000 0
Stats
0 2 1 40
0 7 0 159
0 -8 2 1
0 -1 0 19
0 -1 1 19
0 -1 2 4
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 5000 0
Stats
0 2 1 40
0 7 0 158
0 -8 2 1
0 -1 0 9
0 -1 1 2
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 13 0 2
0 7 0 157
0 -8 2 1
0 -1 0 10
0 -1 1 19
0 -1 2 6
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 16 2 15 3 16 4 12 5 11 6 16 7 11 8 15
0 -1 2 1
0 5 8 1
0 5 1 923706
0 5 15 45
0 5 2 9
0 2 0 1
0 3 -2 50
0 3 -1 77
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 11 10
0 1 12 10
0 1 13 10
0 1 18 10
0 1 26 10
0 1 33 10
0 3 0 1
0 3 1 9
0 3 -4 34
0 3 -3 17
0 3 -7 12
0 3 -6 61
0 5 11 42
0 1 42 11
0 5 12 3
0 5 0 345
0 -1 0 19
0 -1 1 3
0 -1 4 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Hoit>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 6 0
Stats
0 7 27 1
-1
Name <Large Shield>
desc <This shield can deflect attacks from multiple heights easily.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 15 3 12 4 10 5 15 6 13 7 11 8 13
0 -1 2 7
0 5 15 35
0 2 0 1
0 3 0 1
0 3 1 9
0 1 5 10
0 1 8 10
0 1 15 10
0 1 19 10
0 1 23 10
0 4 2 25000
0 1 10 10
0 1 1 10
0 1 6 10
0 1 3 11
0 3 3 1
0 3 -5 44
0 3 -1 -29
0 3 -2 15
0 3 -7 15
0 3 -6 55
0 5 11 3
0 5 12 4
0 1 2 10
0 1 4 10
0 1 7 10
0 1 9 10
0 5 0 344
0 -1 0 6
0 -1 1 11
0 -1 4 2
0 5 1 922679
0 5 8 3
-1
HOMETOWN <Cesena Spinner>
HOMETOWN_FACTIONS <MAQUI COMET HOELL SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
industrial CSNSP MAQUI>
JOB <Trucker>
JOB_DESIG <LABOR>
NAME <Kunjo Phi>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 19 0
Stats 2 -1
0 7 27 1
0 2 1 -6
-1
Name <Chainsaw>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <An energy-cell powered cutting tool. Particularly suited for cutting through
materials.>
category <MELEE TOOL>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -1
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 9 3 11 4 17 5 12 6 13 7 14 8 15
0 -1 2 2
0 2 0 1
0 3 -3 55
0 3 -6 75
0 1 11 10
0 1 19 8
0 1 25 5
0 1 30 5
0 1 37 10
0 3 1 3
0 5 0 343
0 -1 0 2
0 -1 1 7
0 -1 4 2
0 5 15 10
0 5 1 273947
0 5 8 1
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Geaalt>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 19 2 11 3 15 4 13 5 9 6 11 7 9 8 12
0 -1 2 6
0 2 0 1
0 3 3 1
0 1 1 12
0 1 2 13
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 18 12
0 1 26 12
0 1 33 12
0 3 0 1
0 3 1 12
0 3 -3 69
0 3 -6 77
0 5 11 2
0 5 12 3
0 5 0 342
0 -1 0 3
0 -1 1 7
0 -1 4 2
0 5 15 35
0 5 1 921855
0 5 8 2
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Ialor>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 12 0
Stats 2 2 3 3
0 2 5 10
0 2 1 -7
0 7 27 1
-1
Name <Gyro Mace>
Type <BRUTAL>
desc <A combat mace with counterspinning contact heads for maximum damage
potential.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_mace.png>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 9 3 8 4 8 5 16 6 15 7 9 8 7
0 -1 2 6
0 5 2 2
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 4
0 1 23 7
0 3 1 -3
0 3 -4 57
0 3 -6 -33
0 5 0 341
0 -1 4 2
0 -1 0 17
0 -1 1 16
0 5 3 1533871267
0 5 4 38204
0 5 1 923161
0 5 8 2
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Tophi>
ELEMENT <C Prefab>
HOME <ZONE_7>
mecha_colors <75 200 212 234 180 88 200 000 100>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 7 3 9 4 10 5 15 6 14 7 11 8 11
0 -1 2 5
0 5 2 7
0 2 0 1
0 3 -2 100
0 1 21 10
0 1 23 5
0 3 1 11
0 3 -3 -26
0 5 0 340
0 -1 4 2
0 -1 0 12
0 -1 1 2
0 5 3 1129764249
0 5 4 34541
0 5 1 924039
0 5 8 3
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Adgunal>
ELEMENT <C Prefab>
HOME <ZONE_5>
mecha_colors <172 225 175 77 93 83 250 100 0>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 8 3 10 4 11 5 16 6 14 7 13 8 12
0 -1 2 5
0 3 -6 50
0 2 0 1
0 3 -2 120
0 1 21 15
0 1 23 5
0 3 0 1
0 3 1 1
0 3 -4 36
0 5 0 339
0 -1 4 2
0 -1 0 19
0 -1 1 4
0 5 3 1380108863
0 5 4 41060
0 5 1 923407
0 5 8 3
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Uiki>
ELEMENT <C Prefab>
HOME <ZONE_3>
mecha_colors <201 205 229 49 91 161 0 200 0>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 11 3 8 4 9 5 11 6 13 7 10 8 10
0 5 2 7
0 2 0 1
0 1 5 3
0 1 15 8
0 1 21 4
0 1 23 7
0 3 0 1
0 3 1 9
0 3 -4 34
0 3 -7 -23
0 5 0 338
0 -1 4 2
0 -1 0 9
0 -1 1 16
0 5 3 1961812149
0 5 4 540
0 5 1 922588
0 5 8 2
0 -1 2 5
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Coneter Ate>
ELEMENT <C Prefab>
HOME <ZONE_1>
mecha_colors <172 225 175 77 93 83 250 100 0>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 13 3 16 4 13 5 8 6 7 7 5 8 13
0 -1 4 2
0 5 0 263
0 5 12 1
0 5 11 1
0 3 -6 64
0 3 -3 48
0 3 1 8
0 3 0 1
0 1 33 11
0 1 26 11
0 1 13 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 12
0 3 3 1
0 2 0 1
0 -1 0 19
0 -1 1 16
0 5 15 40
0 5 1 922684
0 5 8 2
-1
job_desig <ADVEN>
JOB <MERCENARY>
NAME <Dokang>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 15 1 5 0
Stats 6 7
0 -1 0 19
0 -1 1 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 14
0 -1 0 9
0 -1 1 3
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 9
0 -1 0 15
0 -1 1 3
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 0 1
0 -1 1 11
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 18
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 40 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 15 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <...1................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <.#...=#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <1#...=#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 15 3 5 4 5
0 -1 2 2
-1
name <ZONE_7>
SPECIAL < >
MINIMAP <1#...=#.............&---&>
Z
-1
-1
0 -5 338 0 0
Stats
0 7 10 921603
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Mechanic>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Keep the parts oiled and you won't have any trouble with it.>
Z
-1
-1
0 -5 339 0 0
Stats
0 7 10 922452
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d4 Goto GoShop>
result102 <Reputation 4 d4 Goto GoShop>
Msg101 <Ah, I can tell you're looking for the very latest in adventuring
equipment. Am I right or am I right?>
Msg101_1 <Hello, I don't think we've been introduced. You look like the sort who's
seen all kinds of adventure. I'm sure you know the benefits of using top of the
line equipment, am I right?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Are you looking for great deals on adventuring equipment?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <If you're looking for great deals on adventuring equipment, you've come
to the right place. I can tell you're a real high-end consumer, right?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <It seems like every shopkeeper in town is just trying to rip people
off... Wouldn't you like to find one who offers both good service and good
prices?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <You look like you're in the mood for shopping. Am I right or am I
right?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <They say a good worker never blames his tools... Malarkey! Cavaliers
need the best and newest equipment in order to remain compeditive! I can tell
you're the sort who appreciates quality products... Am I right?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <You're right.>
Prompt101_1 <Absolutely right.>
Prompt102 <No, not really. I have everything I need.>
Prompt102_1 <Are you trying to sell me something?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 340 0 0
Stats
0 7 10 923039
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 341 0 0
Stats
0 7 10 922161
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 342 0 0
Stats
0 7 10 921380
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d3 Goto GoMiscTalk>
result102 <AddSociable -d3 Goto GoMiscTalk>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 343 0 0
Stats
0 7 10 272957
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 344 0 0
Stats
0 7 10 921682
0 0 101 2
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <if= V101 0 else .1_GoSecond V= 101 1 EndChat Say 101>
.1_GoSecond <if= V101 1 else GoMiscTalk V= 101 2 EndChat Say 102 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Can't you see I'm talking on my mobile? Go away.>
Msg102 <Alright, now that I've finished talking, I can see what you want...>
Prompt101 <[more]>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
-1
0 -3 61 0 0
Stats 1 -29 2 24 3 21
0 7 16 2
0 21 2 2
0 5 2 1
0 21 1 282862
0 -15 54 1
0 7 10 284330
0 0 801 2
-1
name <Alliance Fleet HQ>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
START <V= 801 T2 Goto START_1>
Msg1 <You enter the Alliance Fleet Headquarters.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
end <if= QuestStatus 28 7 else na ifNPCDead 57 else na SetQuestStatus 28 -2 Goto
na>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_2>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
START_1 <Print 1>
PCAttack <ifSafeArea else .8_GoNotSafe if# V802 -1 else .8_LastHit ifG v801 T2
else .8_GoWarn Goto .8_GoAttack>
.8_GoNotSafe <V= 802 -1>
.8_LastHit <V= 802 0>
.8_GoWarn <if= v802 0 else .8_GoAttack V= 802 1 Print 801>
.8_GoAttack <Print 802 Alarm TeamAttack GuardTeam>
Msg801 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg802 <ALERT: You are not permitted to fire weapons here.>
HOME_6 <Foyer>
HOME_7 <Foyer>
HOME_8 <Foyer>
Z
0 2 0 0 0
Stats 1 15 2 12 3 14 4 11 5 8 6 10 7 8 8 13
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 6
0 1 2 7
0 1 3 6
0 1 4 6
0 1 5 6
0 1 6 6
0 1 7 6
0 1 8 6
0 1 9 6
0 1 10 6
0 1 17 6
0 1 24 6
0 1 26 6
0 1 30 6
0 3 1 15
0 3 -4 33
0 3 -6 25
0 5 11 2
0 5 12 2
0 5 0 327
0 -8 2 1
0 5 15 20
0 5 1 900013
0 5 8 4
0 -1 4 3
0 -1 0 12
0 -1 1 15
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Chane>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 5
0 2 1 -8
0 7 27 1
-1
Name <Silver Longsword>
Type <ARMORPIERCING>
desc <A ceremonial weapon of the Silver Knights.>
sdl_portrait <item_silversword.png>
category <WEAPON MELEE>
factions <SILKN>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 7 3 13 4 17 5 13 6 14 7 17 8 13
0 -1 2 3
0 5 15 20
0 -1 4 2
0 5 8 6
0 5 1 284276
0 5 0 56
0 3 -2 -27
0 3 -1 30
0 3 -7 -3
0 3 -4 37
0 3 1 3
0 -8 2 1
0 5 2 1
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
0 -1 0 7
0 -1 1 15
-1
job_desig <POLIT>
JOB <POLITICIAN>
NAME <Ersmo>
TEAMDATA < ally PASS>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 12 3 16 4 10 5 8 6 6 7 8 8 11
0 -1 2 1
0 2 0 1
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 15
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 13 14
0 1 26 14
0 1 33 14
0 3 1 2
0 3 -5 40
0 3 -4 21
0 3 -6 111
0 5 11 4
0 5 12 9
0 5 0 330
0 -1 0 22
0 -1 1 11
0 -1 4 2
0 5 15 15
0 5 1 256425
0 5 8 1
-1
job_desig <ADVEN>
JOB <MERCENARY>
NAME <Mee>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 6 0
Stats 1 7 2 1 7 30
0 7 27 1
-1
Name <Hunting Rifle>
desig <L55>
desc <A rifle designed for hunting animals.>
sdl_portrait <item_huntingrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 12 3 17 4 15 5 9 6 15 7 5 8 16
0 -1 2 1
0 5 15 15
0 5 0 54
0 5 12 9
0 5 11 4
0 3 -6 122
0 3 -4 16
0 3 -5 30
0 3 1 4
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 16
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 15
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
0 -1 0 12
0 -1 1 20
0 5 1 915676
0 5 8 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Starko>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 16 3 15 4 16 5 9 6 13 7 9 8 12
0 5 0 55
0 5 12 3
0 5 11 18
0 3 -6 89
0 3 -4 21
0 3 -3 -31
0 3 1 1
0 3 0 1
0 -8 2 2
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 100
0 3 3 1
0 1 1 13
0 1 2 13
0 1 3 13
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 11 13
0 1 12 13
0 1 13 13
0 1 18 14
0 1 26 13
0 1 33 13
0 -1 0 10
0 -1 1 2
0 5 1 284387
0 5 8 4
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Kelor>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 19 0
Stats 2 -1
0 7 27 1
0 2 1 -6
-1
Name <Chainsaw>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <An energy-cell powered cutting tool. Particularly suited for cutting through
materials.>
category <MELEE TOOL>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -1
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 19 2 22 3 18 4 19 5 14 6 16 7 17 8 15
0 -1 2 4
0 -12 2 26
0 5 0 57
0 5 12 4
0 1 12 16
0 5 11 12
0 3 1 52
0 3 -6 140
0 3 -5 50
0 3 -3 -50
0 3 -4 50
0 -8 2 3
0 -1 4 3
0 2 0 1
0 3 -2 60
0 3 -1 60
0 5 2 3
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 17 15
0 1 24 15
0 1 26 15
0 1 30 15
0 -1 0 13
0 -1 1 15
0 5 1 256125
0 5 8 8
0 5 15 10
-1
job_desig <MILIT>
job <Lord Master>
name <Gordon Valeus>
quest <*:NPCQuest>
SDL_PORTRAIT <por_m_gordonvaleus(OAY).png>
SDL_COLORS <150 205 229 235 212 195 130 143 114>
Z
-1
0 1 2 8 0
Stats
0 2 0 1
-1
Z
0 11 2 6 0
Stats 4 5
0 7 27 1
0 2 1 -8
0 2 5 10
0 18 5 1
0 18 6 1
0 18 1 1
0 18 4 1
0 18 2 1
0 18 3 1
-1
name <Paladin Helm>
desc <A light powered armor used by the Silver Knights.>
Z
-1
-1
-1
-1
0 1 1 8 0
Stats
0 2 0 1
-1
Z
0 11 1 6 0
Stats 2 10 4 5
0 7 27 1
0 2 1 -7
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Paladin Suit>
desc <A light powered armor used by the Silver Knights.>
Z
-1
0 6 3 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 8 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 6 0
Stats 1 5 2 5
0 7 27 1
0 2 1 -7
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Paladin Sleeve>
desc <A light powered armor used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 7 2 1 7 30
0 7 27 1
-1
Name <Hunting Rifle>
desig <L55>
desc <A rifle designed for hunting animals.>
sdl_portrait <item_huntingrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 8 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 6 0
Stats 1 5 2 5
0 7 27 1
0 2 1 -7
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Paladin Sleeve>
desc <A light powered armor used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 8 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 6 0
Stats 2 5 3 5
0 7 27 1
0 2 1 -7
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Paladin Legging>
desc <A light powered armor used by the Silver Knights.>
Z
-1
0 6 3 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 8 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 6 0
Stats 2 5 3 5
0 7 27 1
0 2 1 -7
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Paladin Legging>
desc <A light powered armor used by the Silver Knights.>
Z
-1
0 6 3 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 10 3 12 4 16 5 13 6 9 7 13 8 13
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 11
0 1 2 12
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 17 11
0 1 24 11
0 1 26 11
0 1 30 11
0 3 1 5
0 3 -4 46
0 3 -6 71
0 3 -3 25
0 5 11 2
0 5 12 2
0 5 0 328
0 -8 2 1
0 -1 4 3
0 -1 0 18
0 -1 1 20
0 5 1 912455
0 5 8 3
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Heral>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 14 0
Stats 2 1 3 4
0 7 27 1
0 2 5 10
0 2 1 -10
-1
Name <Chainsword>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <A sword with a spinning chainsaw for a blade. A trigger on the hilt controls
the chain itself.>
category <WEAPON MELEE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 0 1
0 -1 1 11
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 16
0 -1 1 6
0 7 10 40058
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 2 0 0 0
Stats 1 19 2 15 3 15 4 17 5 10 6 9 7 8 8 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 13
0 1 2 13
0 1 3 13
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 17 13
0 1 24 13
0 1 26 13
0 1 30 13
0 3 1 -1
0 3 -5 -30
0 3 -6 94
0 5 11 12
0 1 12 14
0 5 12 1
0 5 0 329
0 -8 2 1
0 5 15 15
0 5 1 255999
0 5 8 4
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Necho>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -8
-1
Name <Silver Longsword>
Type <ARMORPIERCING>
desc <A ceremonial weapon of the Silver Knights.>
sdl_portrait <item_silversword.png>
category <WEAPON MELEE>
factions <SILKN>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 13 3 17 4 16 5 10 6 10 7 12 8 9
0 2 0 1
0 3 -2 50
0 3 -1 20
0 5 2 3
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 17 15
0 1 24 15
0 1 26 15
0 1 30 15
0 3 0 1
0 3 1 1
0 3 -3 -37
0 3 -4 22
0 3 -6 119
0 5 11 18
0 1 18 16
0 5 12 3
0 5 0 331
0 5 15 35
0 5 8 8
0 -1 4 3
0 5 1 903316
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Keelex>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 4 0
Stats
0 7 27 1
0 2 1 -3
-1
name <Lawn Dart>
Type <THROWN ARMORPIERCING>
desc <An extremely dangerous toy.>
SDL_PORTRAIT <item_lawndart.png>
category <CONTRABAND>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 16 3 14 4 16 5 7 6 12 7 10 8 10
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 92
0 5 2 3
0 3 3 1
0 1 1 13
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 17 12
0 1 24 12
0 1 26 12
0 1 30 12
0 3 1 1
0 3 -5 -54
0 3 -3 22
0 3 -6 83
0 5 11 1
0 5 12 8
0 5 0 332
0 5 1 226719
0 5 8 5
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Rogke>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
0 18 6 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 6
0 2 1 -8
0 2 5 10
0 7 27 1
-1
Name <MonoSword>
Type <ARMORPIERCING>
desc <A ceram sword with a monomolecularly sharp edge.>
sdl_portrait <item_longsword.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 7 27 1
0 2 1 -6
0 2 5 10
0 18 5 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 16 4 7
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <Garrison>
minimap <2...31..............#---#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <Main Office>
minimap <....31..............#&+&#>
Z
-1
-1
0 -5 57 0 0
Stats
0 -12 3 2
0 -12 2 26
0 7 10 254790
0 0 401 1
-1
Greeting <if= QuestStatus 28 7 else GREETING_3 NewChat Say 701>
*GoFirstTime <*ENEMY_CHECK GoGreeting ChatNPCFac GoMakeEnemy>
GoMakeEnemy <PCEnemy 57 SetQuestStatus 26 -2>
*GoGreeting <*NiceToMeetYou GoCheckFaction>
GoCheckFaction <if= QuestStatus 26 0 else GoChat if= PCFac ChatNPCFac else
GoCheckReact Goto GoOfferMission>
GoCheckReact <ifG React 13 else GoChat Goto GoOfferMission>
*GoChat <*MISC_CHATTER>
GoOfferMission <NewChat Say 1 AddChat 1 AddChat 2>
result1 <NewChat Say 2 SetQuestStatus 26 2 SetQuestStatus 27 3 QMemo 26 5>
result2 <NewCHat Say 4 SetQuestStatus 26 -2>
result3 <Goto .4_GoInit>
result4 <NewChat Say 6>
result5 <NewChat Say 7 SetQuestStatus 26 -2 AddReact -10>
Msg1 <As you may know, we are constructing a new battleship for the fleet.
Unfortunately progess has been slower than expected. I could use someone to
infiltrate the shipyard and find out what the problem is.>
Msg2 <Very good. The ship is being constructed at an orbital platform outside the
station. Report back here when you've learned what's going on.>
Msg3 <Have you found out anything about the battleship yet?>
Msg4 <I see.>
Msg5 <Gordon Valeus in \SCENE 61 asked you to find out why the battleship \SPR 57
ordered hasn't been completed yet.>
Msg6 <Well come back here when you have something to report, then.>
Msg7 <This is a black day for us all...>
Prompt1 <I could do that for you.>
Prompt2 <That doesn't sound like my kind of job.>
CPrompt2 <if# PCFac ChatNPCFac Accept>
Prompt3 <Your ship will be completed shortly.>
CPrompt3 <if= QuestStatus 27 -1 Accept>
Prompt4 <I'm still working on it.>
Prompt5 <I don't think you'll be getting a battleship...>
CPrompt5 <if= QuestStatus 27 -2 Accept>
GREETING_1 <if= QuestStatus 26 2 else GoFirstTime NewChat Say 3 AddChat 3 AddChat
4 AddChat 5>
*4_GoBlowOff <*BrushOff>
GoNotEnemy <if= V401 1 else GoOfferQuest NewChat Say 406 AddChat 405 AddChat 406
AddChat 407>
.4_GoInit <SetQuestStatus 26 4 Goto GoOfferQuest>
GoOfferQuest <NewChat Say 401 AddChat 401 AddChat 402>
result401 <NewChat Say 403 QMemo 26 402 V= 401 1 AddChat 405>
result402 <NewChat Say 404 AddChat 403 AddChat 404>
result403 <Goto result401>
result404 <NewChat Say 405 SetQuestStatus 26 -2 CashPrize Threat 15 100 750
AddRenown -1>
result405 <AddRenown 3 AddReact d5 Goto .6_GoInit>
result406 <NewChat Say 407>
result407 <SetQuestStatus 26 -2 Goto .4_GoR7Final>
*.4_GoR7Final <*YouLostItem>
Msg401 <Good job, \PC , but I can tell that it wasn't much of a challenge for you.
What you need is a real adventure.>
Msg402 <Gordon Valeus told you that the Cube of Koeneke is hidden somewhere in
Cesena Spinner, and sent you to find it.>
Msg403 <The Cube of Koeneke is a historical relic from the PreZero world.
According to rumor, it was lost somewhere in this very city. Recovering it could
be very good for your adventuring career.>
Msg404 <I could give you a cash reward, but is that what you really want? I'm
offering you something far more important than money, a chance at personal
betterment and spiritual growth.>
Msg405 <Well, if that's what you want, you were a great help to me, so... here you
are.>
Msg406 <Hello, \PC . I trust that your adventure is going well?>
Msg407 <Come back here when you've found it, then. I'd like to have a look at it
myself.>
Prompt401 <What do you have in mind?>
Prompt401_1 <Tell me what you have in mind.>
Prompt401_2 <I think you're right...>
Prompt402 <No adventure, just a reward please.>
Prompt402_1 <I've had enough adventure, I want money.>
Prompt402_2 <Wait, what about my reward?>
Prompt403 <Hmmm... Okay, I'll take your quest.>
Prompt403_1 <That does sound good. Tell me about it.>
Prompt404 <Nope. I'd rather take the money.>
Prompt404_1 <No thanks, money is fine.>
Prompt405 <I've found the Cube of Koeneke.>
CPrompt405 <ifKeyItem 15 Accept>
Prompt406 <I'm still looking for the Cube of Koeneke.>
CPrompt406 <ifItemOK 15 Accept>
Prompt407 <I'm afraid that I lost the Cube of Koeneke...>
CPrompt407 <ifItemDestroyed 15 Accept>
GREETING_2 <if= QuestStatus 26 4 else GREETING_1 ifChatNPCArchEnemy else
GoNotEnemy SetQuestStatus 26 -2 Goto .4_GoBlowOff>
.6_GoCheckLoss <if= QuestStatus 28 -2 else GoChooseMission SetQuestStatus 26 -2
Goto .6_GoEndInLoss>
*.6_GoEndInLoss <*MissionWasFailure na na na>
.6_GoInit <IFCHATNPCARCHENEMY else .6_GoOfferNew Goto .6_GoJustEnd>
.6_GoOfferNew <CashPrize Reward 20 250 SetQuestStatus 26 6 Goto
.6_GoChooseMission>
*.6_GoJustEnd <*MissionWasSuccess&Reward .6_GoTrivial ChatNPCFac na>
.6_GoTrivial <CashPrize Reward 20 250 SetQuestStatus 26 -1>
.6_GoChooseMission <NewChat Say 602 AddChat 602 AddChat 603>
.6_GoEnd <AddRenown -1 SetQuestStatus 26 -1>
result601 <Goto .8_GoInit>
result602 <QMemo 26 0 Goto .7_GoInit>
*result603 <*RejectMission .6_GoEnd>
Msg601 <Good work on that mission, \PC .>
Msg602 <You did very well retrieving the Cube of Koeneke, \PC . If you're
interested, I have another mission that you could help with.>
Prompt601 <[Continue]>
Prompt602 <Give me the details.>
Prompt603 <Sorry, I'm not interested.>
GREETING_3 <if= QuestStatus 26 6 else GREETING_2 if= QuestStatus 28 -1 else
.6_GoCheckLoss EndChat Say 601 AddChat 601>
.7_GoInit <SetQuestStatus 28 7 NewChat Say 702 QMemo 28 703>
Msg701 <The infiltrators in \SCENE 54 have not yet been dealt with.>
Msg702 <A team of unknown mecha has been detected in \SCENE 54 . We don't yet know
their intentions, but they must be stopped before they have a chance to do any
damage.>
Msg703 <Gordon Valeus asked you to locate and eliminate some mecha infiltrators in
\SCENE 54 .>
*.8_GoInit <*MissionWasSuccess&Reward .8_GoFinish ChatNPCFac na>
.8_GoFinish <CashPrize Reward 24 250 SetQuestStatus 26 -1>
requires <*MissionWasSuccess &Reward>
GoFirstTime <ifFactionEnemy ChatNPCFac else GoGreeting EndChat Say 1501 Goto
GoMakeEnemy>
Msg1501 <You've got a lot of nerve showing up here at a time like this...>
Msg1501_1 <You shouldn't be here...>
Msg1501_2 <I have nothing to say to you...>
GoGreeting <ifChatNPCUnknown else GoCheckFaction NewChat Say 1601 AddChat 1601
AddChat 1602 AddChat 1603>
result1601 <AddSociable d10 Goto GoCheckFaction>
result1602 <ifG PCRenown ChatNPCRenown else .16_GoR2TryCon ifG PCRenown d50 else
.16_GoR2TryCon AddReact d10 NewChat Say 1602 AddChat 1604 AddChat 1605>
.16_GoR2TryCon <ifConversation ChatNPCEgo else .16_GoR2Fail NewChat Say 1604
AddRenown 1 AddReact d10 AddChat 1604 AddChat 1605>
.16_GoR2Fail <AddEasygoing -d10 NewChat Say 1603 AddChat 1604 AddChat 1605>
result1603 <AddSociable -d10 Goto GoCheckFaction>
result1604 <Goto GoCheckFaction>
result1605 <AddCheerful -d20 AddReact -d5 Goto GoCheckFaction>
Msg1601 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg1601_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You there... You're a pilot, aren't you?>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg1601_7 <ifNPCPragmatic Accept>
Msg1601_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg1601_8 <ifNPCSpiritual Accept>
Msg1602 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg1602_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg1602_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg1603 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg1603_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg1603_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg1604 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg1604_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg1604_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt1601 <That's right. My name's \PC .>
Prompt1601_1 <Absolutely right. My name's \PC .>
Prompt1602 <You've probably heard of me; the name's \PC .>
Prompt1602_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt1603 <That's none of your business, thanks.>
Prompt1603_1 <I'd rather not talk about it.>
Prompt1604 <Nice to meet you too.>
Prompt1605 <It's not all that nice.>
CPrompt1605 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
4_GoBlowOff <NewChat Say 1801>
Msg1801 <Please go away. I'm busy.>
.4_GoR7Final <NewChat Say 1901 AddReact -d10>
Msg1901 <You lost it!? How is that even possible... Get out of here, I don't even
want to look at you right now...>
.6_GoEndInLoss <NewChat Say 2001 Goto na>
Msg2001 <The mission was a failure.>
Msg2001_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <You failed.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You failed to complete the mission. This will look bad on your record.>
CMsg2001_6 <ifNPCMelancholy Accept>
Msg2001_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg2001_10 <ifFactionExists na Accept>
Msg2001_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg2001_11 <ifNPCSociable ifFactionExists na Accept>
Msg2001_12 <You've failed \FACTION na ...>
CMsg2001_12 <ifNPCShy ifFactionExists na Accept>
Msg2001_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg2001_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg2001_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg2001_14 <ifNPCPassionate ifFactionExists na Accept>
Msg2001_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg2001_15 <ifNPCCheerful ifFactionExists na Accept>
Msg2001_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg2001_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg2001_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg2001_20 <ifFactionExists na Accept>
Msg2001_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg2001_21 <ifNPCSociable ifFactionExists na Accept>
Msg2001_22 <You were beaten by \FACTION na .>
CMsg2001_22 <ifNPCShy ifFactionExists na Accept>
Msg2001_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg2001_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2001_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg2001_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2001_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg2001_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2001_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg2001_26 <ifNPCMelancholy ifFactionExists na Accept>
.6_GoJustEnd <NewChat Say 2101 Goto .6_GoTrivial>
Msg2101 <The mission was a success. Here's your reward.>
Msg2101_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <You did it. Here's your pay.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2101_6 <ifNPCMelancholy Accept>
Msg2101_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2101_7 <ifG 5 React Accept>
Msg2101_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2101_10 <ifFactionExists ChatNPCFac Accept>
Msg2101_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2101_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2101_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2101_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2101_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2101_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2101_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2101_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2101_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2101_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2101_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2101_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2101_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2101_20 <ifFactionExists na Accept>
Msg2101_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2101_21 <ifNPCSociable ifFactionExists na Accept>
Msg2101_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2101_22 <ifNPCShy ifFactionExists na Accept>
Msg2101_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2101_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2101_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2101_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2101_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2101_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2101_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2101_26 <ifNPCMelancholy ifFactionExists na Accept>
result603 <NewChat Say 2201 Goto .6_GoEnd>
Msg2201 <That's too bad. I'll have to find someone else, then.>
Msg2201_1 <Maybe we can work together some other time.>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <I see. Well, I should get back to work.>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg2201_3 <ifNPCCheerful Accept>
Msg2201_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg2201_4 <ifNPCMelancholy Accept>
Msg2201_5 <Don't worry about it. I'll find someone else for the job.>
CMsg2201_5 <ifNPCEasygoing Accept>
Msg2201_6 <So that's how it is... Don't think I won't remember this.>
CMsg2201_6 <ifNPCPassionate Accept>
.8_GoInit <NewChat Say 2301 Goto .8_GoFinish>
Msg2301 <The mission was a success. Here's your reward.>
Msg2301_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <You did it. Here's your pay.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2301_6 <ifNPCMelancholy Accept>
Msg2301_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2301_7 <ifG 5 React Accept>
Msg2301_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2301_10 <ifFactionExists ChatNPCFac Accept>
Msg2301_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2301_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2301_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2301_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2301_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2301_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2301_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2301_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2301_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2301_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2301_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2301_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2301_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2301_20 <ifFactionExists na Accept>
Msg2301_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2301_21 <ifNPCSociable ifFactionExists na Accept>
Msg2301_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2301_22 <ifNPCShy ifFactionExists na Accept>
Msg2301_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2301_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2301_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2301_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2301_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2301_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2301_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2301_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
MINIMAP <.....1..............#...#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 19 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_2>
SPECIAL < >
MINIMAP <.....1..............#...#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
SPECIAL < >
MINIMAP <.....1..............#...#>
Z
-1
-1
0 -5 327 0 0
Stats
0 7 10 283362
0 -16 19 4
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 328 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <Goto GoMiscTalk>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 329 0 0
Stats
0 7 10 255201
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <Goto GoMiscTalk>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 330 0 0
Stats
0 7 10 255312
-1
greeting <IFNPCARCHENEMY ChatNPCID else GoNiceToMeetYou NewChat SayAnything>
*GoNiceToMeetYou <*NiceToMeetYou GoCheckOffer>
GoCheckOffer <ifChatNPCCanJoinLance else GoMiscTalk if= V1 0 else GoMiscTalk if=
V2 0 else GoMakeOffer V= 2 Threat ChatNPCRenown 5 Goto GoMakeOffer>
GoMakeOffer <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
*GoMiscTalk <*MISC_CHATTER>
RESULT1 <NewChat Say 2 AddChat 4 AddChat 5>
result2 <PCAlly 330 ChatNPCJoinLance History 4 V= 1 1 Cash+ -V2 Goto GoWelcome>
*GoWelcome <*WelcomeToLance>
*result3 <*Goodbye>
result4 <NewChat Say 3 V= 1 1 AddSociable -10>
result5 <Goto result3>
Msg1 <Hey, if you're in need of a partner, I could join your lance for the low
price of $ \VAL V2 .>
Msg1_1 <Nobody can go it all by themselves. If you're planning to get into combat,
you'll need someone to watch your back. My services are available for the low
price of $ \VAL V2 .>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <Are you looking to hire a merc? I'm available for just $ \VAL V2 .>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <Your missions would be a whole lot easier if you had a lancemate on your
side. I'm available for hire at $ \VAL V2 , if you're interested.>
CMsg1_3 <ifNPCEasygoing Accept>
Msg1_4 <What you need is an ace fighter at your side. If you're in the market, I'm
available for hire for just $ \VAL V2 .>
CMsg1_4 <ifNPCPassionate Accept>
Msg1_5 <Are you looking for a merc to join your lance? I can be hired for $ \VAL
V2 . We could have loads of fun adventuring together!>
CMsg1_5 <ifNPCCheerful Accept>
Msg1_6 <Travelling alone is a good way to get yourself killed. My services can be
purchased for $ \VAL V2 . I'm sure you'll agree that's a fair price for my
skills.>
CMsg1_6 <ifNPCMelancholy Accept>
Msg2 <Are you sure you want to go it alone? I mean, at some point in the future,
you might want my help.>
Msg2_1 <Do you really mean that, or might you need me sometime in the future?>
Msg3 <That's your choice. Be careful, it's a dangerous world out there.>
Msg3_1 <Okay, no problem.>
Msg4 <You hired Mee as a lancemate.>
Prompt1 <I'm not interested.>
Prompt2 <Sounds good. Here you go.>
CPrompt2 <ifG PC$ V2 Accept>
Prompt3 <Maybe some other time.>
Prompt4 <I'm quite sure I won't.>
Prompt5 <You're right. If I need help, I'll call.>
requires <*GOODBYE ~Shopkeeper Maqui>
GoNiceToMeetYou <ifChatNPCUnknown else GoCheckOffer NewChat Say 101 AddChat 101
AddChat 102 AddChat 103>
result101 <AddSociable d10 Goto GoCheckOffer>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoCheckOffer>
result104 <Goto GoCheckOffer>
result105 <AddCheerful -d20 AddReact -d5 Goto GoCheckOffer>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat SayAnything>
GoWelcome <NewChat Say 301>
Msg301 <Great! Let's go.>
Msg301_1 <It's really good to be part of a team again. Let's go!>
CMsg301_1 <ifNPCSociable Accept>
Msg301_2 <It should be interesting having to work on a team again. Let's go.>
CMsg301_2 <ifNPCShy Accept>
Msg301_3 <I think I have enough free time for a bit of adventure. Let's go.>
CMsg301_3 <ifNPCEasygoing Accept>
Msg301_4 <Try not to get me killed. Let's go.>
CMsg301_4 <ifNPCMelancholy Accept>
Msg301_5 <Just you wait, I'll show you what I can do. Let's go!>
CMsg301_5 <ifNPCPassionate Accept>
Msg301_6 <I'm looking forward to all the great adventures we're going to have.
Let's go!>
CMsg301_6 <ifNPCCheerful Accept>
result3 <EndChat Say 401>
msg401 <Fair winds.>
Z
-1
-1
0 -5 331 0 0
Stats
0 7 10 283535
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <Goto GoMiscTalk>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 332 0 0
Stats
0 7 10 38822
0 0 201 1
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <Goto GoMiscTalk>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 62 0 0
Stats 1 -29 2 25 3 31
0 0 1701 6
0 7 10 936281
0 -15 54 1
0 21 1 935511
0 7 16 6
-1
name <Cesena Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
START <V= 1701 T2 Goto START_1>
Msg1 <You enter Cesena Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 55 Sub *SHOP_RANDOM na>
Content4 <Some 1 25 Sub *GOV_POLICE na>
Content5 <Some 1 100 Sub *MECHANIC_SHOP na>
Content6 <Fill Sub *SPACEPORT_X>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_2>
HOME_4 <ZONE_4>
HOME_5 <ZONE_4>
HOME_6 <ZONE_6>
HOME_7 <ZONE_6>
HOME_8 <ZONE_6>
HOME_9 <ZONE_6>
HOME_10 <ZONE_10>
HOME_11 <ZONE_10>
HOME_12 <ZONE_10>
HOME_13 <ZONE_10>
ZONE_SPECIAL <NoGO>
get105 <if= L1601 0 L= 1601 1 AddLawful -3>
get106 <if= L1601 0 L= 1601 1 AddLawful -3>
get107 <if= L1601 0 L= 1601 1 AddLawful -3>
HOME_14 <ZONE_14>
START_1 <Print 1>
PCAttack <ifSafeArea else .17_GoNotSafe if# V1702 -1 else .17_LastHit ifG v1701 T2
else .17_GoWarn Goto .17_GoAttack>
.17_GoNotSafe <V= 1702 -1>
.17_LastHit <V= 1702 0>
.17_GoWarn <if= v1702 0 else .17_GoAttack V= 1702 1 Print 1701>
.17_GoAttack <Print 1702 Alarm TeamAttack GuardTeam>
Msg1701 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1702 <ALERT: You are not permitted to fire weapons here.>
HOME_15 <ZONE_14>
HOME_16 <Foyer>
HOME_17 <Foyer>
Z
0 2 0 0 0
Stats 1 10 2 14 3 12 4 14 5 10 6 15 7 10 8 12
0 -1 2 2
0 -1 4 3
0 5 8 16
0 5 1 916830
0 5 15 30
0 5 0 304
0 5 12 3
0 5 11 18
0 3 -6 73
0 3 -7 -16
0 3 -5 68
0 3 1 6
0 1 33 12
0 1 26 12
0 1 18 13
0 1 13 12
0 1 12 12
0 1 11 12
0 1 10 12
0 1 9 12
0 1 8 12
0 1 7 12
0 1 6 12
0 1 5 12
0 1 4 12
0 1 3 12
0 1 2 12
0 1 1 12
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
0 -1 0 22
0 -1 1 18
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Bojater>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3
0 2 5 5
0 2 1 -4
0 7 27 1
-1
name <Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 16
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 1 19 0
Stats 2 -1
0 2 1 -6
0 7 27 1
-1
Name <Chainsaw>
Type <BRUTAL>
SDL_PORTRAIT <item_chainsaw.png>
desc <An energy-cell powered cutting tool. Particularly suited for cutting through
materials.>
category <MELEE TOOL>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -1
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 11 3 14 4 16 5 10 6 14 7 11 8 10
0 -1 2 1
0 5 8 12
0 5 1 910535
0 5 15 30
0 -1 1 4
0 -1 0 8
0 -1 4 2
0 5 0 300
0 1 6 8
0 1 1 8
0 5 12 3
0 5 11 18
0 3 -3 18
0 3 -6 39
0 3 -5 -20
0 3 -7 -32
0 3 -4 56
0 3 3 1
0 1 4 8
0 1 8 8
0 1 3 8
0 1 7 8
0 1 2 8
0 1 19 8
0 1 5 8
0 4 2 50000
0 1 26 8
0 1 18 9
0 1 10 8
0 1 9 8
0 3 1 8
0 2 0 1
-1
HOMETOWN <Cesena Spinner>
HOMETOWN_FACTIONS <MAQUI COMET HOELL SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
industrial CSNSP MAQUI>
JOB <Martial Artist>
JOB_DESIG <ADVEN>
NAME <Otkep>
ELEMENT <C Prefab>
HOME <ZONE_2>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 2 5 -10
0 7 27 1
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 6 0
Stats
0 7 27 1
-1
Name <Large Shield>
desc <This shield can deflect attacks from multiple heights easily.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 2 5 -5
0 2 1 -3
0 7 27 1
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 8 4 5 5 16 6 13 7 7 8 8
0 5 15 5
0 5 4 45608
0 5 3 167722909
0 5 8 39
0 5 1 936817
0 -1 1 30
0 -1 0 10
0 -1 4 2
0 5 0 301
0 3 -1 -18
0 3 -7 -46
0 3 -3 -3
0 3 1 2
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Kangel>
ELEMENT <C Prefab>
HOME <ZONE_4>
mecha_colors <172 225 175 77 93 83 250 100 0>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 7 3 8 4 10 5 11 6 12 7 8 8 8
0 -1 2 6
0 5 8 5
0 5 1 904712
0 5 4 66279
0 5 3 1969777853
0 -1 1 2
0 -1 0 18
0 -1 4 2
0 5 0 302
0 3 -5 -18
0 3 1 -7
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 2
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Oloold>
ELEMENT <C Prefab>
HOME <ZONE_6>
mecha_colors <75 200 212 234 180 88 200 000 100>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 10 2 9 3 9 4 11 5 13 6 14 7 7 8 7
0 -1 2 1
0 5 15 15
0 5 8 8
0 5 1 911388
0 5 4 56778
0 5 3 1229652233
0 -1 1 18
0 -1 0 24
0 -1 4 2
0 5 0 303
0 3 -4 19
0 3 -5 36
0 3 1 12
0 3 0 1
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Howmo>
ELEMENT <C Prefab>
HOME <ZONE_10>
mecha_colors <172 225 175 77 93 83 250 100 0>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 8 3 8 4 7 5 12 6 11 7 11 8 14
0 -1 2 7
0 -1 1 10
0 -1 0 24
0 -1 4 2
0 -8 2 1
0 5 0 298
0 3 -4 32
0 3 -1 15
0 3 -3 46
0 3 1 6
0 1 23 5
0 1 21 7
0 2 0 1
0 5 15 10
0 5 1 981820
0 5 8 11
-1
job_desig <TRADE>
JOB <TICKET AGENT>
NAME <Neyan>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 8 3 9 4 7 5 14 6 10 7 10 8 11
0 -1 2 3
0 5 8 20
0 5 1 961116
0 5 15 10
0 -1 1 5
0 -1 0 8
0 -1 4 2
0 -8 2 1
0 5 0 299
0 3 -7 21
0 3 -4 35
0 3 -1 55
0 3 -5 -77
0 3 1 7
0 1 27 5
0 1 19 5
0 2 0 1
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Mocho>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 12
0 -8 2 2
0 7 0 104
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 1500 0
Stats
0 -1 2 2
0 -1 1 21
0 -1 0 23
0 -8 2 1
0 7 0 105
0 2 1 20
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 1500 0
Stats
0 -1 2 2
0 -1 1 23
0 -1 0 23
0 -8 2 2
0 7 0 106
0 2 1 20
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 17 15 1500 0
Stats
0 -1 2 2
0 -1 1 22
0 -1 0 22
0 -8 2 3
0 7 0 107
0 2 1 20
-1
name <Mecha Parts>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 13 3 18 4 13 5 8 6 9 7 8 8 9
0 -1 2 4
0 -1 1 2
0 -1 0 11
0 5 8 11
0 5 0 58
0 5 12 3
0 5 11 1
0 3 -6 95
0 3 -3 19
0 3 -5 42
0 3 1 1
0 2 0 1
0 3 -2 50
0 3 -1 76
0 5 2 3
0 3 3 1
0 1 1 14
0 1 2 13
0 1 3 13
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 17 13
0 1 24 13
0 1 26 13
0 1 30 13
0 5 15 45
0 5 1 936485
0 -1 4 3
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Teyanaj>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats 1 2
0 7 27 1
-1
Name <Riot Shield>
desc <A light and transparent polymer shield used by crowd control forces.>
sdl_portrait <item_riotshield.png>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 2 1 -3
0 2 5 5
0 7 27 1
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 18 3 15 4 15 5 9 6 10 7 12 8 15
0 -1 2 6
0 -1 1 15
0 -1 0 9
0 5 8 8
0 5 1 936283
0 5 15 60
0 5 0 305
0 5 12 3
0 5 11 12
0 3 -6 71
0 3 -3 33
0 3 1 2
0 3 0 1
0 1 33 11
0 1 26 11
0 1 18 11
0 1 13 11
0 1 12 12
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 11
0 3 3 1
0 3 -1 50
0 3 -2 -51
0 2 0 1
0 5 2 9
0 -1 4 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Yhew>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -10
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -5
0 2 1 -1
0 7 27 1
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3 4 1
0 2 5 15
0 2 1 -4
0 7 27 1
-1
name <Auto-Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 24
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 2 5 5
0 7 27 1
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 9 0
Stats 1 6 2 1 3 3
0 2 5 -10
0 2 1 -5
0 7 27 1
-1
Name <Stun Rifle>
Desig <L50>
desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
type <NONLETHAL>
Z
0 21 0 3 0
Stats
0 2 1 -2
-1
name <Power Cell 75>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 5
0 2 1 -1
0 7 27 1
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 1 16
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 5 0 0
Stats 4 63
0 0 1 1
0 7 10 933590
0 -1 1 28
0 -1 0 16
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Cesena Station Exterior>
Z
-1
-1
0 15 1 5 0
Stats 6 7
0 -1 1 29
0 -1 0 12
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 14
0 -1 1 3
0 -1 0 14
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 6
0 7 10 17671
0 -1 1 22
0 -1 0 20
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 17 4 17
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 26 3 5 4 5
0 -1 2 2
-1
minimap <############1###...##...#>
name <UZONE_1>
Z
-1
-1
0 -3 63 3 0
Stats 1 23 2 30 3 30
0 7 10 900000
0 21 1 935099
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Cesena Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 11 0 0
Stats 4 -252 5 -1 7 50
0 -1 0 17
0 -1 1 26
0 7 10 935400
-1
ROGUECHAR <*>
name <Eyehan's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 290 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 205 8 2
0 7 10 935400
0 -1 1 12
0 -1 0 7
0 -12 3 2
0 -12 2 34
0 7 0 19
-1
ROGUECHAR <*>
name <Derelict Warship>
desig <Entrance 205>
Special <NoMSID>
update <ShowEncounter>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
rumor0 <there may be something left in the derelict warship outside the station.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 199 8 2
0 -12 5 1
0 7 10 935400
0 -1 1 3
0 -1 0 21
0 -12 3 5
0 -12 2 26
0 7 0 16
-1
ROGUECHAR <*>
name <Mortuary Station>
desig <ENTRANCE 199>
Special <NoMSID>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter
Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
MEMO_4 <Cesena Spinner: The Cube of Koeneke can be found in a mortuary satellite
outside of Cesena Spinner.>
Z
-1
-1
0 15 11 0 0
Stats 4 197 8 2
0 7 10 935400
0 -1 1 6
0 -1 0 22
0 -12 3 2
0 -12 2 26
0 7 0 14
0 0 -1 1
-1
ROGUECHAR <*>
name <Gordon Valeus's Shipyard>
desig <ENTRANCE 197>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 26 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 196 5 -1 8 2
0 7 10 935400
0 -1 1 3
0 -1 0 15
-1
ROGUECHAR <*>
name <Luxury Yacht>
desig <ENTRANCE 196>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 25 3 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
Z
-1
-1
0 15 0 0 3
Stats 1 1 3 -100 4 62
0 7 10 935511
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Cesena Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 -251 5 -1 7 50
0 -1 0 27
0 -1 1 22
0 7 10 935400
-1
ROGUECHAR <*>
name <Odbil's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 289 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -262 7 50 8 1
0 7 10 935400
0 -1 1 19
0 -1 0 10
-1
ROGUECHAR <*>
name <Atinma's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 20 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -263 5 -1 7 50
0 -1 0 22
0 -1 1 28
0 7 10 935400
-1
ROGUECHAR <*>
name <Teyanaj's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 313 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
-1
0 -3 196 0 0
Stats 1 -24 2 28 3 28
0 -12 2 25
0 -12 1 16
0 -12 6 200
0 7 16 2
-1
NAME <Chuhan Station>
requires <*MicroStation>
type <asteroid building>
special <NOEXIT>
Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
HABITAT <SPACE.URBAN>
name_1 <Chuhan>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
0 -1 3 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#...........>
Z
0 15 5 0 0
Stats 4 63
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
Z
-1
-1
-1
-1
0 -3 195 0 0
Stats 1 -29 2 21 3 21
0 -12 2 25
0 -12 4 2
0 -12 1 15
0 -12 6 199
0 7 16 5
-1
NAME <Oniwal's Yacht>
requires <*PartyYacht>
type <Yacht>
special <NOEXIT>
Content1 <Some 5 25 Sub *CLUB_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
HABITAT <SPACE.URBAN>
name_1 <Oniwal>
rumor3 <Oniwal is hosting a fancy yacht party for all the spinner's richest
inhabitants.>
Z
0 2 0 0 0
Stats 1 8 2 8 3 6 4 11 5 12 6 12 7 13 8 11
0 -1 4 2
0 -12 3 3
0 -12 2 25
0 5 0 199
0 1 21 5
0 1 19 5
0 2 0 1
0 3 -6 60
0 3 1 29
0 3 -3 89
0 3 -5 50
0 3 -4 -27
-1
job_desig <CORPO>
job <Tycoon>
NAME <Oniwal>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Variety 3 5 Here *PartyGames 15>
Content3 <Some 3 55 Here *URBAN_X na>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <#######1###...##...###+##>
Z
0 15 5 0 0
Stats 4 196
0 -8 2 1
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
-1
-1
0 -5 199 0 0
Stats
0 -12 3 3
0 -12 2 25
-1
special <Unlisted>
greeting <if= QuestStatus 25 3 else GoChat ifG PartyScore 2 else GoBadParty
NewChat Say 1 AddChat 1 AddChat 2 if= V1 0 V= 1 1 AddReact 20>
GoBadParty <NewChat Say 2 QMemo 25 6>
*GoChat <*MISC_CHATTER>
result1 <NewChat Say 3 AddChat 3>
result2 <NewChat Say 4>
result3 <NewChat Say 5 SetQuestStatus 25 -1>
Msg1 <Ah, \PC ! I've heard that you're the life of the party. It's such a pleasure
to see you here at my little event!>
Msg2 <How disappointing... So far, this party has been one colossal bore.>
Msg3 <For you, \PC , anything... as long as it isn't too expensive, or too
perverted.>
Msg4 <You're very welcome. Please, stay as long as you'd like.>
Msg5 <So, not only a pretty face, you also have business sense... I respect that.
Alright, I'll help Rishtan .>
Msg6 <Oniwal isn't enjoying \PPR 199 yacht party in \SCENE RootSceneID very much.>
Prompt1 <Oniwal, I need to ask you a favor.>
Prompt2 <I'm glad to hear that.>
Prompt3 <I want you to finance Rishtan.>
CPrompt3 <ifNPCOK 198 Accept>
requires <*MISC_CHATTER>
GoChat <NewChat SayAnything>
Z
-1
-1
-1
0 -5 200 0 0
Stats
0 -12 3 4
0 -12 2 25
-1
Greeting <if= L1 1 else GoCheckSurrender NewChat Say 1>
GoCheckSurrender <ifChatNPCSurrendered else GoIntro NewChat Say 2 TeamNeutral 2
TeamNeutral 3 Goto GoOpenDoor>
*GoIntro <*LetMeIn 16 GoLetIn GoGuardEnraged>
GoLetIn <NewChat Say 3 Goto GoOpenDoor>
GoGuardEnraged <ifTaunt 8 else GoJustGoodbye EndChat Say 4 TeamAttack 3>
*GoJustGoodbye <*BrushOff&GetOutOfHere>
GoOpenDoor <L= 1 1>
Msg1 <You can use the elevator now.>
Msg2 <Alright, I give... I'll let you use the elevator.>
Msg3 <Alright, I guess you can go up. I'll authorize you for the elevator.>
Msg4 <That's it... Now you've gone and made me angry.>
requires <*BrushOff>
GoIntro <NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <NewChat Say 1502 AddChat 1503 AddChat 1504 AddChat 1505>
result1502 <if= v1501 0 else .15_GoR2Fail V= 1501 1 ifConversation HardSkillTar 16
else .15_GoR2Fail NewChat Say 1503 AddChat 1504 AddChat 1506>
.15_GoR2Fail <NewChat Say 1504 AddChat 1504 AddChat 1507>
result1503 <AddReact -d5 ifIntimidation HardSkillTar 16 else GoGuardEnraged Goto
GoLetIn>
result1504 <NewChat Say 1505>
result1505 <NewChat Say 1506 AddChat 1508 AddChat 1509 AddChat 1510>
result1506 <Goto GoLetIn>
result1507 <AddReact -d5 AddEasygoing -d6 Goto GoGuardEnraged>
result1508 <ifNPCLawful else .15_GoR8Win EndChat Say 1507>
.15_GoR8Win <NewChat Say 1508 AddChat 1511>
result1509 <if= V1502 0 else .15_GoR9Fail V= 1502 1 ifFlirtation SkillTar 16 else
.15_GoR9Fail Goto GoLetIn>
.15_GoR9Fail <NewChat Say 1509>
result1510 <AddReact -d5 ifIntimidation HardSkillTar 16 else GoGuardEnraged Goto
GoLetIn>
result1511 <Cash+ -Threat 16 1 Goto GoLetIn>
Msg1501 <You aren't allowed to be here. Authorized visitors only.>
Msg1502 <No exceptions. If you haven't been authorized, I can't let you in.>
Msg1503 <I'm sorry, but I don't see you indicated anywhere on the list... There
must be some kind of mistake.>
Msg1504 <If your ID is not on the list then I can't let you in. You have to leave
now.>
Msg1505 <Please leave this area the same way you came.>
Msg1506 <How do you plan on doing that?>
Msg1507 <You can't buy me off... not so cheaply at least.>
Msg1508 <That sounds like a fair deal.>
Msg1509 <That doesn't sound like much of a deal to me.>
Prompt1501 <It's very important that you let me in.>
Prompt1502 <But, you see, I am authorized!>
Prompt1503 <Let me in now or you'll be sorry.>
Prompt1504 <I guess there's no point in debating it further...>
Prompt1504_1 <Well, I guess I should just go, then...>
Prompt1504_2 <In that case I should be going...>
Prompt1505 <How about if I make it worth your while?>
Prompt1505_1 <What about if I make it worth your while?>
Prompt1506 <In other words, you've made a mistake.>
Prompt1507 <How about I bash your skull in, instead?>
Prompt1508 <I'll give you $ \VAL Threat 16 1 .>
CPrompt1508 <ifG PC$ Threat 16 1 Accept>
Prompt1509 <I could be your special friend, know what I mean...>
CPrompt1509 <ifChatNPCSexy Accept>
Prompt1510 <You let me in, and I let you live.>
Prompt1511 <Here you go. [Give Money]>
GoJustGoodbye <NewChat Say 1601>
Msg1601 <Please go away. I'm busy.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
special <SHAREDPALETTE>
minimap <.1.....##...2#...##......>
Z
0 15 5 0 0
Stats 4 195
0 -8 2 2
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ENTRANCE 195>
Use <if= L1 1 else GoCantUse Print 1 Exit Destination>
GoCantUse <Print 2>
Clue32 <if= L1 0 ifNPCCanSeePC 200 else GoMaybePick Print 3 TeamAttack 3>
GoMaybePick <Mental ifCodeBreaking 8 else GoCBFail Print 4 L= 1 1 XPV 50>
GoCBFail <Print 5>
Clue29 <Print 6>
Clue37 <Print 6>
Msg1 <You ride the elevator up to the main level.>
Msg2 <This elevator won't open for you. There must be some kind of security
measure.>
Msg3 <The guard saw you!>
Msg4 <You disable the lock on the elevator.>
Msg5 <You don't manage to disable the lock.>
Msg6 <This elevator has an expensive somato-biometric lock system with AI-enhanced
legitimacy checking. It must be almost impossible to bypass.>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 19 3 14 4 11 5 9 6 11 7 9 8 10
0 -1 4 3
0 -12 3 4
0 -12 2 25
0 -8 2 1
0 5 0 200
0 1 33 5
0 1 26 5
0 1 12 5
0 1 10 5
0 1 9 5
0 1 8 5
0 1 7 5
0 1 6 5
0 1 5 6
0 1 4 5
0 1 3 5
0 1 2 5
0 1 1 5
0 3 3 1
0 2 0 1
0 3 0 1
0 3 1 5
0 3 -4 34
0 3 -1 -23
0 3 -6 16
0 5 11 5
0 5 12 3
-1
job_desig <LABOR>
job <Bouncer>
NAME <Chuhan>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 197 0 0
Stats 1 -31 2 17 3 12
0 -12 2 26
0 -12 1 13
0 21 2 3
0 7 16 2
0 21 1 92042
-1
NAME <Oxzee's Workyard>
requires <*ConstructionSite>
type <building workshop>
special <NOEXIT>
content <Fill Sub *CONSTRUCTION_X na>
HABITAT <SPACE.URBAN>
HOME <ZONE_4>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
Z
0 2 0 0 0
Stats 1 10 2 12 3 8 4 7 5 12 6 9 7 8 8 11
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 1 8
0 3 -4 29
0 5 0 336
0 -12 2 26
0 -1 0 3
0 -1 1 6
0 -1 4 2
0 -1 2 6
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Tenfas>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats
0 -8 2 2
0 -6 2 6
0 -1 0 13
0 -1 1 3
0 -1 2 4
-1
name <COMPUTER>
Desig <COMPUTER-1>
roguechar <!>
SDL_SPRITE <prop_computer1.png>
use <if= QuestStatus 27 3 else GoQuestFinished Print 1>
GoQuestFinished <Print 2>
GoWin <Print 3 SetQuestStatus 27 -1 QMemo 26 4 XPV 100>
GoLose <Print 5>
GoNothing <Print 2>
Clue15 <if= QuestStatus 27 3 else GoNothing ifMechaRepair HardSkillTar 13 else
GoLose Goto GoWin>
Clue29 <if= QuestStatus 27 3 else GoNothing ifScience HardSkillTar 13 else
GoLose Goto GoWin>
Clue32 <if= QuestStatus 27 3 else GoNothing ifCodeBreaking HardSkillTar 13 else
GoLose Goto GoWin>
Clue23 <if= QuestStatus 27 3 else GoNothing ifGeneralRepair SkillTar 13 else
GoLose Goto GoWin>
Msg1 <This computer controls the robots for the construction site. The lights on
its display are blinking wildly.>
Msg2 <This computer controls the robots for the construction site.>
Msg3 <You repair the computer and deactivate the malfunctioning robots.>
Msg4 <You repaired the malfunctioning robots that were causing problems at Gordon
Valeus's construction site.>
Msg5 <You can't repair this computer at your current skill level.>
Z
-1
-1
0 2 0 0 0
Stats 1 12 2 14 3 9 4 9 5 12 6 6 7 9 8 12
0 -1 2 3
0 -1 4 2
0 -12 3 3
0 -12 2 27
0 -8 2 1
0 5 0 201
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
0 1 38 5
0 3 1 16
0 3 -5 58
0 3 -1 19
0 -1 0 10
0 -1 1 5
0 5 1 54215
0 5 8 4
-1
job_desig <LABOR>
job <Robot Wrangler>
NAME <Ferefe>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 17 3 9 4 6 5 12 6 9 7 8 8 12
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 1 -1
0 3 -5 58
0 3 -3 -11
0 3 -6 -36
0 3 -1 15
0 3 -2 38
0 5 0 333
0 -12 2 26
0 -8 2 1
0 -1 4 2
0 -1 0 7
0 -1 1 8
0 -1 2 6
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Altpin>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 16 3 8 4 8 5 15 6 6 7 11 8 9
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 1 -6
0 3 -3 -43
0 3 -7 15
0 5 0 334
0 -12 2 26
0 -8 2 1
0 -1 4 2
0 -1 0 5
0 -1 1 2
0 -1 2 7
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Biliatin>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 12 3 8 4 8 5 16 6 8 7 10 8 12
0 -1 2 1
0 2 0 1
0 1 8 5
0 1 10 3
0 1 15 5
0 1 19 5
0 1 23 5
0 1 33 10
0 3 0 1
0 3 1 5
0 3 -4 40
0 3 -6 15
0 5 0 335
0 -12 2 26
0 -8 2 1
0 -1 4 2
0 -1 0 14
0 -1 1 7
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
NAME <Neeunro>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 5 0 0
Stats 4 63
0 -8 2 1
0 -1 0 9
0 -1 1 4
0 -1 2 4
0 7 10 92161
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
0 15 4 0 0
Stats 4 198
0 -8 2 3
0 -1 0 14
0 -1 1 4
0 -1 2 6
0 7 10 46690
-1
ROGUECHAR <\>
NAME <Stairs Down>
desig <ENTRANCE 198>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 2 3 5 4 5
0 -1 2 2
-1
minimap <.......##...1#...##......>
name <UZONE_1>
Z
-1
-1
0 -3 198 0 0
Stats 1 -24 2 35 3 35
0 -12 2 27
0 -12 1 13
0 21 2 1
0 7 101 15
0 7 16 2
0 21 1 46690
0 7 10 50400
0 0 2 1
0 0 1 1
-1
NAME <Deskirod Basement>
requires <*BLANK .Basement>
type <Basement Private>
terrain <GROUND>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
Start <Print 1 if= L2 0 if= QuestStatus 27 3 L= 2 1 WMonster 2 13 200>
nu2 <if= T2 0 if= QuestStatus 27 3 Print 2 XPV 100 SetQuestStatus 27 -1 QMemo 26 3
L= 1 1>
Msg1 <You enter the robot construction site.>
Msg2 <That appears to be the last of the robots.>
Msg3 <You deactivated the malfunctioning robots that were causing problems at
Gordon Valeus's construction site.>
HOME <ZONE_7>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
HOME_4 <ZONE_4>
HOME_5 <ZONE_5>
HOME_6 <ZONE_6>
Z
0 13 0 4 0
Stats
0 7 0 139
0 -12 2 27
0 -8 2 3
0 -1 0 11
0 -1 1 17
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 138
0 -12 2 27
0 -8 2 2
0 -1 0 11
0 -1 1 18
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 137
0 -12 2 27
0 -8 2 1
0 -1 0 10
0 -1 1 18
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 136
0 -12 2 27
0 -8 2 3
0 -1 0 13
0 -1 1 2
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 135
0 -12 2 27
0 -8 2 2
0 -1 0 9
0 -1 1 5
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 134
0 -12 2 27
0 -8 2 1
0 -1 0 9
0 -1 1 6
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 133
0 -12 2 27
0 -8 2 3
0 -1 0 18
0 -1 1 15
0 -1 2 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 132
0 -12 2 27
0 -8 2 2
0 -1 0 18
0 -1 1 14
0 -1 2 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 131
0 -12 2 27
0 -8 2 1
0 -1 0 19
0 -1 1 14
0 -1 2 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 130
0 -12 2 27
0 -8 2 3
0 -1 0 6
0 -1 1 30
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 129
0 -12 2 27
0 -8 2 2
0 -1 0 2
0 -1 1 33
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 128
0 -12 2 27
0 -8 2 1
0 -1 0 2
0 -1 1 34
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 127
0 -12 2 27
0 -8 2 3
0 -1 0 32
0 -1 1 3
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 126
0 -12 2 27
0 -8 2 2
0 -1 0 32
0 -1 1 4
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 125
0 -12 2 27
0 -8 2 1
0 -1 0 31
0 -1 1 4
0 -1 2 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 124
0 -12 2 27
0 -8 2 3
0 -1 0 12
0 -1 1 32
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 123
0 -12 2 27
0 -8 2 2
0 -1 0 11
0 -1 1 32
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 121
0 -12 2 27
0 -8 2 3
0 -1 0 27
0 -1 1 13
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 120
0 -12 2 27
0 -8 2 2
0 -1 0 24
0 -1 1 9
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 119
0 -12 2 27
0 -8 2 1
0 -1 0 23
0 -1 1 9
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 15 3 0 0
Stats 4 197
0 -1 0 32
0 -1 1 11
0 7 10 53268
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 14
0 -1 1 4
0 7 10 50680
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 8
0 -1 1 4
0 7 10 50473
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 11
0 -1 1 7
0 7 10 50370
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 32
0 -1 1 8
0 7 10 46743
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 15
0 -1 1 25
0 7 10 48107
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 15
0 -1 1 11
0 7 10 47792
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 29
0 -1 1 4
0 7 10 47076
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 8
0 7 10 47214
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 14
0 -1 1 25
0 7 10 48080
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 14
0 -1 1 11
0 7 10 47819
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 11
0 -1 1 8
0 7 10 50343
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 30 2 9 3 5 4 5
0 -1 2 3
-1
name <UZONE_1>
Z
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Enemies>
type <Robot>
Z
-1
-1
0 -8 -27 0 0
Stats 1 23 2 9 3 5 4 5
-1
name <ZONE_1>
MINIMAP <12......................3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 30 3 5 4 5
-1
name <ZONE_2>
MINIMAP <.......1....23...........>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 2 3 5 4 5
0 -1 2 3
-1
name <ZONE_3>
MINIMAP <.......1....23...........>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 30 3 5 4 5
0 -1 2 3
-1
name <ZONE_4>
MINIMAP <12......................3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 16 2 2 3 5 4 26
0 -1 2 1
-1
name <ZONE_5>
MINIMAP <.......1....23...........>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
0 -1 2 3
-1
name <ZONE_6>
MINIMAP <12......................3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 9 3 5 4 19
0 -1 2 3
-1
name <ZONE_7>
MINIMAP <.......1....23...........>
SPECIAL < >
Z
-1
-1
-1
0 -5 201 0 0
Stats
0 -12 3 3
0 -12 2 27
0 7 10 53320
0 0 2 1
0 0 1 1
-1
rumor3 <Ferefe is in charge of the robots for Gordon Valeus's project.>
greeting <if= QuestStatus 27 -1 else GoCheckQuest if= V1 0 else GoChat V= 1 1 if=
SceneVar 198 1 0 else GoBadWin PCFriend 201 NewChat Say 7>
GoBadWin <NewChat Say 8>
GoCheckQuest <if= QuestStatus 27 3 else GoChat if= V2 1 else GoFirstTime NewChat
Say 5 AddChat 3 AddChat 4>
*GoFirstTime <*SomeoneSentPCToTalk 57 GoExplain>
*GoChat <*MISC_CHATTER>
GoExplain <V= 2 1 NewChat Say 1 QMemo 27 2 AddChat 1 AddChat 2>
Result1 <NewChat Say 3>
Result2 <NewChat Say 4>
Result3 <Goto GoExplain>
Result4 <NewChat Say 6>
Msg1 <The construction robots on the lower level have malfunctioned. They haven't
gone aggressive, exactly, it's just that they no longer seem to recognize the
difference between human beings and building materials. It's pretty dangerous down
there.>
Msg2 <Ferefe told you that the construction robots at Gordon Valeus's project have
malfunctioned, making life dangerous for the workers.>
Msg3 <Not really. The control station here stopped working, so we can't even shut
them down remotely. Personally I suspect industrial sabotage, though I shudder to
think that one of our employees could be working for someone else.>
Msg4 <Destroying the robots is probably the only way we're going to get
construction back on track. Please try to leave enough wreckage so we can figure
out what went wrong.>
Msg5 <Do you have anything to report?>
Msg6 <Please do your best.>
Msg7 <The problem has been fixed, and we didn't even need to destroy all the
robots. Thanks to you we'll be back on schedule in no time! You should go tell
Gordon Valeus about what you've accomplished.>
Msg8 <The problem has been solved, so I guess it's time for us to get to work...
and without any robots to do the heavy bits, either. You should go tell Gordon
Valeus that the project is back on track.>
Prompt1 <Any idea what happened?>
Prompt2 <Don't worry, I can deal with them.>
Prompt3 <Could you remind me what's going on again?>
Prompt4 <Not yet. I'll be back when I do.>
requires <*MISC_CHATTER>
GoFirstTime <NewChat Say 1501 AddChat 1501>
result1501 <Goto GoExplain>
Msg1501 <Yes, may I help you?>
Prompt1501_10 <\PERSONA 57 sent me to talk.>
CPrompt1501_10 <ifNPCOK 57 Accept>
Prompt1501_20 <I was sent here to talk with you.>
CPrompt1501_20 <ifNPCDead 57 Accept>
GoChat <NewChat SayAnything>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 2 3 5 4 5
0 -1 2 3
-1
minimap <......1.2..#3#..###......>
special <SHAREDPALETTE>
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 5 4 5
-1
name <ZONE_1>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 5 4 5
0 -1 2 3
-1
name <ZONE_2>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 7 3 5 4 5
0 -1 2 2
-1
name <ZONE_3>
MINIMAP <.......#...###..1#.......>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 5 4 5
0 -1 2 1
-1
name <ZONE_4>
SPECIAL < >
Z
-1
-1
0 -5 333 0 0
Stats
0 -12 2 26
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <AddSociable d4 NewChat Say 102 AddChat 103 AddChat 104>
result102 <Goto GoMiscTalk>
result103 <AddSociable d8 AddReact -d8 NewChat Say 103 AddChat 105>
result104 <Goto GoMiscTalk>
result105 <Goto GoMiscTalk>
Msg101 <Hi.>
Msg101_1 <Hey.>
Msg102 <My name isn't important.>
Msg102_1 <You don't need to know my name.>
Msg102_2 <I don't tell my name to just anyone who asks.>
Msg103 <If you absolutely must know, my name is \ChatNPC .>
Msg103_1 <You can call me \ChatNPC . Happy now?>
Prompt101 <I'm \PC . What's your name?>
Prompt101_1 <My name is \PC . Who are you?>
Prompt102 <Hi.>
Prompt102_1 <Hey.>
Prompt103 <Come on, tell me your name!>
Prompt104 <I see...>
Prompt104_1 <Alright...>
Prompt105 <Thanks.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 334 0 0
Stats
0 -12 2 26
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103 AddChat 104 AddChat 105>
result101 <AddEasygoing -d8 Goto GoMiscTalk>
result102 <AddEasygoing d8 Goto GoMiscTalk>
result103 <AddPragmatic -d10 Goto GoMiscTalk>
result104 <AddCheerful -d10 Goto GoMiscTalk>
result105 <Goto GoMiscTalk>
Msg101 <Hi. My name's \ChatNPC . I work around here. What is it that you do?>
Msg101_1 <Hello. The name's \ChatNPC ... nice to meet you. I haven't seen you
before. Did you just get hired here, or do you do something else?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey, I haven't seen you around before. What is it that you do?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <I don't believe I've seen you around. Are you working here now, or do
you do something else?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You're new around here. What is it that you do for a living?>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Hey, look, a new face... My name's \ChatNPC . I work around here. What
is it that you do?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <You don't look tired enough to be one of the regulars. The name's
\ChatNPC ; I work here. What brings you here?>
CMsg101_6 <ifNPCMelancholy Accept>
Prompt101 <I'm an adventurer!>
Prompt101_1 <I'm an ace mecha pilot!>
Prompt102 <I do whatever comes along.>
Prompt102_1 <This and that, you know.>
Prompt103 <I'm on a mission from god.>
Prompt103_1 <I'm on a vision quest.>
Prompt104 <Really, it's not interesting...>
Prompt104_1 <I do what I have to. That's all.>
Prompt105 <I'm a cavalier.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 335 0 0
Stats
0 -12 2 26
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 336 0 0
Stats
0 -12 2 26
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <Goto GoMiscTalk>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
0 -3 199 0 0
Stats 1 -24 2 35 3 35
0 7 10 121172
0 21 1 121171
0 -12 7 203
0 -12 2 26
0 -12 4 6
0 -12 1 15
0 7 101 25
0 7 102 10
0 21 2 1
0 7 16 3
-1
name <The Crypt of the Cube of Koeneke, L1
requires <*ItemCrypt>
special <NOEXIT>
type <DUNGEON crypt>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 20 Sub *DUNGEON_DECOR>
content3 <Some 1 10 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Cube of Koeneke>
DUNGEONNAME <The Crypt of the Cube of Koeneke>
Z
0 15 4 0 0
Stats 4 200
0 7 10 99338
0 -1 1 4
0 -1 0 20
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 3 0 0
Stats 4 63
0 7 10 122310
0 -1 1 32
0 -1 0 4
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 93807
0 -1 1 11
0 -1 0 21
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 94548
0 -1 1 15
0 -1 0 4
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 92352
0 -1 1 29
0 -1 0 4
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 93275
0 -1 1 32
0 -1 0 29
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 94714
0 -1 1 11
0 -1 0 8
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 121405
0 -1 1 14
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 94378
0 -1 1 18
0 -1 0 8
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 121432
0 -1 1 15
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 94857
0 -1 1 7
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 5
0 -1 1 -1
-1
name <Monster>
type <Vermin Dark PreZero Crypt>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 30 3 5 4 5
0 -1 2 2
-1
name <UZONE_1>
Z
-1
-1
0 -3 200 0 0
Stats 1 -24 2 35 3 35
0 7 10 121091
0 21 1 121090
0 7 6 1
0 7 16 3
0 21 2 1
0 7 102 10
0 7 101 25
0 -12 1 15
0 -12 4 6
0 -12 2 26
-1
name <The Crypt of the Cube of Koeneke, L2
requires <*ItemCrypt>
special <NOEXIT>
type <DUNGEON crypt !Ne
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 20 Sub *DUNGEON_DECOR>
content3 <Some 1 10 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Cube of Koeneke>
DUNGEONNAME <The Crypt of the Cube of Koeneke>
ENTRANCE <*GoDown>
Z
0 2 0 0 0
Stats 1 7 2 3 3 6 4 5 5 4 6 5 7 1 8 1
0 -1 2 1
0 -1 1 14
0 -1 0 12
0 -1 4 2
0 2 0 1
0 2 6 18
0 18 5 1
0 1 8 3
0 1 13 1
-1
Name <SPACEWORM>
roguechar <w>
SDL_SPRITE <monster_larva.png>
SDL_COLORS <245 213 160 245 213 160 255 230 195>
type <mutant vermin mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 2 1 0
Stats 1 2
0 2 0 1
-1
Z
-1
0 4 0 4 0
Stats
0 2 0 1
-1
name <Jaws>
Z
-1
-1
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 6 1 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 3 3 6 4 5 5 4 6 5 7 1 8 1
0 -1 1 26
0 -1 0 29
0 -1 2 5
0 -1 4 2
0 2 0 1
0 2 6 18
0 18 5 1
0 1 8 3
0 1 13 1
-1
Name <SPACEWORM>
roguechar <w>
SDL_SPRITE <monster_larva.png>
SDL_COLORS <245 213 160 245 213 160 255 230 195>
type <mutant vermin mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 2 1 0
Stats 1 2
0 2 0 1
-1
Z
-1
0 4 0 4 0
Stats
0 2 0 1
-1
name <Jaws>
Z
-1
-1
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 6 1 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 95538
0 -1 1 21
0 -1 0 18
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 98691
0 -1 1 8
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 7 10 95755
0 -1 1 21
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 95441
0 -1 1 18
0 -1 0 15
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 1 18
0 -1 0 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 101456
0 -1 1 29
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 98161
0 -1 1 4
0 -1 0 21
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 99940
0 -1 1 25
0 -1 0 8
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 98653
0 -1 1 7
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 98397
0 -1 1 4
0 -1 0 28
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 97115
0 -1 1 15
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 95229
0 -1 1 21
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 3 0 0
Stats 4 199
0 7 10 121171
0 -1 1 18
0 -1 0 11
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
0 15 4 0 0
Stats 4 201
0 7 10 104405
0 -1 1 25
0 -1 0 11
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 8
0 -1 1 -1
-1
name <Monster>
type <Vermin Dark PreZero Crypt>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 16 3 5 4 5
-1
name <UZONE_1>
Z
-1
-1
0 -3 201 0 0
Stats 1 -24 2 35 3 35
0 7 10 120926
0 21 1 120925
0 -12 2 26
0 -12 4 6
0 -12 1 15
0 7 101 25
0 7 102 10
0 21 2 1
0 7 16 3
0 7 6 2
-1
name <The Crypt of the Cube of Koeneke, L3
requires <*ItemCrypt>
special <NOEXIT>
type <DUNGEON crypt !Ne
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 20 Sub *DUNGEON_DECOR>
content3 <Some 1 10 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Cube of Koeneke>
DUNGEONNAME <The Crypt of the Cube of Koeneke>
ENTRANCE <*GoDown>
Z
0 2 0 0 0
Stats 1 7 2 3 3 6 4 5 5 4 6 5 7 1 8 1
0 -1 1 21
0 -1 0 4
0 -1 2 1
0 -1 4 2
0 2 0 1
0 2 6 18
0 18 5 1
0 1 8 3
0 1 13 1
-1
Name <SPACEWORM>
roguechar <w>
SDL_SPRITE <monster_larva.png>
SDL_COLORS <245 213 160 245 213 160 255 230 195>
type <mutant vermin mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 2 1 0
Stats 1 2
0 2 0 1
-1
Z
-1
0 4 0 4 0
Stats
0 2 0 1
-1
name <Jaws>
Z
-1
-1
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 6 1 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 1 3 10 4 8 5 8 6 6 7 2 8 2
0 -1 1 32
0 -1 0 15
0 -1 4 2
0 2 0 1
0 2 6 20
0 2 2 12
0 1 8 3
0 1 9 2
0 1 10 1
0 1 12 1
-1
Name <RAT>
roguechar <r>
SDL_SPRITE <monster_rat.png>
SDL_COLORS <174 68 42 174 68 42 217 123 166>
clue14 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut V= 1 1 ifG SkRoll 14 15 else GoFail Print
1 GiveSTC .stcdesc>
.stcdesc <FOOD-3>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You cut up the rat and save some nice steaks for later.>
Msg2 <You attempt to cut some meat from the rat, but end up just making yourself
nauseous.>
Msg3 <You've already gutted this rat.>
type <animal cave earth swamp city vermin>
JOB <ANIMAL>
Z
-1
0 1 2 1 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats 3 1
0 2 0 1
-1
name <Fangs>
Z
-1
-1
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Right Front Leg>
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Left Front Leg>
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Right Rear Leg>
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Left Rear Leg>
Z
-1
-1
0 1 6 1 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
0 15 4 0 0
Stats 4 202
0 7 10 111495
0 -1 1 32
0 -1 0 11
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 3 0 0
Stats 4 200
0 7 10 121090
0 -1 1 32
0 -1 0 25
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 109061
0 -1 1 18
0 -1 0 29
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 108354
0 -1 1 18
0 -1 0 14
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 107681
0 -1 1 28
0 -1 0 4
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 108066
0 -1 1 15
0 -1 0 4
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 111431
0 -1 1 32
0 -1 0 14
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 1 32
0 -1 0 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 110729
0 -1 1 8
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 100060
0 -1 1 32
0 -1 0 28
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 106670
0 -1 1 32
0 -1 0 22
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 10
0 -1 1 -1
-1
name <Monster>
type <Vermin Dark PreZero Crypt>
Z
-1
-1
0 -8 -27 0 0
Stats 1 23 2 30 3 5 4 5
-1
name <UZONE_1>
Z
-1
-1
0 -3 202 0 0
Stats 1 -24 2 35 3 35
0 -16 11 3
0 0 201 1
0 7 10 120546
0 21 1 120545
0 7 6 3
0 7 16 3
0 21 2 1
0 7 102 10
0 7 101 25
0 -12 1 15
0 -12 4 6
0 -12 2 26
-1
name <The Crypt of the Cube of Koeneke, L4
requires <*ItemCrypt>
special <NOEXIT>
type <DUNGEON crypt !Ne
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 20 Sub *DUNGEON_DECOR>
content3 <Some 1 10 Sub *DUNGEON_REWARD>
start <if= V201 0 else START_1 V= 201 1 ifAwareness 10 else START_1 Print 201 Goto
START_1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Cube of Koeneke>
DUNGEONNAME <The Crypt of the Cube of Koeneke>
ENTRANCE <*GoDown>
START_1 <Print 1>
msg201 <You hear the pitter-patter of little feet.>
HOME <ZONE_1>
Z
0 2 0 0 0
Stats 1 10 2 3 3 10 4 8 5 8 6 6 7 2 8 2
0 -1 2 6
0 -1 4 2
0 -1 1 24
0 -1 0 21
0 -12 2 26
0 7 0 155
0 1 13 5
0 1 12 1
0 1 10 2
0 1 9 2
0 1 8 6
0 2 6 48
0 2 0 1
-1
Name <PLAGUE RAT>
roguechar <r>
SDL_SPRITE <monster_rat.png>
SDL_COLORS <167 144 59 110 133 62 217 132 217>
type <animal cave mutant swamp earth vermin>
clue14 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut V= 1 1 ifG SkRoll 14 20 else GoFail Print
1 GiveSTC .stcdesc>
.stcdesc <FOOD-3>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You find some parts of this rat that don't appear too rotten.>
Msg2 <You cut some meat from this rat, but would probably die if you tried to eat
it.>
Msg3 <You've already gutted this rat.>
JOB <ANIMAL>
ELEMENT <I Prefab>
TEAMDATA <sd enemy>
Z
-1
0 1 2 1 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 6 0
Stats 3 1
0 2 0 1
-1
name <Fangs>
type <Sickness>
Z
-1
-1
-1
0 1 1 1 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Right Front Leg>
type <Sickness>
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Left Front Leg>
type <Sickness>
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Right Rear Leg>
type <Sickness>
Z
-1
-1
0 1 4 1 0
Stats
0 2 0 1
-1
name <Left Rear Leg>
type <Sickness>
Z
-1
-1
0 1 6 1 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
0 15 4 0 0
Stats 4 203
0 7 10 117615
0 -1 1 4
0 -1 0 32
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 3 0 0
Stats 4 201
0 7 10 120925
0 -1 1 4
0 -1 0 25
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 11
0 -1 0 7
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 4
0 -1 0 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 1 11
0 -1 0 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 11
0 -1 0 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 14
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 8
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2 6 5
0 -1 1 29
0 -1 0 11
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 111679
0 -1 1 11
0 -1 0 29
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2 6 3
0 -1 1 14
0 -1 0 32
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 1 25
0 -1 0 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 25
0 -1 0 22
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 28
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 22
0 -1 0 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 12
0 -1 1 -1
-1
name <Monster>
type <Vermin Dark PreZero Crypt>
Z
-1
-1
0 -8 -27 0 0
Stats 1 23 2 2 3 5 4 5
0 -1 2 1
-1
name <UZONE_1>
Z
-1
-1
0 -3 203 0 0
Stats 1 -24 2 35 3 35
0 7 10 118800
0 21 1 117615
0 -12 2 26
0 -12 4 6
0 -12 1 15
0 7 101 25
0 7 102 10
0 21 2 1
0 7 16 3
0 7 6 4
-1
name <The Crypt of the Cube of Koeneke, L5
requires <*ItemCrypt>
special <NOEXIT>
type <DUNGEON crypt !Ne
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 20 Sub *DUNGEON_DECOR>
content3 <Some 1 10 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Cube of Koeneke>
DUNGEONNAME <The Crypt of the Cube of Koeneke>
ENTRANCE <*GoDown>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
HOME <ZONE_1>
Z
0 2 0 0 0
Stats 1 11 2 13 3 13 4 11 5 11 6 1 7 1 8 1
0 -1 1 12
0 -1 0 13
0 -1 4 2
0 18 5 1
0 2 6 32
0 1 6 1
0 1 8 1
0 1 10 1
-1
Name <ARACHNOID DRONE>
roguechar <s>
SDL_SPRITE <MONSTER_Drone.png>
SDL_COLORS <72 104 136 150 150 150 220 0 0>
type <robot factory dark>
clue29 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut Flay V= 1 1 ifG SkRoll 29 14 else GoFail
Print 1 GiveSTC .stcdesc>
.stcdesc <SPAREPARTS-1>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You extract some spare parts from the wreckage of this robot.>
Msg2 <You try to get some spare parts from this robot, but don't find anything
worth keeping.>
Msg3 <You've already dismantled this robot.>
JOB <ANIMAL>
Z
-1
0 1 1 5 0
Stats 1 2
-1
Z
-1
0 7 1 1 0
Stats
-1
Z
0 4 2 2 0
Stats 1 5 2 1 3 5 4 5
0 2 1 -3
-1
name <Autogun>
desc <A small caliber low velocity automatic rifle.>
caliber <5mm auto>
Z
-1
0 5 2 2 0
Stats 7 90
-1
name <5mm Automatic Clip>
caliber <5mm auto>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
-1
0 2 0 0 0
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0 -1 2 6
0 -1 1 11
0 -1 0 20
0 -1 4 2
0 2 0 2
0 2 6 22
0 1 8 1
0 1 9 2
0 1 15 1
0 1 23 1
0 2 2 17
-1
Name <GREMLIN>
roguechar <g>
sdl_sprite <monster_monkey.png>
sdl_colors <70 121 119 49 91 159 244 215 28>
type <synth factory ruins dark vermin>
JOB <ANIMAL>
Z
-1
0 1 2 2 0
Stats
0 2 0 2
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 2
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 2
-1
Z
-1
0 7 0 1 0
Stats
0 2 0 2
-1
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 2
-1
Z
-1
0 7 0 1 0
Stats
0 2 0 2
-1
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 2
-1
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 2
-1
Z
-1
-1
-1
0 2 0 0 0
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0 -1 2 4
0 -1 1 18
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0 2 6 32
0 1 6 1
0 1 8 1
0 1 10 1
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Name <ARACHNOID DRONE>
roguechar <s>
SDL_SPRITE <MONSTER_Drone.png>
SDL_COLORS <72 104 136 150 150 150 220 0 0>
type <robot factory dark>
clue29 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut Flay V= 1 1 ifG SkRoll 29 14 else GoFail
Print 1 GiveSTC .stcdesc>
.stcdesc <SPAREPARTS-1>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You extract some spare parts from the wreckage of this robot.>
Msg2 <You try to get some spare parts from this robot, but don't find anything
worth keeping.>
Msg3 <You've already dismantled this robot.>
JOB <ANIMAL>
Z
-1
0 1 1 5 0
Stats 1 2
-1
Z
-1
0 7 1 1 0
Stats
-1
Z
0 4 2 2 0
Stats 1 5 2 1 3 5 4 5
0 2 1 -3
-1
name <Autogun>
desc <A small caliber low velocity automatic rifle.>
caliber <5mm auto>
Z
-1
0 5 2 2 0
Stats 7 90
-1
name <5mm Automatic Clip>
caliber <5mm auto>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
0 1 4 5 0
Stats 1 2
-1
Z
-1
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 112055
0 -1 1 32
0 -1 0 14
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 118030
0 -1 1 21
0 -1 0 18
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 112457
0 -1 1 21
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 7 10 118603
0 -1 1 11
0 -1 0 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 113410
0 -1 1 11
0 -1 0 28
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 18
0 -1 0 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 113448
0 -1 1 11
0 -1 0 29
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 114328
0 -1 1 4
0 -1 0 8
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 114688
0 -1 1 11
0 -1 0 14
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 112430
0 -1 1 22
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 112348
0 -1 1 28
0 -1 0 25
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 116028
0 -1 1 25
0 -1 0 22
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 112093
0 -1 1 32
0 -1 0 15
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 18
0 -1 0 29
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 3 0 0
Stats 4 202
0 7 10 120545
0 -1 1 32
0 -1 0 11
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 14
0 -1 1 -1
-1
name <Monster>
type <Vermin Dark PreZero Crypt>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 30 3 5 4 5
-1
name <UZONE_1>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 23 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 30 2 2 3 5 4 5
0 -1 2 3
-1
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 16 3 5 4 12
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 9 2 30 3 5 4 5
0 -1 2 3
-1
name <UZONE_2>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 9 2 23 3 5 4 5
0 -1 2 1
-1
name <UZONE_2>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 26 4 5
0 -1 2 2
-1
name <UZONE_2>
Z
-1
-1
-1
0 -3 205 0 0
Stats 1 -24 2 35 3 35
0 -12 7 209
0 -12 2 34
0 -12 4 5
0 -12 1 5
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 21 1 91503
0 7 10 91504
-1
name <the S.S. Biltobes, L1
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Biltobes>
Z
0 2 0 0 0
Stats 1 5 2 6 3 7 4 5 5 1 6 1 7 1 8 1
0 18 5 1
0 1 36 15
0 1 8 1
0 2 6 25
0 2 0 1
0 -1 4 2
0 -1 0 32
0 -1 1 25
0 -1 2 7
-1
Name <ICKY SLIME>
SDL_SPRITE <monster_blob.png>
SDL_COLORS <168 153 230 166 47 32 166 47 32>
roguechar <j>
type <mutant cave>
JOB <ANIMAL>
Z
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 1 0
Stats
0 2 0 1
-1
name <Tendril>
type <FLAIL>
Z
-1
-1
0 4 0 1 0
Stats
0 2 0 1
-1
name <Tendril>
type <FLAIL>
Z
-1
-1
0 4 0 1 0
Stats
0 2 0 1
-1
name <Tendril>
type <FLAIL>
Z
-1
-1
-1
-1
0 15 4 0 0
Stats 4 206
0 -1 0 11
0 -1 1 4
0 7 10 62663
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
0 15 5 0 0
Stats 4 63
0 -1 0 32
0 -1 1 11
0 7 10 91518
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 22
0 -1 1 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 0 25
0 -1 1 7
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 32
0 -1 1 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 29
0 -1 1 25
0 7 10 60302
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 32
0 -1 1 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 8
0 -1 1 18
0 7 10 61377
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 11
0 -1 1 21
0 7 10 61263
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 14
0 -1 1 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 8
0 -1 1 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 15
0 -1 1 32
0 7 10 61021
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 18
0 -1 1 22
0 7 10 60673
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 4
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 30 2 9 3 5 4 5
-1
name <UZONE_1>
Z
-1
-1
0 -3 206 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 5
0 -12 4 5
0 -12 2 34
0 21 1 74318
0 7 10 75600
0 0 301 1
0 0 201 1
0 -16 11 1
-1
name <the S.S. Biltobes, L2
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Ne
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <if= V301 0 else START_2 V= 301 1 ifPCSpiritual else START_2 ifAwareness 5
else START_2 Print 301 Goto START_2>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Biltobes>
ENTRANCE <*GoDown>
START_1 <Print 1>
msg201 <You notice a strange blue fungus growing on the walls.>
HOME <ZONE_2>
START_2 <if= V201 0 else START_1 V= 201 1 ifAwareness 10 else START_1 Print 201
Goto START_1>
msg301 <You feel a spiritual aura in this place.>
HOME_1 <ZONE_1>
Z
0 2 0 0 0
Stats 1 7 2 5 3 8 4 5 5 1 6 1 7 1 8 1
0 18 5 1
0 1 10 5
0 1 8 3
0 2 6 25
0 2 0 1
0 -1 4 2
0 -1 0 7
0 -1 1 24
-1
Name <FUNGAL SCAVENGER>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <135 141 101 199 188 162 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
-1
0 15 1 5 0
Stats 6 4
0 -1 0 11
0 -1 1 7
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 -1 0 14
0 -1 1 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 14
0 -1 1 25
0 7 10 64286
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 7
0 7 10 62750
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 0 28
0 -1 1 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 11
0 -1 1 8
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 8
0 -1 1 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 3
0 -1 0 29
0 -1 1 32
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 8
0 -1 1 32
0 7 10 63956
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 18
0 -1 1 22
0 7 10 75565
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 18
0 -1 1 28
0 7 10 63265
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 22
0 7 10 62988
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 15
0 -1 1 25
0 7 10 64313
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 8
0 7 10 62788
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 14
0 7 10 62876
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 5 0 0
Stats 4 205
0 -1 0 25
0 -1 1 4
0 7 10 76036
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 4 0 0
Stats 4 207
0 -1 0 14
0 -1 1 15
0 7 10 65295
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 6
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 23 2 2 3 5 4 5
-1
name <UZONE_1>
Z
-1
-1
0 -3 207 0 0
Stats 1 -24 2 35 3 35
0 -12 2 34
0 -12 4 5
0 -12 1 5
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
0 21 1 73708
0 7 10 73709
-1
name <the S.S. Biltobes, L3
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Ne
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Biltobes>
ENTRANCE <*GoDown>
Z
0 2 0 0 0
Stats 1 7 2 5 3 8 4 5 5 1 6 1 7 1 8 1
0 18 5 1
0 1 10 5
0 1 8 3
0 2 6 25
0 2 0 1
0 -1 4 2
0 -1 0 16
0 -1 1 20
0 -1 2 4
-1
Name <FUNGAL SCAVENGER>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <135 141 101 199 188 162 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 5 3 8 4 5 5 1 6 1 7 1 8 1
0 18 5 1
0 1 10 5
0 1 8 3
0 2 6 25
0 2 0 1
0 -1 4 2
0 -1 2 5
0 -1 0 10
0 -1 1 4
-1
Name <FUNGAL SCAVENGER>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <135 141 101 199 188 162 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
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-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
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0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
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name <Tendril>
Z
-1
-1
-1
-1
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ROGUECHAR <->
NAME <Door>
Z
-1
-1
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0 -1 0 22
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-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
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-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 0 21
0 -1 1 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 15
0 -1 1 4
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 21
0 -1 1 4
0 7 10 67424
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 22
0 7 10 66241
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ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
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0 -1 0 32
0 -1 1 28
0 7 10 65941
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 0 15
0 -1 1 25
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 25
0 -1 1 29
0 7 10 65570
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 28
0 -1 1 32
0 7 10 65673
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
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0 -1 0 4
0 -1 1 14
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
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0 -1 1 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 5 0 0
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0 7 10 74318
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 4 0 0
Stats 4 208
0 -1 0 18
0 -1 1 14
0 7 10 67639
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 8
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
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0 -1 2 1
-1
name <UZONE_1>
Z
-1
-1
0 -3 208 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
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0 22 2 1
0 -12 1 5
0 -12 4 5
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-1
name <the S.S. Biltobes, L4
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Ne
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Biltobes>
ENTRANCE <*GoDown>
Z
0 2 0 0 0
Stats 1 7 2 5 3 8 4 5 5 1 6 1 7 1 8 1
0 18 5 1
0 1 10 5
0 1 8 3
0 2 6 25
0 2 0 1
0 -1 4 2
0 -1 2 2
0 -1 0 16
0 -1 1 20
-1
Name <FUNGAL SCAVENGER>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <135 141 101 199 188 162 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 2 0
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0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
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0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
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name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
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name <Tendril>
Z
-1
-1
-1
-1
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Name <FUNGAL SCAVENGER>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <135 141 101 199 188 162 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
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name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
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Z
-1
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0 2 0 1
-1
name <Tendril>
Z
-1
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-1
0 1 4 2 0
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Z
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name <Tendril>
Z
-1
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0 1 4 2 0
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0 2 0 1
-1
Z
-1
0 4 0 2 0
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0 2 0 1
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name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
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Z
-1
0 4 0 2 0
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name <Tendril>
Z
-1
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-1
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Z
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0 2 0 1
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name <Tendril>
Z
-1
-1
-1
-1
0 15 1 5 0
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ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
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0 -1 1 4
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ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
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ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
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ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
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0 -1 1 28
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
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0 -1 1 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 -1 0 18
0 -1 1 21
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
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0 -1 1 15
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 32
0 -1 1 21
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ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 29
0 -1 1 18
0 7 10 67871
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ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 18
0 -1 1 29
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 15
0 -1 1 32
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 5 2
0 -1 0 21
0 -1 1 32
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ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 5 0 0
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0 7 10 73708
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ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 4 0 0
Stats 4 209
0 -1 0 32
0 -1 1 18
0 7 10 67935
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ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 11
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 23 2 9 3 5 4 5
-1
name <UZONE_1>
Z
-1
-1
0 -3 209 0 0
Stats 1 -24 2 35 3 35
0 -12 2 34
0 -12 4 5
0 -12 1 5
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 4
0 21 1 67935
0 7 10 72000
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name <the S.S. Biltobes, L5
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Ne
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Biltobes>
ENTRANCE <*GoDown>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
HOME <ZONE_1>
Z
0 2 0 0 0
Stats 1 7 2 5 3 8 4 5 5 1 6 1 7 1 8 1
0 18 5 1
0 1 10 5
0 1 8 3
0 2 6 25
0 2 0 1
0 -1 4 2
0 -1 0 13
0 -1 1 30
0 -1 2 6
-1
Name <FUNGAL SCAVENGER>
SDL_SPRITE <monster_fungus2.png>
SDL_COLORS <135 141 101 199 188 162 244 210 30>
roguechar <f>
type <fungus mine asteroid>
habitat <SPACE>
JOB <ANIMAL>
Z
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
Z
-1
0 4 0 2 0
Stats
0 2 0 1
-1
name <Tendril>
Z
-1
-1
-1
-1
0 12 0 0 0
Stats
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0 7 0 154
0 -12 2 34
0 -1 0 11
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-1
name <Aquamarine>
ELEMENT <I Prefab>
Z
-1
-1
0 15 5 0 0
Stats
0 -12 3 2
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0 -8 2 1
0 7 0 20
0 -1 0 17
0 -1 1 18
0 -1 2 4
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ROGUECHAR <!>
name <Mecha Bay>
use <if= QuestStatus 34 0 else GoBeenBefore ifYesNo 1 2 3 SetQuestStatus 34 -1
MechaPrize .mektype 15 2 2>
.mektype <SOLAR AEGIS SILKN ROCKE CRIHN>
GoBeenBefore <Print 4>
Msg1 <You find a mecha bay. It appears to be operational.>
Msg2 <Open external bay doors.>
Msg3 <Leave it alone.>
Msg4 <There's nothing left here now.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 5 0 0
Stats 4 208
0 -1 0 18
0 -1 1 32
0 7 10 73427
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ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 7
0 -1 1 11
0 7 10 70969
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 4
0 -1 1 8
0 7 10 72472
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 0 14
0 -1 1 32
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 28
0 -1 1 25
0 7 10 68615
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 18
0 -1 1 21
0 7 10 68138
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 6 4
0 -1 0 15
0 -1 1 32
0 7 10 73367
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 18
0 -1 1 29
0 7 10 68015
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 -1 0 4
0 -1 1 22
0 7 10 71327
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 14
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 1 16 2 30 3 5 4 5
0 -1 2 2
-1
name <UZONE_1>
Z
-1
-1
0 -8 -27 0 0
Stats 1 16 2 16 3 5 4 5
0 -1 2 2
-1
minimap <......###..##1..###......>
special <SHAREDPALETTE>
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 30 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
-1
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Stats 1 30 2 16 3 5 4 5
0 -1 2 3
-1
name <UZONE_2>
Z
-1
-1
-1
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Stats 1 16 2 9 3 5 4 12
-1
name <UZONE_2>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 9 2 9 3 12 4 12
0 -1 2 1
-1
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 16 2 23 3 19 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 30 3 5 4 5
0 -1 2 3
-1
name <ZONE_2>
SPECIAL < >
Z
-1
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
0 -1 2 1
-1
name <UZONE_2>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 1 20 2 8 3 5 4 5
0 -1 2 1
-1
name <ZONE_1>
MINIMAP <............1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_2>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 26 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
SPECIAL < >
MINIMAP <.#...=#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_6>
SPECIAL < >
MINIMAP <.#...=#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 14 3 5 4 5
0 -1 2 1
-1
name <ZONE_10>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 20 3 5 4 5
0 -1 2 1
-1
name <ZONE_14>
SPECIAL < NoGO>
MINIMAP <......1.2...3.......##=##>
Z
-1
-1
0 -5 298 0 0
Stats
0 7 10 960380
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_SHUTTLE GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <AddEasygoing -d4 ifG Flirtation 5 else .1_GoFail ifG React 0 else
.1_GoFail AddReact 10 SkillXP 27 100 NewChat Say 103 AddChat 104>
.1_GoFail <NewChat AddReact -5 Say 102 AddChat 103 PCMoraleDmg 10 ifG PCRenown 0
AddRenown -1>
result103 <Goto GoShop>
result104 <Goto GoShop>
Msg101 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg101_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg102 <Cut the lines, creep. I'm not interested.>
Msg102_1 <Don't even think about it. You are so not my type.>
Msg103 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg103_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt101 <Nice to meet you.>
Prompt101_1 <I'm glad to meet you.>
Prompt101_2 <It's nice to meet you.>
Prompt102 <What's a beautiful person like you doing here?>
CPrompt102 <ifNPCSexy ChatNPCID Accept>
Prompt102_1 <It's a great pleasure to meet someone so attractive.>
Prompt102_2 <And it's VERY nice to meet you!>
Prompt103 <I see...>
Prompt103_1 <Ah...>
Prompt104 <I look forward to it.>
Prompt104_1 <I'd like that a lot.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
Keywords <SHUTTLE>
result201 <EndChat Say 202 SHUTTLE Goto GoBye>
result202 <Goto GoBye>
result203 <EndChat Say 203 EXPRESSDELIVERY Goto GoBye>
Msg201 <We offer shuttle service to all nearby cities.>
Msg202 <Transportation for your mecha and pets is included in the ticket price.>
Msg203 <Certainly. What is it that you need shipped?>
Prompt201 <I'd like a ticket, please.>
Prompt202 <Thanks, but I don't want to go anywhere.>
Prompt203 <I need some things delivered from another city.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 299 0 0
Stats
0 7 10 958316
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Melancholy>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <NewChat ifG PC$ 74 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -75>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
Keywords <FOOD RESTAURANT>
result202 <Goto GoBye>
Msg201 <Welcome to the \SCENE RootSceneID Sandwich Stop. You can get a sandwich
platter including two side dish choices for $75.>
Msg202 <Here's your order. Enjoy your meal.>
Msg203 <You don't have enough money to pay for this...>
Msg204 <Sorry, I don't make deliveries. You'll have to come over here to order
your sandwich.>
Prompt201 <I'll take one.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <No thanks, I'm not hungry.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <Hopefully we'll meet again...>
msg302 <Don't hurry back.>
Z
-1
-1
0 -5 300 0 0
Stats
0 0 201 1
0 7 10 909400
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMiscTalk>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMiscTalk>
result104 <AddSociable -d4 Goto GoMiscTalk>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
0 -5 301 0 0
Stats
0 0 101 2
0 7 10 935660
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <if= V101 0 else .1_GoSecond V= 101 1 EndChat Say 101>
.1_GoSecond <if= V101 1 else GoShop V= 101 2 EndChat Say 102 AddChat 101>
result101 <Goto GoShop>
Msg101 <Can't you see I'm talking on my mobile? Go away.>
Msg102 <Alright, now that I've finished talking, I can see what you want...>
Prompt101 <[more]>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
0 -5 302 0 0
Stats
0 7 10 903595
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
result103 <AddEasygoing d3 Goto GoShop>
Msg101 <You should know that Comet Metalworks produces the best mecha in the solar
system! It's a great honor for me to work at this company.>
Msg101_1 <Comet Metalworks produces the highest quality electronics and mecha
available. Our zero-G production facilities use technology years ahead of anything
posessed by any other corporation.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Comet Metalworks is simply the best producer of advanced technology in
the solar system.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <I'm proud to be employed at Comet because of our commitment to
technology and research. In all honesty, no other corporation can compete.>
CMsg101_3 <ifNPCPragmatic Accept>
Msg101_4 <Comet Metalworks is the shining star of L5's industry! From the central
office in Maquise Spinner to all our factories and distributors throughout the
region, we bring progress to our customers.>
CMsg101_4 <ifNPCCheerful Accept>
Prompt101 <I'm hoping to buy a "Savin" some day.>
Prompt101_1 <Yes, I know.>
Prompt102 <Buzz off, you corporate wage-slave.>
CPrompt102 <if# PCFac 2 ifPCPassionate Accept>
Prompt102_1 <What are you, some kind of walking advertisement?>
Prompt103 <I don't know much about that.>
Prompt103_1 <Er... yeah.>
Prompt103_2 <Um... whatever.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
0 -5 303 0 0
Stats
0 7 10 910148
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <I stock a variety of mecha. I don't know if there's anything you'd like,
but it couldn't hurt to take a look.>
Msg202 <Take your time. I'll be just over here.>
Prompt201 <Alright, I'll take a look.>
Prompt202 <I'm not interested.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
-1
0 -3 64 0 0
Stats 1 -1 2 15 3 15
0 7 16 2
0 5 2 7
0 21 1 129139
0 -15 54 1
0 7 10 129287
0 0 501 3
-1
name <Hoeller Heavy Industries>
type <building public legit corporate>
entrance <*Building>
special <ADDEXIT>
START <V= 501 T2 Goto START_1>
Msg1 <You enter Hoeller Heavy Industries.>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
START_1 <Print 1>
PCAttack <ifSafeArea else .5_GoNotSafe if# V502 -1 else .5_LastHit ifG v501 T2
else .5_GoWarn Goto .5_GoAttack>
.5_GoNotSafe <V= 502 -1>
.5_LastHit <V= 502 0>
.5_GoWarn <if= v502 0 else .5_GoAttack V= 502 1 Print 501>
.5_GoAttack <Print 502 Alarm TeamAttack GuardTeam>
Msg501 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg502 <ALERT: You are not permitted to fire weapons here.>
HOME_3 <Foyer>
HOME_4 <Foyer>
HOME_5 <Foyer>
Z
0 2 0 0 0
Stats 1 10 2 8 3 10 4 8 5 14 6 9 7 10 8 8
0 5 8 1
0 5 1 14379
0 5 0 59
0 3 -1 12
0 3 -4 -11
0 3 -7 -16
0 3 1 3
0 5 2 7
0 2 0 1
0 1 19 5
0 1 21 5
0 -1 0 4
0 -1 1 7
0 -1 2 3
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Odbil>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 12 3 8 4 9 5 12 6 13 7 11 8 10
0 -1 2 5
0 2 0 1
0 3 -2 120
0 1 21 10
0 1 23 5
0 3 0 1
0 3 1 10
0 3 -4 60
0 5 0 324
0 -1 0 4
0 -1 1 12
0 -1 4 2
0 7 10 129139
0 5 2 7
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
update <SetSelfFaction LocalFaction>
NAME <Moca>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 5 2 12 3 9 4 14 5 10 6 14 7 12 8 9
0 -1 2 4
0 5 2 7
0 2 0 1
0 3 -2 120
0 1 21 12
0 1 23 5
0 3 0 1
0 3 1 9
0 3 -7 22
0 5 0 322
0 -8 2 1
0 -1 4 2
0 -1 0 12
0 -1 1 11
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Gael>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 6 3 9 4 11 5 16 6 9 7 13 8 11
0 2 0 1
0 3 -2 120
0 1 21 12
0 1 23 5
0 3 1 15
0 3 -4 50
0 3 -7 41
0 5 0 323
0 -8 2 1
0 -1 4 2
0 -1 0 12
0 -1 1 2
0 7 10 129139
0 5 2 7
0 -1 2 5
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
update <SetSelfFaction LocalFaction>
NAME <Visken>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 0 1
0 -1 1 8
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 13 3 13 4 16 5 9 6 13 7 9 8 14
0 -1 4 3
0 5 2 9
0 2 0 1
0 3 -2 71
0 3 -1 -35
0 3 3 1
0 1 1 13
0 1 2 13
0 1 3 14
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 11 13
0 1 12 13
0 1 13 13
0 1 18 13
0 1 26 13
0 1 33 13
0 3 0 1
0 3 1 27
0 3 -6 93
0 3 -3 23
0 3 -4 22
0 5 11 3
0 5 12 3
0 5 0 326
0 5 1 256691
0 5 8 5
0 5 15 20
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Mecon>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 2 5 -5
0 18 4 1
0 18 1 1
0 2 1 -5
0 7 27 1
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 2 5 -15
0 2 1 -3
0 7 27 1
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 2 5 10
0 2 1 -4
0 7 27 1
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 2 5 -20
0 2 1 -3
0 7 27 1
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 11 3 14 4 13 5 9 6 9 7 8 8 12
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 10
0 1 2 11
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 17 10
0 1 24 10
0 1 26 10
0 1 30 10
0 3 0 1
0 3 1 7
0 3 -4 -21
0 3 -6 55
0 5 11 2
0 5 12 3
0 5 0 325
0 5 1 267649
0 5 8 2
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Aeva>
ELEMENT <C Prefab>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 4 0
Stats
0 18 6 1
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Helm>
desc <A light spacesuit helm with integrated rebreather.>
SDL_PORTRAIT <item_lightspacehelm.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Armor>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 2 1 -3
0 2 5 5
0 7 27 1
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Sleeve>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 2 1 -6
0 7 27 1
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 4 0
Stats
0 18 5 1
0 2 5 10
0 2 1 -6
0 7 27 1
-1
name <Squire Legging>
desc <An armored spacesuit used by the Silver Knights.>
Z
-1
0 6 7 3 0
Stats
-1
Z
-1
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
0 7 10 129139
-1
name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 7 4 13
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 35 Here *NPC_GUARD>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 10 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
MINIMAP <............1.......&---&>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 10 2 2 3 5 4 5
-1
name <ZONE_2>
MINIMAP <............1.......&---&>
SPECIAL < >
Z
-1
-1
0 -5 322 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA MEXTRA>
KEYWORDS <MECHA MEXTRA>
Msg201 <I have a variety of mecha, and also spare parts for customizing your
steed.>
Msg202 <Take your time looking through the stock.>
Prompt201 <Show me what you have.>
Prompt202 <There's nothing here I need.>
GoBye <EndChat Say 301>
msg301 <Good-bye.>
Z
-1
-1
0 -5 323 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Easygoing>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d4 Goto GoShop>
result102 <AddSociable -d8 Goto GoShop>
Msg101 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg101_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Welcome to my shop. Nice to meet you.>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <This is the best place in town for adventuring gear. The name's \ChatNPC
, and I run the joint. Nice to meet you.>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <I'm glad to meet you too.>
Prompt102 <What do you sell here?>
Prompt102_1 <Show me what you have for sale.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg201 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg202 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt201 <I'll see what you have.>
Prompt202 <Thanks, but I don't need anything.>
GoBye <EndChat Say 301>
msg301 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
0 -5 324 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA SPACE FOOD>
KEYWORDS <MECHA SPACE FOOD>
Msg201 <I stock a variety of exploration goods- rations, space gear, and even
mecha.>
Msg202 <In space, having the right equipment can mean the difference between life
and death.>
Prompt201 <I'd like to see what you have.>
Prompt202 <Sorry, I don't need anything.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 325 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER Maqui>
greeting <ifChatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <AddSociable d10 Goto GoMiscTalk>
result102 <ifG PCRenown ChatNPCRenown else .1_GoR2TryCon ifG PCRenown d50 else
.1_GoR2TryCon AddReact d10 NewChat Say 102 AddChat 104 AddChat 105>
.1_GoR2TryCon <ifConversation ChatNPCEgo else .1_GoR2Fail NewChat Say 104
AddRenown 1 AddReact d10 AddChat 104 AddChat 105>
.1_GoR2Fail <AddEasygoing -d10 NewChat Say 103 AddChat 104 AddChat 105>
result103 <AddSociable -d10 Goto GoMiscTalk>
result104 <Goto GoMiscTalk>
result105 <AddCheerful -d20 AddReact -d5 Goto GoMiscTalk>
Msg101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <You there... You're a pilot, aren't you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg101_3 <ifNPCEasygoing Accept>
Msg101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg101_4 <ifNPCPassionate Accept>
Msg101_5 <Nice gear. You must be a mecha pilot to be walking around with that kind
of kit, right?>
CMsg101_5 <ifNPCCheerful Accept>
Msg101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg101_6 <ifNPCMelancholy Accept>
Msg101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg101_7 <ifNPCPragmatic Accept>
Msg101_8 <You have the feeling of a warrior... You must be another mecha pilot, am
I right?>
CMsg101_8 <ifNPCSpiritual Accept>
Msg102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg102_2 <Really? Wow... It's an honor to be speaking with such a renowned pilot.>
Msg103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice to
meet you.>
Msg104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt101 <That's right. My name's \PC .>
Prompt101_1 <Absolutely right. My name's \PC .>
Prompt102 <You've probably heard of me; the name's \PC .>
Prompt102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt103 <That's none of your business, thanks.>
Prompt103_1 <I'd rather not talk about it.>
Prompt104 <Nice to meet you too.>
Prompt105 <It's not all that nice.>
CPrompt105 <IfPCMelancholy Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <What kind of weather do they have scheduled for next week?>
Msg201_1 <Have you heard about "Quiet Burning"? Everyone's talking about "Quiet
Burning". I want to find out as much about "Quiet Burning" as I can.>
CMsg201_1 <ifNPCSociable Accept>
Msg201_101 <Have you heard about "Love Magnet"? Everyone's talking about "Love
Magnet". I want to find out as much about "Love Magnet" as I can.>
CMsg201_101 <ifNPCSociable Accept>
Msg201_2 <Sometimes I wish I could run away to my own microstation.>
CMsg201_2 <ifNPCShy Accept>
Msg201_3 <If Luna wants to attack us I say let them. That way, we can unleash the
whole of the Silver Knights and the Privateer Fleet against them. The Aegis space
force wouldn't stand a chance.>
CMsg201_3 <ifNPCPassionate Accept>
Msg201_4 <Do you think there's going to be a war with Luna? One single attack
against our colony shell could be disasterous...>
CMsg201_4 <ifNPCMelancholy Accept>
Msg201_5 <I'd like to visit Earth some day, but I hear that it's really dangerous
up there...>
CMsg201_5 <ifNPCEasygoing Accept>
Msg201_6 <Earthers are way too uptight. They've got to realize that we're living
in the second century now!>
CMsg201_6 <ifNPCPassionate Accept>
Msg201_7 <Pirates are cool.>
CMsg201_7 <ifNPCCriminal Accept>
Msg201_8 <The Silver Knights are cool.>
CMsg201_8 <ifNPCLawful Accept>
Msg201_9 <As long as the Silver Knights are here to protect us, the colonies are
perfectly safe.>
CMsg201_9 <ifNPCCheerful Accept>
Msg201_10 <I don't know whether I like "Quiet Burning" or "Love Magnet".>
Z
-1
-1
-1
0 -3 65 0 0
Stats 1 -1 2 15 3 15
0 0 901 4
0 7 10 921120
0 -15 54 1
0 21 1 921054
0 7 16 2
0 5 2 2
-1
name <Comet Space Engineering>
type <building public legit corporate>
entrance <*Building>
special <ADDEXIT>
START <V= 901 T2 Goto START_1>
Msg1 <You enter Comet Space Engineering.>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_1>
HOME_4 <ZONE_4>
HOME_5 <Foyer>
HOME_6 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .9_GoNotSafe if# V902 -1 else .9_LastHit ifG v901 T2
else .9_GoWarn Goto .9_GoAttack>
.9_GoNotSafe <V= 902 -1>
.9_LastHit <V= 902 0>
.9_GoWarn <if= v902 0 else .9_GoAttack V= 902 1 Print 901>
.9_GoAttack <Print 902 Alarm TeamAttack GuardTeam>
Msg901 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg902 <ALERT: You are not permitted to fire weapons here.>
HOME_7 <Foyer>
HOME_8 <Foyer>
Z
0 2 0 0 0
Stats 1 6 2 10 3 9 4 13 5 12 6 11 7 14 8 10
0 5 2 2
0 7 10 921054
0 -1 1 11
0 -1 0 14
0 -1 4 2
0 -8 2 1
0 5 0 279
0 3 -7 16
0 3 -1 23
0 3 -5 41
0 3 -3 27
0 3 0 1
0 1 23 5
0 1 21 12
0 3 -2 120
0 2 0 1
0 -1 2 6
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
update <SetSelfFaction LocalFaction>
NAME <Altmani>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 11 3 8 4 17 5 12 6 11 7 13 8 10
0 -1 2 4
0 -1 1 3
0 -1 0 12
0 -1 4 2
0 -8 2 1
0 5 0 277
0 3 -1 13
0 3 -5 17
0 3 -3 52
0 3 1 8
0 1 23 5
0 1 21 12
0 3 -2 120
0 2 0 1
0 5 2 2
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Ixharubu>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 14 3 15 4 13 5 12 6 12 7 8 8 12
0 -1 2 6
0 5 15 25
0 -1 4 3
0 -1 1 7
0 -1 0 9
0 5 0 283
0 5 12 2
0 5 11 1
0 3 -6 63
0 3 -4 38
0 3 1 1
0 3 0 1
0 1 33 11
0 1 26 11
0 1 18 11
0 1 13 11
0 1 12 11
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 12
0 3 3 1
0 3 -1 50
0 3 -2 -21
0 2 0 1
0 5 2 9
0 5 1 913148
0 5 8 2
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Pirjo>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 9 0
Stats 1 6 2 1 3 3
0 7 27 1
0 2 1 -5
0 2 5 -10
-1
Name <Stun Rifle>
Desig <L50>
desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
type <NONLETHAL>
Z
0 21 0 3 0
Stats
0 2 1 -2
-1
name <Power Cell 75>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 6 0
Stats
0 7 27 1
-1
Name <Large Shield>
desc <This shield can deflect attacks from multiple heights easily.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 12 0
Stats 1 5 2 1 3 3 4 1
0 7 27 1
0 2 1 -4
0 2 5 15
-1
name <Auto-Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 24
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 9 3 7 4 10 5 13 6 10 7 12 8 11
0 5 2 2
0 7 10 921054
0 -1 4 2
0 -1 1 11
0 -1 0 7
0 5 0 282
0 3 -5 14
0 3 -3 16
0 3 -6 -66
0 3 1 2
0 3 0 1
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 -1 2 3
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
update <SetSelfFaction LocalFaction>
NAME <Moter>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 11 3 9 4 13 5 17 6 10 7 17 8 7
0 5 2 2
0 7 10 921054
0 -1 4 2
0 -1 1 6
0 -1 0 3
0 5 0 281
0 3 -4 18
0 3 -3 13
0 3 -5 -41
0 3 1 4
0 3 0 1
0 1 31 5
0 1 29 10
0 1 22 10
0 1 17 5
0 1 15 5
0 1 11 3
0 2 0 1
0 -1 2 3
-1
job_desig <ACADE>
JOB <SCIENTIST>
update <SetSelfFaction LocalFaction>
NAME <Ylu>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 13 3 15 4 14 5 13 6 16 7 9 8 14
0 -1 2 1
0 5 8 3
0 5 1 249140
0 -1 4 3
0 -1 1 8
0 -1 0 12
0 5 0 280
0 5 12 3
0 5 11 3
0 3 -6 58
0 3 -4 65
0 3 1 2
0 1 33 10
0 1 26 10
0 1 18 10
0 1 13 10
0 1 12 10
0 1 11 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 10
0 1 4 10
0 1 3 11
0 1 2 10
0 1 1 10
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Jaia>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 9 3 6 4 10 5 13 6 11 7 13 8 11
0 -1 1 12
0 -1 0 7
0 5 0 60
0 3 -7 10
0 3 -1 14
0 3 -3 40
0 3 1 3
0 3 0 1
0 5 2 2
0 2 0 1
0 1 19 5
0 1 21 5
0 -1 2 6
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Eyehan>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 15 3 13 4 14 5 11 6 12 7 10 8 12
0 5 8 3
0 5 0 278
0 5 12 1
0 1 42 14
0 5 11 42
0 3 -6 87
0 3 -4 -46
0 3 1 -2
0 1 33 13
0 1 26 13
0 1 18 13
0 1 13 13
0 1 12 13
0 1 11 13
0 1 10 13
0 1 9 13
0 1 8 13
0 1 7 13
0 1 6 13
0 1 5 13
0 1 4 13
0 1 3 13
0 1 2 13
0 1 1 13
0 3 3 1
0 3 -1 60
0 3 -2 50
0 2 0 1
0 5 2 9
0 -1 4 3
0 5 15 20
0 5 1 244010
0 -1 0 11
0 -1 1 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Unphile>
ELEMENT <C Prefab>
HOME <ZONE_1>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 5 0
Stats
0 7 27 1
0 2 5 5
-1
Name <Gun-Shield>
desc <This shield allows the wielder to both defend and attack simultaneously.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
0 4 2 6 0
Stats 1 7 3 5
0 2 1 -3
-1
Name <Shield Cannon>
caliber <5mm rifle>
factions <GENERAL>
Z
-1
0 5 2 6 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
Z
-1
-1
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 8 0
Stats 2 2 3 4
0 7 27 1
0 2 5 5
0 2 1 -5
-1
Name <Katana>
desc <A long sword emphasising sharpness, based on the ancient PreZero Japanese
design.>
category <WEAPON MELEE NINJA>
factions <GENERAL>
SDL_PORTRAIT <item_katana.png>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 1 8
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 7 10 921054
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 7 4 13
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 35 Here *NPC_GUARD>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 10 2 2 3 5 4 5
-1
name <ZONE_1>
MINIMAP <............1.......&---&>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 10 2 10 3 5 4 5
0 -1 2 2
-1
name <ZONE_4>
MINIMAP <............1.......&---&>
SPECIAL < >
Z
-1
-1
0 -5 277 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg201 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg202 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt201 <I'll see what you have.>
Prompt202 <Thanks, but I don't need anything.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
0 -5 279 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA SPACE FOOD>
KEYWORDS <MECHA SPACE FOOD>
Msg201 <I stock a variety of exploration goods- rations, space gear, and even
mecha.>
Msg202 <In space, having the right equipment can mean the difference between life
and death.>
Prompt201 <I'd like to see what you have.>
Prompt202 <Sorry, I don't need anything.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 282 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Cheerful>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <WEAPON CLOTHING ARMOR FOOD TOOL COMMUNICATIONS>
KEYWORDS <WEAPON CLOTHING ARMOR FOOD TOOL COMMUNICATIONS>
Msg201 <I've spoken to a lot of cavaliers, and no matter what their specialty
there's a couple of things that everyone needs. That's what I have in my store.>
Msg202 <Here's my complete inventory. Take a nice long look through it all, and
ask me if you have any problems.>
Prompt201 <I could use some new gear.>
Prompt202 <I don't need anything right now.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <It was a real pleasure seeing you!>
msg302 <Good-bye.>
Z
-1
-1
-1
0 -3 66 0 0
Stats 1 -1 2 20 3 20
0 0 1 1
0 0 1001 7
0 7 10 925905
0 -15 54 1
0 7 16 2
0 21 1 925467
-1
name <the Cavalier's Club>
desig <00000>
type <building public cavclub mall garage>
entrance <*CAVCLUB>
special <ADDEXIT SHOWALL>
START <V= 1001 T2 Goto START_1>
GoSecondTime <Print 2>
Msg1 <It's another normal day at the Cavalier's Club as you prepare to embark on
your adventuring career.>
Msg2 <You enter the Cavalier's Club.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 1 100 Sub *INTRO_SHOP>
Content3 <Fill Sub *SHOP_RANDOM>
Quest1 <*:DEBUG 1>
Quest2 <*:DEBUGARENA 1>
Quest3 <*:DEBUGGIVEMISSION 1>
Quest4 <*:FREEMECHA 5>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <ZONE_5>
START_1 <if= L1 0 else GoSecondTime Alert 1 Print 2 L= 1 1>
PCAttack <ifSafeArea else .10_GoNotSafe if# V1002 -1 else .10_LastHit ifG v1001 T2
else .10_GoWarn Goto .10_GoAttack>
.10_GoNotSafe <V= 1002 -1>
.10_LastHit <V= 1002 0>
.10_GoWarn <if= v1002 0 else .10_GoAttack V= 1002 1 Print 1001>
.10_GoAttack <Print 1002 Alarm TeamAttack GuardTeam>
Msg1001 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1002 <ALERT: You are not permitted to fire weapons here.>
HOME_8 <Foyer>
HOME_9 <Foyer>
HOME_10 <Foyer>
Z
0 2 0 0 0
Stats 1 15 2 5 3 17 4 14 5 17 6 11 7 10 8 12
0 -1 2 6
0 5 8 5
0 5 1 150851
0 -1 1 2
0 -1 0 11
0 -1 4 2
0 -12 3 5
0 -12 2 26
0 5 0 202
0 1 43 5
0 1 41 5
0 1 32 5
0 1 26 5
0 1 25 5
0 1 12 5
0 1 10 5
0 1 8 5
0 1 7 5
0 1 6 5
0 16 23 1
0 3 -3 -50
0 3 -2 -50
0 2 0 1
0 3 3 1
0 3 1 13
0 3 -6 17
0 5 11 42
0 1 42 6
0 5 12 3
0 1 1 5
0 1 2 5
0 1 3 5
0 1 4 5
0 1 5 5
0 1 9 5
-1
job_desig <THIEF>
JOB <THIEF>
NAME <Iaold>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 7 3 9 4 9 5 13 6 12 7 7 8 7
0 -1 2 2
0 5 8 2
0 5 1 924759
0 5 4 46106
0 5 3 91392546
0 -1 1 17
0 -1 0 10
0 -1 4 2
0 5 0 255
0 3 -6 9
0 3 -3 34
0 3 1 1
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 2
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Tosepold>
ELEMENT <C Prefab>
HOME <ZONE_1>
mecha_colors <75 200 212 234 180 88 200 000 100>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 6 2 12 3 10 4 14 5 12 6 13 7 13 8 13
0 -1 2 4
0 5 8 2
0 5 1 1924
0 5 4 57328
0 5 3 1786510831
0 -1 1 4
0 -1 0 15
0 -1 4 2
0 5 0 256
0 3 -1 15
0 3 -7 -18
0 3 -6 13
0 3 -4 20
0 3 -3 87
0 3 1 8
0 3 0 1
0 1 23 5
0 1 21 5
0 3 -2 120
0 2 0 1
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Itdamlu>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 11 3 8 4 6 5 13 6 12 7 9 8 7
0 -1 2 7
0 5 4 33201
0 5 3 6587081
0 5 8 3
0 5 1 150622
0 -1 1 2
0 -1 0 10
0 -1 4 2
0 5 0 257
0 3 -3 -85
0 3 -7 50
0 3 -5 14
0 3 -4 39
0 3 1 8
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Toro>
ELEMENT <C Prefab>
HOME <ZONE_5>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 10 3 14 4 16 5 11 6 8 7 9 8 11
0 -1 2 3
0 5 8 3
0 5 1 924068
0 5 15 10
0 -1 4 2
0 -1 1 11
0 -1 0 2
0 5 0 258
0 5 12 1
0 5 11 3
0 3 -6 56
0 3 -3 22
0 1 33 10
0 1 26 10
0 1 18 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 10
0 1 4 10
0 1 3 11
0 1 2 10
0 1 1 10
0 3 3 1
0 2 0 1
0 3 1 21
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Jenex>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 18 3 15 4 14 5 12 6 14 7 12 8 15
0 5 15 20
0 5 8 6
0 5 1 924354
0 -1 4 3
0 -1 1 2
0 -1 0 2
0 5 0 259
0 5 12 3
0 5 11 18
0 3 -6 54
0 3 -3 24
0 3 1 3
0 3 0 1
0 1 33 10
0 1 26 10
0 1 18 11
0 1 13 10
0 1 12 10
0 1 11 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 10
0 1 4 10
0 1 3 10
0 1 2 10
0 1 1 10
0 3 3 1
0 3 -1 50
0 3 -2 69
0 2 0 1
0 5 2 9
0 -1 2 4
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Bage>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -10
-1
Name <Light Helmet>
desc <A light combat helmet, made from a combination of plastics and shock
absorbers.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 10 0 6 0
Stats
0 7 27 1
-1
Name <Large Shield>
desc <This shield can deflect attacks from multiple heights easily.>
Category <SHIELD>
Factions <GENERAL>
Z
-1
-1
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 15 0
Stats
0 7 27 1
0 2 1 -7
0 2 5 10
-1
Name <Pole-Axe>
Type <EXTEND>
desc <A primitive melee weapon. It features a wide cutting blade at the end.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_poleaxe.png>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 10 3 15 4 16 5 8 6 12 7 9 8 15
0 -1 2 2
0 5 8 5
0 5 1 926228
0 -1 4 3
0 -1 1 13
0 -1 0 19
0 5 0 260
0 5 12 9
0 5 11 4
0 3 -6 65
0 3 -4 -30
0 3 -7 -27
0 3 -5 31
0 3 1 6
0 3 0 1
0 1 33 11
0 1 26 11
0 1 18 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 12
0 1 3 11
0 1 2 11
0 1 1 11
0 5 2 5
0 3 3 1
0 2 0 1
0 5 15 40
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Hokenchu>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 6 0
Stats 1 6 3 5
0 7 27 1
0 2 5 5
0 2 1 -3
-1
Name <Combat Rifle>
desig <Laver-2>
desc <A single firing rifle.>
sdl_portrait <item_combatrifle.png>
caliber <5mm rifle>
category <WEAPON MISSILE>
factions <GENERAL>
Z
-1
0 5 2 8 0
Stats 7 40
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 8 0
Stats 2 2 3 4
0 7 27 1
0 2 5 5
0 2 1 -5
-1
Name <Katana>
desc <A long sword emphasising sharpness, based on the ancient PreZero Japanese
design.>
category <WEAPON MELEE NINJA>
factions <GENERAL>
SDL_PORTRAIT <item_katana.png>
Z
-1
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 6 4 8 5 12 6 13 7 10 8 8
0 -1 2 1
0 5 8 5
0 5 1 925246
0 5 4 63357
0 5 3 473990257
0 -1 1 19
0 -1 0 17
0 -1 4 2
0 -12 3 2
0 -12 2 24
0 -8 2 1
0 5 0 197
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 3 0 1
0 3 1 -6
0 3 -1 -36
0 3 -3 41
0 3 -7 25
0 3 -6 54
0 5 15 5
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Damiq>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 11
0 -1 2 1
0 -1 1 2
0 -1 0 15
0 -8 2 1
0 7 0 68
0 -6 2 1
-1
name <Ammo Crate>
desig <CRATE-AMMO>
SDL_SPRITE <tex_crate.png>
ELEMENT <I Prefab>
roguechar <S>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 16
0 -8 2 2
0 7 0 69
0 13 0 6
0 -6 2 2
-1
name <Armor Display>
desig <SHOPDISPLAY-ARMOR-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <T>
Z
-1
-1
0 13 0 10 0
Stats 5 10
0 -1 2 2
0 -1 1 2
0 -1 0 17
0 -8 2 3
0 7 0 70
0 13 0 1
0 -6 2 2
-1
name <Weapon Display>
desig <SHOPDISPLAY-WEAPONS-1>
SDL_SPRITE <tex_store_shelves.png>
ELEMENT <I Prefab>
roguechar <U>
Z
-1
-1
0 13 0 10 0
Stats
0 -1 2 3
0 -1 1 2
0 -1 0 18
0 -8 2 4
0 7 0 71
0 -6 2 3
-1
name <Mannekin>
desig <MANNEKIN-F>
roguechar <F>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 19
0 -8 2 5
0 7 0 72
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <F>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -1 2 2
0 -1 1 2
0 -1 0 12
0 -8 2 1
0 7 0 73
0 13 0 2
0 -6 2 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 15 2 9 3 9 4 11 5 12 6 11 7 15 8 17
0 -1 2 3
0 5 15 10
0 5 8 2
0 5 1 88862
0 -1 1 4
0 -1 0 10
0 -1 4 2
0 5 0 261
0 1 7 7
0 5 12 3
0 1 3 8
0 5 11 3
0 3 -4 12
0 3 -6 29
0 3 -5 -33
0 3 3 1
0 1 9 7
0 1 4 7
0 1 8 7
0 1 2 7
0 1 6 7
0 1 1 7
0 1 19 7
0 1 10 7
0 1 5 7
0 4 2 100000
0 1 23 7
0 1 21 7
0 3 1 19
0 2 0 1
-1
HOMETOWN <Maquise Spinner>
HOMETOWN_FACTIONS <MAQUI COMET SILKN PRIVA L5LAW>
HOMETOWN_GOVERNMENT <MAQUI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
capitol MAQSP MAQUI>
JOB <Shopkeeper>
JOB_DESIG <TRADE>
NAME <Sukmai>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 2 5 0
Stats 1 9 2 1 3 3
0 7 27 1
0 2 1 -1
-1
Name <Long Rifle>
desig <L60>
desc <The long rifled barrel of this firearm can increase the spin of its bullets,
thus increasing its range without decreasing the gun's durability.>
sdl_portrait <item_longrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
caliber <5mm rifle>
Z
-1
0 5 2 8 0
Stats 7 30
-1
name <5mm Rifle Clip>
caliber <5mm rifle>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 15 0 0 0
Stats 4 54 5 -1
0 -1 1 11
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 15 6 0 0
Stats 4 194
0 -1 2 4
0 -1 1 18
0 -1 0 17
0 -8 2 2
0 7 10 924471
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 194>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 18
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 100 Here *MENTOR>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Content3 <Some 2 30 Here *URBAN_X>
SPECIAL <STARTHERE >
Z
-1
-1
0 -3 194 0 0
Stats 1 -31 2 17 3 12
0 7 10 925200
0 -12 2 24
0 -12 1 15
0 -12 6 198
0 21 2 3
0 7 16 2
0 21 1 924471
-1
NAME <Rishtan's Workshop>
requires <*Workshop>
type <building basement workshop>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
name_1 <Rishtan>
HOME <ZONE_4>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
Z
0 13 0 4 0
Stats
0 7 0 151
0 -12 2 24
0 -8 2 3
0 -1 0 2
0 -1 1 6
0 -1 2 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 150
0 -12 2 24
0 -8 2 2
0 -1 0 6
0 -1 1 3
0 -1 2 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 149
0 -12 2 24
0 -8 2 1
0 -1 0 6
0 -1 1 2
0 -1 2 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 148
0 -12 2 24
0 -8 2 3
0 -1 0 11
0 -1 1 6
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 147
0 -12 2 24
0 -8 2 2
0 -1 0 8
0 -1 1 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 146
0 -12 2 24
0 -8 2 1
0 -1 0 7
0 -1 1 2
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 145
0 -12 2 24
0 -8 2 3
0 -1 0 13
0 -1 1 9
0 -1 2 4
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 144
0 -12 2 24
0 -8 2 2
0 -1 0 14
0 -1 1 9
0 -1 2 4
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 143
0 -12 2 24
0 -8 2 1
0 -1 0 14
0 -1 1 10
0 -1 2 4
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 142
0 -12 2 24
0 -8 2 3
0 -1 0 11
0 -1 1 11
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 141
0 -12 2 24
0 -8 2 2
0 -1 0 8
0 -1 1 7
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 4 0
Stats
0 7 0 140
0 -12 2 24
0 -8 2 1
0 -1 0 7
0 -1 1 7
-1
name <Box>
desig <BOX-1>
roguechar <=>
SDL_Sprite <prop_box_low.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 7 4 8 5 14 6 12 7 9 8 8
0 -1 2 4
0 -1 4 2
0 -12 3 2
0 -12 2 24
0 -8 2 1
0 5 0 198
0 1 23 7
0 1 21 8
0 1 15 8
0 1 5 3
0 2 0 1
0 3 -7 50
0 3 -3 -50
0 3 1 4
0 1 31 10
0 -1 0 8
0 -1 1 5
0 5 1 926332
0 5 8 10
0 5 15 5
-1
job_desig <CRAFT>
JOB <MECHANIC>
name <Rishtan>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats
0 -8 2 2
0 -1 0 14
0 -1 1 4
0 -1 2 6
-1
name <Design Console>
Desig <COMPUTER-1>
roguechar <!>
SDL_SPRITE <prop_computer1.png>
Z
-1
-1
0 15 5 0 0
Stats 4 66
0 -8 2 1
0 -1 0 4
0 -1 1 9
0 -1 2 6
0 7 10 925467
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 5 4 5
0 -1 2 3
-1
minimap <.......##...1#...##......>
name <UZONE_1>
Z
-1
-1
0 -5 198 0 0
Stats
0 -12 3 2
0 -12 2 24
0 7 10 924837
0 0 1 1
0 -16 19 4
-1
Greeting <if= NPCVar 198 1 1 else GoCheckQuest NewChat Say 18 AddChat 16 AddChat
17>
GoCheckQuest <if= QuestStatus 24 2 else GoIntro NewChat Say 16 AddCHat 14 AddChat
15>
GoIntro <if= QuestStatus 24 0 else GoChat ifG PCRenown 15 else GoLowIntro ifG
React d6 else GoLowIntro NewChat Say 9 AddChat 7 AddChat 8 AddChat 9>
GoLowIntro <ifChatNPCUnknown else GoSecondTime NewChat Say 1 AddChat 1 AddChat 2
AddChat 3>
GoSecondTime <NewChat Say 2 AddChat 1 AddChat 2 AddChat 3>
GoBeginQuest <SetQuestStatus 24 2 QMemo 24 20 SetQuestStatus 25 3>
*GoChat <*MISC_CHATTER>
*GoGoodbye <*GOODBYE>
result1 <NewChat Say 3 AddChat 4 AddCHat 5 AddChat 3>
result2 <EndChat Say 4>
result3 <NewChat Say 5 AddChat 4 AddChat 1 AddChat 6>
result4 <Goto result2>
result5 <if= V1 0 else GoR5Fail V= 1 1 ifConversation 5 else GoR5Fail NewChat Say
6 AddChat 10 AddChat 11 Goto GoBeginQuest>
GoR5Fail <EndChat Say 7>
result6 <EndChat Say 8>
result7 <NewChat Say 10 AddChat 10 AddChat 11 Goto GoBeginQuest>
result8 <NewChat Say 11 AddReact -d30 AddNPCReact 197 -15 AddSociable -d8
SetQuestStatus 24 -2>
result9 <NewChat Say 12 AddChat 12 AddChat 13>
result10 <NewChat Say 13 AddChat 11 AddChat 14>
result11 <NewChat Say 14>
result12 <AddCheerful d10 Goto result7>
result13 <AddCheerful d10 Goto result8>
result14 <NewChat Say 15 AddReact 15 NPCVar= 198 1 1 Cash+ -5000000 XPV 100
AddRenown 1>
result15 <NewChat Say 17 AddReact d8 NPCVar= 198 1 1 XPV 100>
result16 <EndChat Say 19 shop .wares Goto GoGoodbye>
.wares <MECHA MEXTRA>
result17 <Goto GoChat>
Msg1 <What are you doing down here? This is a place of business, not a social
club.>
Msg2 <So you're back again. I hope you've got a good reason for bothering me this
time.>
Msg3 <I fix things for Damiq... Mecha, mostly, but occasionally robots and office
equipment. Of course what I'd really like to do is open up a conversion shop and
become a famous mecha designer, but that's never going to happen.>
Msg4 <Look, I've got to get these repairs done, I don't have time to chat. Maybe
if you come back later I'll have more time but right now I'm swamped.>
Msg5 <Then you need to speak with Damiq, upstairs. I handle the labor, \SPR 197
handles the business. The exit is just over there.>
Msg6 <First of all because we don't have the tools I need here for making custom
parts. Unfortunately we don't have enough money to upgrade the workshop, so until
this shop starts doing better I'm out of luck.>
Msg7 <Because... look, you wouldn't be interested in my life story, and I don't
have time to tell it. I have to get back to work.>
Msg8 <I don't need any help, I just need to get back to work. You can talk with
Damiq if you'd like a job here but I honestly don't think we can afford another
mechanic.>
Msg9 <Look who it is... the famous \PC . If you're not too busy on your fantastic
adventures I have a business offer for you.>
Msg10 <Well, I'd like to expand the garage, start doing mecha customizations...
Unfortunately, I don't have the equipment we'd need. If you would invest some
money now then maybe in a few years there'll be a huge amount of profit.>
Msg11 <I see... and this without even hearing my idea. That's just great. Fine, I
don't need you... I can do this all on my own...>
Msg12 <Yes, I remember that very well... Though my counselor says I'll be learning
to live with the trauma soon. Now do you want to hear about my business idea or
not?>
Msg13 <I figure we'll need around five million for the basic equipment. After that
I just need to build a reputation as a designer, then soon we might even make a
profit.>
Msg14 <If you can, that would be great. I just know that I can make it as a mecha
designer, all I need is one chance to prove it!>
Msg15 <Wow, this is great! Thank you so much! I promise that when this shop starts
making profit, I'll pay you back with interest...>
Msg16 <In order to start my customization business, I'll need at least five
million credits for new equipment.>
Msg17 <That's fantastic news! I'll order the new equipment right away... Come back
here later and I'll show you what I can do!>
Msg18 <Welcome to Rishtan's custom mecha shop. Thank you again for helping this
dream to come true!>
Msg19 <I have a number of mecha for sale, some of which I've customized myself. I
also have some replacement parts in case you'd like to try your hand at mecha
engineering.>
Msg20 <Rishtan in \SCENE 66 wants to open a mecha customization shop, but needs
money to buy the equipment.>
Prompt1 <What is it that you do down here?>
Prompt2 <I just wanted to chat.>
Prompt3 <I need to get my mecha repaired.>
Prompt4 <Uh-huh. So do you know any rumors?>
Prompt5 <Why do you think it can't happen?>
Prompt6 <Maybe I could help you out.>
Prompt7 <Alright, what kind of offer?>
Prompt8 <I'm not interested.>
Prompt9 <I was in here bothering you before! Remember?>
CPrompt9 <ifChatNPCKnown Accept>
Prompt10 <How much money do you need?>
Prompt11 <Maybe I can find someone else to invest.>
Prompt12 <Okay. Tell me about it.>
Prompt13 <Sorry, it doesn't sound interesting.>
Prompt14 <I can do that. [Give $5M]>
CPrompt14 <ifG PC$ 4999999 Accept>
Prompt15 <I've found an investor for you.>
CPrompt15 <if= QuestStatus 25 -1 Accept>
Prompt16 <I'd like to see what you have.>
Prompt17 <Just stopped by to chat, thanks.>
requires <*GOODBYE Shy>
GoChat <NewChat SayAnything>
GoGoodbye <EndChat Say 1601>
msg1601 <Bye.>
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 2 3 5 4 5
0 -1 2 3
-1
minimap <......##...#2.....1......>
special <SHAREDPALETTE>
name <UZONE_2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 7 3 5 4 5
-1
name <ZONE_1>
MINIMAP <12......................3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 12 2 7 3 5 4 5
0 -1 2 2
-1
name <ZONE_2>
MINIMAP <.......1....23...........>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 7 2 2 3 5 4 5
-1
name <ZONE_3>
MINIMAP <12......................3>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 5 4 5
0 -1 2 1
-1
name <ZONE_4>
MINIMAP <12......................3>
SPECIAL < >
Z
-1
-1
-1
0 -5 197 0 0
Stats
0 7 10 924351
0 -12 3 2
0 -12 2 24
-1
Greeting <if= QuestStatus 24 2 else GoGreet if= NPCVar 198 1 1 else GoCheckQuest
NewChat Say 1 AddChat 1>
GoCheckQuest <if= QuestStatus 25 -1 else GoGreet ifNPCOK 198 else GoKillQuest
NewChat Say 2>
GoKillQuest <SetQuestStatus 24 -2 Goto GoGreet>
*GoGreet <*NiceToMeetYou GoOpenShop>
*GoOpenShop <*SHOP_GENERAL GoGoodbye>
*GoGoodbye <*GOODBYE>
Result1 <Goto .5_GoInit>
Msg1 <You did a really good thing for Rishtan, for both of us really. I just
wanted the chance to thank you.>
Msg2 <You found an investor? Then you better get downstairs and let Rishtan know
about it, before he blows a diode or something.>
Prompt1 <It was the least I could do.>
.5_GoInit <NewChat Say 501 RandomMecha .5_factions 16 SetQuestStatus 24 -1>
.5_factions <GENERAL PDASS>
Msg501 <Because you've been such a big help to my business, I'd like for you to
have this company mecha. It's got my logo printed on the sides.>
Msg501_1 <For helping me with my business, I got something for you. It's a new
mecha. I know that cavaliers always need new mecha... I hope you don't mind, but I
had my logo painted onto the side of it. That way it's a business expense.>
CMsg501_1 <ifNPCSociable Accept>
Msg501_2 <That deal went nicely. Here's a perk for your trouble, a new mecha with
my company logo on it.>
CMsg501_2 <ifNPCShy Accept>
Msg501_3 <Thanks. For helping my business, I bought you this new mecha. I know it
seems like an extravagant gift, but since I had my logo painted onto the side it's
actually advertising!>
CMsg501_3 <ifNPCEasygoing Accept>
Msg501_4 <You've been a great help to me, and now I'll be a great help to you! In
thanks for your help, I got you this new mecha. It's got my logo printed right on
the side, so everyone will know how stylish and cool you are.>
CMsg501_4 <ifNPCPassionate Accept>
Msg501_5 <That was great! Say, could you do me one more small favor? I bought this
new mecha for you, and it's got my logo on the side. Just drive it around the city
every once in a while.>
CMsg501_5 <ifNPCCheerful Accept>
Msg501_6 <Hey, I didn't think that was going to work out, but you really came
through. I got something to thank you... unfortunately the guy at the mecha store
thought I was buying this mecha for myself, and stuck the company logo on it.>
CMsg501_6 <ifNPCMelancholy Accept>
requires <*GOODBYE Sociable ~Pragmatic>
GoGreet <ifCHatNPCUnknown else GoOpenShop NewChat Say 1501 AddChat 1501 AddChat
1502>
result1501 <Goto GoOpenShop>
result1502 <NewChat AddEasygoing -d6 Say 1502 AddChat 1503 AddChat 1504>
result1503 <AddEasygoing d6 Reputation 3 d8 Goto GoOpenShop>
result1504 <AddSociable -d4 Goto GoOpenShop>
Msg1501 <My name is \ChatNPC . Who are you?>
Msg1501_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Huh, who are you?>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <I haven't seen you here before. What's your name?>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg1501_6 <ifNPCPassionate Accept>
Msg1502 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg1502_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg1502_1 <ifNPCLawful Accept>
Msg1502_2 <You don't want to answer? What, are you a narc or something?>
CMsg1502_2 <ifNPCCriminal Accept>
Msg1502_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg1502_3 <ifNPCEasygoing Accept>
Msg1502_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg1502_4 <ifNPCMelancholy Accept>
Msg1502_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg1502_5 <ifNPCSociable Accept>
Msg1502_6 <You've got secrets? I can respect that.>
CMsg1502_6 <ifNPCShy Accept>
Msg1502_7 <What's your problem? Do you have something to hide?>
CMsg1502_7 <ifNPCPassionate Accept>
Prompt1501 <I'm \PC .>
Prompt1501_1 <My name is \PC .>
Prompt1501_2 <They call me... \PC !>
CPrompt1501_2 <ifPCPassionate Accept>
Prompt1502 <What's it to you?>
Prompt1502_1 <None of your business.>
Prompt1503 <I'm sorry, my name is \PC .>
Prompt1503_1 <Sorry, I'm a bit defensive.>
Prompt1504 <I don't give my name to just anybody.>
Prompt1504_1 <My name isn't important.>
Prompt1504_2 <Look, just forget about it.>
GoOpenShop <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <EndChat Say 1602 shop .16_wares Goto GoGoodbye>
result1602 <Goto GoGoodbye>
.16_wares <WEAPON CLOTHING ARMOR FOOD TOOL COMMUNICATIONS>
KEYWORDS <WEAPON CLOTHING ARMOR FOOD TOOL COMMUNICATIONS>
Msg1601 <I've spoken to a lot of cavaliers, and no matter what their specialty
there's a couple of things that everyone needs. That's what I have in my store.>
Msg1602 <Here's my complete inventory. Take a nice long look through it all, and
ask me if you have any problems.>
Prompt1601 <I could use some new gear.>
Prompt1602 <I don't need anything right now.>
GoGoodbye <if= V1701 0 else .17_End ifG React 25 else .17_End V= 1701 1 NewChat
Say 1702 AddChat 1701 AddChat 1702 AddChat 1703>
.17_End <EndChat Say 1701>
result1701 <EndChat AddReact d3 Say 1703>
result1702 <EndChat Reputation 5 -d3 Reputation 4 d3 Say 1703>
result1703 <EndChat Reputation 3 -d8 Say 1704>
msg1701 <Good-bye.>
Msg1702 <One more thing before you go... Could I get your email address?>
Msg1703 <Thanks! I'll be sure to write sometime.>
Msg1704 <I understand... Well, I'll see you around.>
Prompt1701 <Sure. Here it is.>
Prompt1702 <Just don't sign me up for any spam lists, okay?>
Prompt1703 <I don't give that out to just anyone, you know.>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 15 3 5 4 5
0 -1 2 2
-1
minimap <.......2......1.....&---&>
special <SHAREDPALETTE>
name <UZONE_1>
Z
-1
-1
0 -5 202 0 0
Stats
0 0 2 16875
0 0 1 2
0 7 10 149446
0 -12 3 5
0 -12 2 26
-1
rumor4 <Iaold isn't above a bit of grave robbing.>
greeting <if= V1 1 else GoCheckFirst ifItemOK 15 else GoEndQuest NewChat Say 6
AddChat 4 AddChat 5>
GoEndQuest <V= 1 2 Goto GoChat>
GoCheckFirst <if= QuestStatus 26 4 else GoGreet Goto GoFirstTime>
*GoFirstTime <*LookingForItem 15 GoGiveInfo>
GoGiveInfo <V= 1 1 NewChat Say 1 AddChat 1 AddChat 2>
*GoGreet <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
result1 <NewChat Say 2 AddChat 3>
result2 <NewChat Say 3 AddChat 3>
result3 <NewChat Say 4 ItemQSubMemo 16 4 5 SetQEncActive 16>
result4 <NewChat Say 4>
result5 <NewChat V= 2 Reward 17 150 Say 7 AddChat 6 AddChat 7>
result6 <ifG React 25 else GoR6Fail NewChat Say 10 V= 1 2 DeleteItem 15 CashPrize
V2 AddLawful -1 PCFriend 202>
GoR6Fail <NewChat Say 8 V= 1 2 CashPrize V2 DeleteItem 15 AddLawful -1>
result7 <NewChat Say 9>
Msg1 <I was looking for the \ITEM 15 myself, once... only thing is, once I found
where it was, I realized it wouldn't be worth my time trying to get it.>
Msg2 <Sure, I guess I could do that, not like it's going to cost me anything...
the \item 15 was owned by one of the station founders, now it's part of a
reliquary in a mortuary satellite outside.>
Msg3 <The \item 15 's locked in a mortuary satellite near the station. It wouldn't
be worth my while to go after it because the crypt is loaded with defense robots
and worse. It's hard to spend money after you die.>
Msg4 <Here, let me give you the navigation coordinates. It's just outside the
station. If you manage to find the \item 15 , come back and tell me... I'd just
like to, you know, see it...>
Msg5 <The \ITEM 15 can be found in a mortuary satellite outside of \SCENE
rootsceneid .>
Msg6 <Oh, it's you again. What do you want this time?>
Msg7 <Now isn't that interesting... I'm still kind of interested in it, to be
honest. I'll offer you $ \VAL V2 for the \ITEM 15 . What do you say? You're not
going to get a better offer elsewhere.>
Msg8 <Very nice... here's your money.>
msg9 <You'll want to make up your mind quickly, then. I can't say how long I'll be
willing to wait.>
Msg10 <This is very nice... my brains and your brawn make a very effective
combination, don't they? We'll have to work together again sometime. Here's your
cash.>
Prompt1 <Could you tell me where it is?>
Prompt2 <Why wouldn't it be worth your time?>
Prompt3 <Tell me where to find this satellite.>
Prompt4 <Tell me about the mortuary satellite again.>
Prompt5 <I've got the \ITEM 15 right here.>
CPrompt5 <ifKeyItem 15 Accept>
Prompt6 <Sounds good. [Give Item]>
Prompt7 <I think I'll keep it for a while yet.>
requires <*MISC_CHATTER>
GoFirstTime <NewChat Say 1501 AddChat 1501>
Result1501 <Goto GoGiveInfo>
Msg1501 <Yes, may I help you?>
Prompt1501 <I'm looking for the \ITEM 15 .>
GoGreet <ifCHatNPCUnknown else GoChat NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <AddSociable d4 NewChat Say 1602 AddChat 1603 AddChat 1604>
result1602 <Goto GoChat>
result1603 <AddSociable d8 AddReact -d8 NewChat Say 1603 AddChat 1605>
result1604 <Goto GoChat>
result1605 <Goto GoChat>
Msg1601 <Hi.>
Msg1601_1 <Hey.>
Msg1602 <My name isn't important.>
Msg1602_1 <You don't need to know my name.>
Msg1602_2 <I don't tell my name to just anyone who asks.>
Msg1603 <If you absolutely must know, my name is \ChatNPC .>
Msg1603_1 <You can call me \ChatNPC . Happy now?>
Prompt1601 <I'm \PC . What's your name?>
Prompt1601_1 <My name is \PC . Who are you?>
Prompt1602 <Hi.>
Prompt1602_1 <Hey.>
Prompt1603 <Come on, tell me your name!>
Prompt1604 <I see...>
Prompt1604_1 <Alright...>
Prompt1605 <Thanks.>
GoChat <NewChat SayAnything>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 15 3 5 4 5
0 -1 2 2
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <....................&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <12345...............&---&STUFF>
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <...1................&---&>
Z
-1
-1
0 -5 255 0 0
Stats
0 7 10 923894
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE ~Shopkeeper Maqui>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <Fair winds.>
Z
-1
-1
0 -5 256 0 0
Stats
0 7 10 549
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_INTRO GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddSociable d3 Goto GoShop>
result102 <AddSociable -d3 Goto GoShop>
Msg101 <I don't think we've met before. I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC .>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <I am the ace pilot \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <Hi.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <ESSENTIAL>
KEYWORDS <WEAPON CLOTHING FOOD ELECTRONICS ESSENTIAL>
Msg201 <This shop has a good selection of essential adventuring equipment.>
Msg202 <Here's what I have in stock. My inventory changes all the time so you'll
want to check back often.>
Prompt201 <Let me see what you've got.>
Prompt202 <Sorry, I don't need anything right now.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 257 0 0
Stats
0 7 10 149517
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_MECHANIC GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Cheerful>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
Msg201 <I do service on all kinds of machine. If you've got damage to fix, just
bring it here.>
Msg202 <Let me fire up the torch and see what I can do.>
Prompt201 <I've got damage to fix.>
Prompt202 <I don't need any service right now.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <It was a real pleasure seeing you!>
msg302 <Good-bye.>
Z
-1
-1
0 -5 258 0 0
Stats
0 0 201 1
0 0 1 1
0 7 10 923428
-1
*greeting <*NiceToMeetYou GoMainMenu>
GoMainMenu <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3 AddChat 4>
*GoMission <*MENTOR_ExQuest 3 4>
result1 <V= 1 1 Goto GoMission>
result2 <Goto GoMission>
*result3 <*MENTOR_WhatDoFirst 1 2 4>
*result4 <*MENTOR_WhatEquipment 1 2 3>
Msg1 <I've been a mecha pilot for a long time. If you've got any questions about
being a cavalier, I'll do my best to answer.>
CMsg1_1 <ifNPCSociable Accept>
CMsg1_2 <ifNPCShy Accept>
CMsg1_3 <ifNPCEasygoing Accept>
CMsg1_4 <ifNPCPassionate Accept>
CMsg1_5 <ifNPCCheerful Accept>
CMsg1_6 <ifNPCMelancholy Accept>
Prompt1 <What's the most important part of being a pilot?>
CPrompt1 <if= V1 0 Accept>
Prompt2 <What do you think about my progress?>
CPrompt2 <if# V1 0 Accept>
Prompt3 <What should I do first?>
Prompt4 <What do I need?>
requires <*MENTOR_WhatEquipment>
greeting <ifCHatNPCUnknown else GoMainMenu NewChat Say 101 AddChat 101 AddChat
102>
result101 <Goto GoMainMenu>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoMainMenu>
result104 <AddSociable -d4 Goto GoMainMenu>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoMission <if= V201 0 else .2_GoCheck V= 201 1 NewChat Say 201 AddChat 201 AddChat
202>
.2_GoCheck <if= V201 1 else .2_GoComplete ifG PCRep 6 60 else .2_GoFail NewChat
Say 206 V= 201 2 randommecha .2_mek 75>
.2_mek <GENERAL>
.2_GoComplete <NewChat Say 202>
.2_GoFail <NewChat Say 203 AddChat 3 AddChat 4>
result201 <NewChat Say 204 AddChat 3 AddChat 4>
result202 <NewChat AddEasygoing -10 Say 205 AddChat 3 AddChat 4>
Msg201 <The most important part of being a cavalier is building your reputation.
You should always try to improve your renown, and maybe someday the entire solar
system will know the name of \PC !>
Msg202 <I don't think there's anything else I could tell you. You're doing great.>
Msg203 <You still need to work on your reputation.>
Msg203_1 <You've done a good job of building your reputation. Come back and see me
after you've done a little bit more.>
CMsg203_1 <ifG PCRep 6 45 Accept>
Msg203_2 <As I said before, the most important part of being a cavalier is
building your reputation. Until you've done that there's not much anyone can do
for you.>
CMsg203_2 <ifG 20 PCRep 6 Accept>
Msg203_3 <Frankly speaking, you reek of failure. I think you'd be better off
selling your mecha and opening a hot dog stand.>
CMsg203_3 <ifG 0 PCRep 6 Accept>
Msg204 <You'll get a good reputation through winning. The more success you have,
the better your reputation will become. Pick your fights carefully, though... Lose
too often, and you'll become "wangtta".>
Msg205 <A healthy attitude, but unfortunately one that's not going to help you get
ahead. With better reputation comes better contracts and more perks. On the other
hand, if you get a bad reputation you'll be "wangtta", and nobody wants that.>
Msg206 <You've made quite the name for yourself. I have no doubt that you're
destined for great things... Here, I'd like you to have my old mecha. I don't use
it anymore and I'm sure you could put it to good use.>
Prompt201 <How can I change my reputation?>
Prompt202 <I don't care what other people think about me.>
result3 <NewChat Say 301 AddChat 1 AddChat 2 AddChat 4>
Msg301 <Right now you should buy some equipment and try to find some job
contacts.>
CMsg301_1 <ifNPCSociable Accept>
CMsg301_2 <ifNPCShy Accept>
Msg301_3 <Well, that depends. What do you want to do? I suppose you're going to
have to go looking for missions sooner or later. Talk to the people around, see if
you can hear any rumors.>
CMsg301_3 <ifNPCEasygoing Accept>
CMsg301_4 <ifNPCPassionate Accept>
CMsg301_5 <ifNPCCheerful Accept>
CMsg301_6 <ifNPCMelancholy Accept>
result4 <NewChat Say 401 AddChat 1 AddChat 2 AddChat 3>
Msg401 <Your most important piece of equipment is your mecha. Beyond that, you'll
also want some armor and a personal communications device.>
Msg401_1 <The most important thing you can buy is a mobile phone. Make sure it's
got email and memo support, as well. This will be your most important tool for
finding and completing jobs.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <You'll need some armor, a personal weapon, and a communication system.
Make sure you have access to email and memos at least.>
CMsg401_2 <ifNPCShy Accept>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <I guess you have a mecha already? That's going to be your most important
piece of equipment... Take good care of it. You should also buy some weapons,
armor, and a mobile phone.>
CMsg401_4 <ifNPCPassionate Accept>
Msg401_5 <Where to start... There's all kind of gadgets you can buy but most of it
can safely be ignored for now. Get a communicator, definitely, and also some
armor. Also pick up a weapon if you think you'll be fighting outside of your
mecha.>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <It's a dangerous world, so your first investment should be in armor and
weapons. Even if you're not planning on looking for trouble there's no telling
when trouble will come looking for you. Also, a phone would be useful.>
CMsg401_6 <ifNPCMelancholy Accept>
Z
-1
-1
0 -5 260 0 0
Stats
0 0 201 1
0 7 10 925618
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER CSNSP>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat if= V201 1 else .2_GoSpecial if# d3 1 else .2_GoSpecial
SayAnything>
.2_GoSpecial <V= 201 1 Say 201>
Msg201 <All the best spaceships are built here.>
CMsg201_1 <ifNPCSociable Accept>
CMsg201_2 <ifNPCShy Accept>
CMsg201_3 <ifNPCEasygoing Accept>
Msg201_4 <People come here from all over to buy mecha and spaceships. As long as
there's violence somewhere, Cesena Spinner will prosper.>
CMsg201_4 <ifNPCPassionate Accept>
CMsg201_5 <ifNPCCheerful Accept>
Msg201_6 <War among the spinners would be disasterous to all involved. This fact
has kept the peace for a hundred years, but I wonder how long before we go the way
of Mars and Luna...>
CMsg201_6 <ifNPCMelancholy Accept>
Z
-1
-1
-1
-1
0 -3 67 3 0
Stats 1 -7 2 30 3 10
0 5 2 10
0 2 5 5
0 -1 1 50
0 -1 0 40
-1
name <Xianzai Spinner>
world <L5 Region>
desc <Xianzai spinner is a major trading hub between the L5 colonies, Earth, Luna,
and beyond.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown tradehub>
habitat <SPACE.URBAN>
personatype <city spinner>
entrance <*COLONY-1>
factions <FCOMS COMET HOELL PRIVA MUGLE L5LAW>
desig <XIASP>
context <SPACE>
Quest1 <*:LocalQuest>
Quest2 <*:BlackMarket>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Xianzai Spinner is a major trading port. People come here from all over the
solar system to buy and sell goods.>
Msg2 <You enter Xianzai Spinner.>
Z
0 15 10 0 3
Stats 1 3 4 68
0 19 1 12
-1
roguechar <S>
NAME <Commerce Tower>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 70
-1
ROGUECHAR <&>
NAME <Xianzai Market>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 71
0 19 1 10
-1
roguechar <H>
NAME <Crossroads Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 1 4 72
-1
ROGUECHAR <&>
NAME <Trade Authority>
requires <*BUILDING Short>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 73
0 19 1 11
-1
roguechar <G>
NAME <Atma Motors>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 74
-1
ROGUECHAR <&>
NAME <Administration Hall>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 75
0 19 1 9
-1
roguechar <P>
NAME <Xianzai Spaceport>
requires <*SPACEPORT>
Z
-1
-1
-1
0 -3 68 0 0
Stats 1 -1 2 30 3 25
0 7 16 6
-1
name <Commerce Tower>
type <building mall public>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Commerce Tower, L1.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content4 <Some 2 100 Sub *ARMOR_SHOP na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <To Second Floor>
minimap <#######1##...............>
Z
0 15 5 0 0
Stats 4 69
0 -8 2 1
-1
ROGUECHAR <!>
name <Commerce Tower, L2>
Z
-1
-1
-1
-1
0 -3 69 0 0
Stats 1 -29 2 30 3 24
0 7 16 5
-1
name <Commerce Tower, L2>
type <building mall public>
start <Print 1>
Msg1 <You enter the Commerce Tower, L2.>
Content3 <Some 2 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content7 <Some 1 100 Sub *SPECIAL_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......###..#1#...........>
Z
0 15 5 0 0
Stats 4 68
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -3 213 0 0
Stats 1 -24 2 35 3 35
0 -12 2 37
0 -12 1 44
0 21 2 1
0 7 101 15
0 7 16 2
-1
NAME <Teri Basement>
requires <*ExterminationBasement (Spinner|Asteroid)>
type <Private Basement>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
Start <Print 1 if= L2 0 if= QuestStatus 37 5 Print 3 L= 2 1 WMonster 2 44 200>
nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the vermin.>
Msg3 <The air here smells musty.>
HABITAT <SPACE.URBAN>
End <if= QuestStatus 37 5 else na if= L1 1 else na SetQuestStatus 37 -1 QMemo 36
11 Goto na>
Msg11 <You have completed Keki's task.>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Vermin Fungus>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 69
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
special <SHAREDPALETTE>
minimap <#...##.2.##...###+###...#>
Z
0 15 6 0 0
Stats 4 213
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 213>
use <if= SceneVar 213 11 1 else GoNotYet Print 1 Exit Destination>
GoNotYet <Print 11>
Msg11 <You don't want to go down there. It's dark and there are scary noises.>
Z
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_Lock 11 Goto GoCheckQuest>
GoCheckQuest <if= SceneVar 213 11 1 SetStat STAT_Lock 0>
Z
-1
-1
-1
-1
-1
0 -3 70 0 0
Stats 1 -1 2 10 3 10
0 7 16 4
-1
name <Xianzai Market>
type <building mall sleazy public>
entrance <*Building Short>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Xianzai Market.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content7 <Some 1 100 Sub *SPECIAL_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 71 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
-1
name <Crossroads Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter Crossroads Hospital.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 72 0 0
Stats 1 -1 2 20 3 17
0 7 16 1
0 5 2 9
-1
name <Trade Authority>
type <building public legit police>
entrance <*Building Short>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Xianzai Trade Authority.>
Content <Some 1 65 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_POLICE na>
Z
0 2 0 0 0
Stats 1 6 2 10 3 6 4 9 5 15 6 10 7 14 8 8
0 5 0 64
0 3 -1 50
0 3 -5 39
0 3 1 4
0 5 2 2
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Baalt Eye>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 8 3 8 4 11 5 16 6 13 7 15 8 7
0 5 0 65
0 3 -2 15
0 3 -7 -19
0 3 -4 -45
0 3 1 2
0 3 0 1
0 5 2 7
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Tina>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 11 3 8 4 10 5 13 6 11 7 15 8 8
0 5 0 66
0 3 -5 -37
0 3 -4 37
0 3 1 1
0 3 0 1
0 5 2 13
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Houn Jencyn>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 40 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2....1..............#---#>
Z
0 2 0 0 0
Stats 1 11 2 18 3 13 4 13 5 11 6 12 7 10 8 13
0 5 0 61
0 5 12 3
0 5 11 12
0 3 -6 121
0 3 -7 11
0 3 1 5
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 16
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Onibuck>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 10 3 16 4 16 5 14 6 16 7 15 8 15
0 5 0 62
0 3 -4 -48
0 3 -5 -39
0 3 1 -4
0 3 0 1
0 -8 2 2
0 5 2 10
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 11 8
0 1 19 10
0 1 28 10
0 1 39 5
-1
job_desig <POLIT>
job <Customs Official>
NAME <Ikiroi>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Office>
minimap <2....1..............##+##>
Z
0 2 0 0 0
Stats 1 14 2 13 3 15 4 15 5 13 6 14 7 15 8 13
0 -12 2 40
0 5 0 63
0 5 12 1
0 5 11 12
0 -8 2 1
0 3 1 10
0 5 2 9
0 -1 4 2
0 3 -6 100
0 3 -7 50
0 3 -4 -50
0 3 -3 -50
0 2 0 1
0 3 -2 60
0 3 -1 50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 15
0 1 13 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
name <Matthias>
SDL_PORTRAIT <por_m_serious(J--).png>
SDL_COLORS <30 30 90 150 112 89 35 45 22>
Quest <*:NPCQuest>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 1
0 -8 2 2
0 13 0 2
-1
name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
Z
-1
-1
-1
-1
0 -5 63 0 0
Stats
0 -12 3 2
0 -12 2 40
-1
rumor0 <Matthias is looking to hire some mecha pilots.>
Greeting <if= QuestStatus 40 3 else GREETING_1 NewChat Say 302 AddChat 301>
*GoQuestInProgress <*ENEMY_CHECK GoCheckSuccess ChatNPCFac GoMakeEnemy>
GoCheckSuccess <ifG ItemVar 23 3 V1 else GoWaiting NewChat Say 2 AddChat 1>
GoWaiting <NewChat Say 1>
GoCheckQuest <if= QuestStatus 40 0 else GoBasicChat Goto GoStartQuest>
*GoStartQuest <*ENEMY_CHECK GoFirstGreeting ChatNPCFac GoMakeEnemy>
*GoFirstGreeting <*NiceToMeetYou GoOfferMission>
GoOfferMission <NewChat Say 1 SetQuestStatus 40 2 ItemVar= 23 1 ComTime ItemVar=
23 2 d10 QMemo 40 4>
GoBasicChat <NewChat SayAnything>
GoMakeEnemy <PCEnemy 63 SetQuestStatus 40 -2>
Result1 <ifG ItemVar 23 2 23 else GoR1NoBranch Goto .3_GoInit>
GoR1NoBranch <NewChat Say 3 AddReact d5 CashPrize Reward ItemVar 23 2 100 V= 1
ItemVar 23 3 ItemVar= 23 1 ComTime ItemVar+ 23 1 d86400 ItemVar+ 23 1 d86400
ItemVar+ 23 2 d10 QMemo 40 4>
Msg1 <Recently our colony has been attacked by pirates. There's been a bounty set
for bringing them to justice.>
Msg1_1 <If you're planning to fly around outside the station, you should know that
there have been many pirate attacks recently. We're offering a bounty for anyone
who can get rid of them.>
CMsg1_1 <ifNPCSociable Accept>
Msg1_2 <There are too many pirates nearby. A bounty has been set on them.>
CMsg1_2 <ifNPCShy Accept>
Msg1_3 <It won't be long before our pirate problems are all solved. I've
authorized a bounty for anyone who can rid us of them.>
CMsg1_3 <ifNPCCheerful Accept>
Msg1_4 <It's terrible... our station is under constant attack by pirates. A bounty
has been set for bringing them to justice.>
CMsg1_4 <ifNPCMelancholy Accept>
Msg1_5 <Everyone should keep calm about the recent pirate attacks. I've set a
bounty against the pirate fleets, so it shouldn't be long before they're brought
to justice.>
CMsg1_5 <ifNPCEasygoing Accept>
Msg1_6 <The pirate attacks against our station must stop now. I'm offering a
reward for anyone who can defeat them.>
CMsg1_6 <ifNPCPassionate Accept>
Msg2 <I hear you defeated some pirates.>
Msg2_1 <I heard that you battled some pirates outside the station. Would you care
to confirm that?>
CMsg2_1 <ifNPCSociable Accept>
Msg2_2 <Did you find the pirates?>
CMsg2_2 <ifNPCShy Accept>
Msg2_3 <I've heard that someone found the pirates. Was it you?>
CMsg2_3 <ifNPCCheerful Accept>
Msg2_4 <A patrol found the wreckage from a pirate lance. Did you have anything to
do with that?>
CMsg2_4 <ifNPCMelancholy Accept>
Msg2_5 <Have you encountered any pirates?>
CMsg2_5 <ifNPCEasygoing Accept>
Msg2_6 <There's one less pirate lance out there today. Did you have anything to do
with that?>
CMsg2_6 <ifNPCPassionate Accept>
Msg3 <Good job. Here's a reward... Let me know if you encounter any more of them.>
Msg3_1 <You've done a great service for us. Come back and see me if you find any
more.>
Msg3_2 <I'm glad to hear it. Here's a reward... Let me know if you find any more
pirates.>
Msg4 <Matthias in \SCENE 72 told you that there's a reward for fighting pirates
outside of the colony.>
Prompt1 <Yes, and I defeated them...>
CPrompt1 <ifG ItemVar 23 3 V1 Accept>
Prompt1_1 <Yes. They're gone now.>
Prompt1_2 <Yes. I've dealt with them.>
GREETING_1 <if= QuestStatus 40 2 else GoCheckQuest Goto GoQuestInProgress>
.3_GoInit <NewChat Say 301 CashPrize Reward 27 100 SetQuestStatus 40 3 QMemo
40 303>
Result301 <Goto .5_GoInit>
Msg301 <Good job... very good. The pirates must have a base somewhere around here.
If we could destroy that, their attacks would be stopped for good.>
Msg302 <Our forces are still looking for the pirate base. Never fear, it will be
located and destroyed soon.>
Msg303 <Matthias thinks there is a pirate base somewhere near \SCENE RootSceneID
.>
Prompt301 <I've destroyed the pirate base myself.>
CPrompt301 <if= SceneVar 15 1 1 Accept>
*.5_GoInit <*MissionWasSuccess&Reward .5_GoFinish ChatNPCFac na>
.5_GoFinish <CashPrize Reward 31 250 SetQuestStatus 40 -1>
requires <*MissionWasSuccess &Reward>
GoQuestInProgress <ifFactionEnemy ChatNPCFac else GoCheckSuccess EndChat Say 1501
Goto GoMakeEnemy>
Msg1501 <You aren't welcome here. You should get out before I call the guards.>
GoStartQuest <ifFactionEnemy ChatNPCFac else GoFirstGreeting EndChat Say 1601
Goto GoMakeEnemy>
Msg1601 <You've got a lot of nerve showing up here at a time like this...>
Msg1601_1 <You shouldn't be here...>
Msg1601_2 <I have nothing to say to you...>
GoFirstGreeting <ifCHatNPCUnknown else GoOfferMission NewChat Say 1701 AddChat
1701 AddChat 1702>
result1701 <AddSociable d4 NewChat Say 1702 AddChat 1703 AddChat 1704>
result1702 <Goto GoOfferMission>
result1703 <AddSociable d8 AddReact -d8 NewChat Say 1703 AddChat 1705>
result1704 <Goto GoOfferMission>
result1705 <Goto GoOfferMission>
Msg1701 <Hi.>
Msg1701_1 <Hey.>
Msg1702 <My name isn't important.>
Msg1702_1 <You don't need to know my name.>
Msg1702_2 <I don't tell my name to just anyone who asks.>
Msg1703 <If you absolutely must know, my name is \ChatNPC .>
Msg1703_1 <You can call me \ChatNPC . Happy now?>
Prompt1701 <I'm \PC . What's your name?>
Prompt1701_1 <My name is \PC . Who are you?>
Prompt1702 <Hi.>
Prompt1702_1 <Hey.>
Prompt1703 <Come on, tell me your name!>
Prompt1704 <I see...>
Prompt1704_1 <Alright...>
Prompt1705 <Thanks.>
.5_GoInit <NewChat Say 1801 Goto .5_GoFinish>
Msg1801 <The mission was a success. Here's your reward.>
Msg1801_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You did it. Here's your pay.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1801_7 <ifG 5 React Accept>
Msg1801_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1801_10 <ifFactionExists ChatNPCFac Accept>
Msg1801_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1801_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1801_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1801_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1801_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1801_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1801_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1801_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1801_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1801_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1801_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1801_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1801_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1801_20 <ifFactionExists na Accept>
Msg1801_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1801_21 <ifNPCSociable ifFactionExists na Accept>
Msg1801_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1801_22 <ifNPCShy ifFactionExists na Accept>
Msg1801_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1801_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1801_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1801_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1801_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1801_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1801_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1801_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 73 0 0
Stats 1 -1 2 15 3 15
0 7 16 2
0 21 2 3
-1
name <Atma Motors>
type <building garage public>
entrance <*Garage>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Atma Motors.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content3 <Fill Sub *GARAGE_X>
end <if= QuestStatus 36 3 else na ifNPCDead 205 else na SetQuestStatus 36 -2
SetQuestStatus 36 -2 Goto na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 40 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 212 0 0
Stats 1 -24 2 35 3 35
0 -12 2 36
0 -12 1 41
0 21 2 1
0 7 101 15
0 7 16 2
-1
NAME <Exyanger Basement>
requires <*ExterminationBasement>
type <Private Basement>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
Start <Print 1 if= L2 0 if= QuestStatus 36 3 L= 2 1 WMonster 2 41 200>
nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the vermin.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 5 14
-1
Z
-1
0 15 3 0 0
Stats 4 73
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -5 205 0 0
Stats
0 -12 3 3
0 -12 2 36
-1
rumor3 <Keki needs a monster-slayer like you to clear out some vermin.>
Greeting <if= QuestStatus 37 5 else GREETING_2 NewChat Say 501>
GoCheckQuest <if= V1 1 else GoQuestIntro NewChat Say 6 AddChat 6 AddChat 7>
*GoQuestIntro <*DoYouWantAJob&Chara GoQuestDetails>
GoQuestDetails <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
*GoGreet <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
result1 <NewChat Say 2 QMemo 36 3 SceneVar= 212 11 1 UpdateProps V= 1 1>
result2 <NewChat Say 4 AddCheerful -d8 SetQuestStatus 36 -2 AddReact -d10>
result3 <NewChat Say 5 AddChat 4 AddChat 5 AddCheerful d8>
result4 <Goto result2>
result5 <Goto result1>
result6 <Goto GoShop>
result7 <NewChat Say 7>
result8 <Goto .4_GoInit>
Msg1 <I've got some rats in the storeroom beneath my shop. Since you're the one
who defeated AIGAION, I figure this should be easy for you.>
Msg2 <Great! You can find the way down in the back room over there. Come see me
when you're finished and I'll give you a reward then.>
Msg3 <Keki at \SCENE 73 asked you to exterminate the rats from \PPR 205
storeroom.>
Msg4 <So, after fighting AIGAION you think you're too good for a regular job like
this, eh? Fine, be like that.>
Msg5 <Not at all. Unlike slaughtering legendary monsters on your own, this job
actually pays money. How about it?>
Msg6 <The rats are still down there. Please hurry; I'm counting on you.>
Msg7 <I hope you finish before the rats drive away all my customers.>
msg8 <Finally, the rats are gone. I'd like to thank you for your help.>
Prompt1 <Alright, I'll help you.>
Prompt2 <Find someone else to clean your basement.>
Prompt3 <Isn't pest control a big step down for me?>
Prompt4 <Sorry, I don't want to.>
Prompt5 <Okay, I'll do it.>
Prompt6 <I need to get my stuff repaired.>
Prompt7 <I'm working on it.>
Prompt8 <[Continue]>
GREETING_1 <if= QuestStatus 36 3 else GoGreet if= SceneVar 212 1 1 else
GoCheckQuest EndChat Say 8 AddChat 8>
.4_GoCheckLoss <if= QuestStatus 37 -2 else GoChooseMission SetQuestStatus 36 -2
Goto .4_GoEndInLoss>
*.4_GoEndInLoss <*MissionWasFailure na na na>
.4_GoInit <IFCHATNPCARCHENEMY else .4_GoOfferNew Goto .4_GoJustEnd>
.4_GoOfferNew <CashPrize Reward 44 250 SetQuestStatus 36 4 Goto
.4_GoChooseMission>
*.4_GoJustEnd <*MissionWasSuccess&Reward .4_GoTrivial ChatNPCFac na>
.4_GoTrivial <CashPrize Reward 44 250 SetQuestStatus 36 -1>
.4_GoChooseMission <NewChat Say 402 AddChat 402 AddChat 403>
.4_GoEnd <AddRenown -1 SetQuestStatus 36 -1>
result401 <Goto .6_GoInit>
result402 <QMemo 36 0 Goto .5_GoInit>
*result403 <*RejectMission .4_GoEnd>
Msg401 <You did a good job on that mission, \PC .>
Msg402 <You've been a great help, \PC . How would you like to do another mission
for me?>
Prompt401 <[Continue]>
Prompt402 <I'd like that, yes.>
Prompt403 <Sorry, this is where I call it quits.>
GREETING_2 <if= QuestStatus 36 4 else GREETING_1 if= QuestStatus 37 -1 else
.4_GoCheckLoss EndChat Say 401 AddChat 401>
.5_GoInit <SetQuestStatus 37 5 NewChat Say 502 QMemo 37 503 SceneVar= 213 11 1
UpdateProps>
Msg501 <The warehouse at \SCENE 69 is still infested. I can't reopen my shop until
it's been cleaned out.>
Msg502 <My warehouse in \SCENE 69 has been infested with rats... or something. I'd
like for you to go down there and clean it out.>
Msg503 <Keki asked you to clean out \PPR 205 warehouse in \SCENE 69 .>
*.6_GoInit <*MissionWasSuccess&Reward .6_GoFinish ChatNPCFac na>
.6_GoFinish <CashPrize Reward 47 250 SetQuestStatus 36 -1>
requires <*MissionWasSuccess>
GoQuestIntro <NewChat Say 1501 AddChat 1501>
Result1501 <Goto GoQuestDetails>
Msg1501 <Hey there. Are you looking for work? If so, I have a mission you could be
interested in...>
Msg1501_1 <I've heard tell that you're between jobs at the moment. If you're
interested, I have a mission available and I need a cavalier to run it.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Do you want a job? I may have something available...>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hey, \PC . Are you busy right now? If not, I've got a mission that
might interest you.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <I need to find somebody right away for an urgent mission. You
interested?>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <This is your lucky day. I need a cavalier to help with a special
project. Are you interested in taking part?>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <Out of work? Maybe I can help... I need a cavalier for an upcoming
mission.>
CMsg1501_6 <ifNPCMelancholy Accept>
Prompt1501 <Give me the details.>
Prompt1501_1 <Tell me about it.>
Prompt1501_2 <I'd like to hear more.>
GoGreet <ifCHatNPCUnknown else GoShop NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <AddReact d3 Goto GoShop>
result1602 <AddCheerful -d6 Goto GoShop>
Msg1601 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg1601_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg1601_1 <ifNPCPassionate Accept>
Msg1601_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg1601_2 <ifNPCEasygoing Accept>
Msg1601_3 <I'm \ChatNPC . Nice to meet you.>
CMsg1601_3 <ifNPCShy Accept>
Prompt1601 <Nice to meet you too.>
Prompt1601_1 <Glad to meet you.>
Prompt1602 <That remains to be seen.>
Prompt1602_1 <What's so nice about it?>
GoShop <NewChat Say 1701 AddChat 1701 AddChat 1702>
result1701 <EndChat Say 1702 shop .17_wares Goto GoBye>
result1702 <Goto GoBye>
.17_wares <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
KEYWORDS <MISSILE AMMO GRENADE TOOL CLOTHING FOOD MEDICINE ELECTRONICS>
Msg1701 <I have a fine selection of adventuring equipment.>
Msg1702 <You should be able to find anything you need. If not, we can get it in
stock later.>
Prompt1701 <Let me see what you've got.>
Prompt1702 <Maybe some other time.>
GoBye <EndChat ifG React 0 else .18_GoFail Say 1801>
.18_GoFail <Say 1802>
msg1801 <It was a real pleasure seeing you!>
msg1802 <Good-bye.>
.4_GoEndInLoss <NewChat Say 1901 Goto na>
Msg1901 <The mission was a failure.>
Msg1901_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <You failed.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1901_6 <ifNPCMelancholy Accept>
Msg1901_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1901_10 <ifFactionExists na Accept>
Msg1901_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1901_11 <ifNPCSociable ifFactionExists na Accept>
Msg1901_12 <You've failed \FACTION na ...>
CMsg1901_12 <ifNPCShy ifFactionExists na Accept>
Msg1901_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1901_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1901_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1901_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1901_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1901_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1901_20 <ifFactionExists na Accept>
Msg1901_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1901_21 <ifNPCSociable ifFactionExists na Accept>
Msg1901_22 <You were beaten by \FACTION na .>
CMsg1901_22 <ifNPCShy ifFactionExists na Accept>
Msg1901_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1901_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1901_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1901_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1901_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoJustEnd <NewChat Say 2001 Goto .4_GoTrivial>
Msg2001 <The mission was a success. Here's your reward.>
Msg2001_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <You did it. Here's your pay.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2001_6 <ifNPCMelancholy Accept>
Msg2001_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2001_7 <ifG 5 React Accept>
Msg2001_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2001_10 <ifFactionExists ChatNPCFac Accept>
Msg2001_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2001_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2001_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2001_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2001_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2001_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2001_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2001_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2001_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2001_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2001_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2001_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2001_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2001_20 <ifFactionExists na Accept>
Msg2001_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2001_21 <ifNPCSociable ifFactionExists na Accept>
Msg2001_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2001_22 <ifNPCShy ifFactionExists na Accept>
Msg2001_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2001_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2001_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2001_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2001_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2001_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2001_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2001_26 <ifNPCMelancholy ifFactionExists na Accept>
result403 <NewChat Say 2101 Goto .4_GoEnd>
Msg2101 <That's too bad. I'll have to find someone else, then.>
Msg2101_1 <Maybe we can work together some other time.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <I see. Well, I should get back to work.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg2101_3 <ifNPCCheerful Accept>
Msg2101_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg2101_4 <ifNPCMelancholy Accept>
Msg2101_5 <Don't worry about it. I'll find someone else for the job.>
CMsg2101_5 <ifNPCEasygoing Accept>
Msg2101_6 <So that's how it is... Don't think I won't remember this.>
CMsg2101_6 <ifNPCPassionate Accept>
.6_GoInit <NewChat Say 2201 Goto .6_GoFinish>
Msg2201 <The mission was a complete success. Good job.>
Msg2201_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <The mission was a success.>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <That went well. Your mission was a complete success.>
CMsg2201_3 <ifNPCEasygoing Accept>
Msg2201_4 <You did it! Congratulations on a job well done.>
CMsg2201_4 <ifNPCPassionate Accept>
Msg2201_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg2201_5 <ifNPCCheerful Accept>
Msg2201_6 <I can't believe you really did it. The mission was a success.>
CMsg2201_6 <ifNPCMelancholy Accept>
Msg2201_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg2201_10 <ifFactionExists ChatNPCFac Accept>
Msg2201_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg2201_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2201_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg2201_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2201_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg2201_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2201_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg2201_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2201_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg2201_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2201_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg2201_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2201_20 <You have defeated \FACTION na . The mission was a success.>
CMsg2201_20 <ifFactionExists na Accept>
Msg2201_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg2201_21 <ifNPCSociable ifFactionExists na Accept>
Msg2201_22 <You defeated \FACTION na . Congratulations.>
CMsg2201_22 <ifNPCShy ifFactionExists na Accept>
Msg2201_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg2201_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2201_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg2201_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2201_25 <Congratulations on beating \FACTION na , \PC .>
CMsg2201_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2201_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg2201_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <2#...+#.......1.....&---&>
special <SHAREDPALETTE>
Z
0 15 6 0 0
Stats 4 212
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 212>
use <if= SceneVar 212 11 1 else GoNotYet Print 1 Exit Destination>
GoNotYet <Print 11>
Msg11 <You don't want to go down there. It smells really bad.>
Z
-1
-1
0 2 0 0 0
Stats 1 11 2 12 3 5 4 7 5 12 6 11 7 10 8 7
0 -1 4 2
0 -12 3 3
0 -12 2 36
0 -8 2 1
0 5 0 205
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 3 0 1
0 3 1 2
0 3 -5 23
0 3 -6 10
0 3 -2 12
0 3 -3 27
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Keki>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_Lock 10>
GoCheckQuest <if= SceneVar 212 11 1 SetStat STAT_Lock 0>
Z
-1
-1
-1
0 -3 218 0 0
Stats 1 -1 2 15 3 15
0 -12 2 38
0 -12 4 1
0 -12 1 32
0 2 5 15
0 7 16 3
-1
NAME <Ikipir's Black Market>
requires <*BlackMarket>
type <building Sleazy Dangerous BlackMarket>
special <ADDEXIT UNREGULATED>
Content1 <Some 1 100 Sub *BLACKMARKET_SHOP na>
Content2 <Some 1 100 Sub *WEAPON_SHOP na>
Content3 <Fill Sub *BLACKMARKET_X na>
start <if= QuestStatus 39 0 else START_1 SetQuestStatus 39 -1 Goto START_1>
Msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
START_1 <Print 1>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -5 206 0 0
Stats
0 -12 3 3
0 -12 2 39
-1
rumor0 <Norni has some illegal business going on in the back room of the garage.>
Greeting <if= QuestStatus 39 0 else GoGreet V= 1 -PCLaw V+ 1 React ifG V1 32 else
GoGreet NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
*GoGreet <*NiceToMeetYou GoOpenStore>
*GoOpenStore <*SERVICE_MECHANIC GoBye>
*GoBye <*GoodBye>
GoOpenMarket <NPCVar= 206 1 1 SetQuestStatus 39 -1 UpdateProps>
result1 <NewChat Say 2 AddLawful 1 SetQuestStatus 39 -1>
result2 <NewChat Say 3 Goto GoOpenMarket>
result3 <Goto GoOpenStore>
Msg1 <I like you, so I'm gonna let you in on a secret. There's a black market
operating nearby. If you want, I can let you know where it is.>
Msg2 <I suppose you're too good to be breaking the law? Only idiots pay retail
price...>
Msg3 <Just go through the back door here and down the stairs. Tell them Norni sent
you.>
Prompt1 <Sorry, I'm not interested.>
Prompt2 <Tell me more.>
Prompt3 <Right now I just need repairs.>
requires <*GOODBYE>
GoGreet <Goto GoOpenStore>
GoOpenStore <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <EndChat Say 1602 shop .16_wares Goto GoBye>
result1602 <Goto GoBye>
Msg1601 <I do service on all kinds of machine. If you've got damage to fix, just
bring it here.>
Msg1602 <Let me fire up the torch and see what I can do.>
Prompt1601 <I've got damage to fix.>
Prompt1602 <I don't need any service right now.>
GoBye <EndChat Say 1701>
msg1701 <Good-bye.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
special <SHAREDPALETTE>
minimap <2#...+#.......1.....&---&>
Z
0 15 6 0 0
Stats 4 218
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <Entrance 218>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_MetaVisibility 9>
GoCheckQuest <if# NPCVar 206 1 0 SetStat STAT_MetaVisibility 0>
Z
-1
-1
0 2 0 0 0
Stats 1 10 2 11 3 8 4 10 5 12 6 12 7 9 8 6
0 -1 4 2
0 -12 3 3
0 -12 2 39
0 -8 2 1
0 5 0 206
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 3 -2 -85
0 3 0 1
0 3 1 2
0 3 -5 -16
0 3 -7 29
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Norni>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_Lock 9>
GoCheckQuest <if# NPCVar 206 1 0 SetStat STAT_Lock 0>
Z
-1
-1
-1
-1
0 -3 74 0 0
Stats 1 -29 2 30 3 21
0 7 16 2
0 21 2 2
0 5 2 10
-1
name <Administration Hall>
type <building government public>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Administration Hall.>
Content1 <Some 2 90 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2....1..............#...#>
Z
0 2 0 0 0
Stats 1 12 2 16 3 15 4 15 5 11 6 13 7 11 8 13
0 5 0 67
0 5 12 3
0 5 11 5
0 3 -6 103
0 3 -4 32
0 3 1 13
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 75
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 15
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Maijin>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2....1..............#...#>
Z
0 2 0 0 0
Stats 1 15 2 9 3 16 4 10 5 11 6 12 7 9 8 12
0 5 0 68
0 5 12 3
0 5 11 1
0 3 -6 116
0 3 -7 16
0 3 -4 14
0 3 -3 -42
0 3 1 4
0 3 0 1
0 -8 2 1
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 16
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 18 15
0 1 26 15
0 1 33 15
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Kobahar>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 10 3 15 4 16 5 10 6 13 7 7 8 18
0 5 0 69
0 5 12 2
0 5 11 1
0 3 -6 111
0 3 -7 21
0 3 -4 47
0 3 1 8
0 -8 2 2
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 15
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Desvisle>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 14 2 10 3 10 4 13 5 14 6 16 7 12 8 16
0 5 0 70
0 3 -5 -20
0 3 -4 26
0 3 1 7
0 -8 2 1
0 5 2 10
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
JOB <POLITICIAN>
NAME <Jaaftke>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 17 3 14 4 12 5 8 6 11 7 8 8 9
0 5 0 71
0 5 12 1
0 5 11 5
0 3 -6 74
0 3 -5 34
0 3 1 5
0 -8 2 2
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 13
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 12 12
0 1 26 12
0 1 33 12
-1
job_desig <MILIT>
job <Bodyguard>
NAME <Qusuk>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 75 0 0
Stats 1 -29 2 24 3 21
0 7 16 5
-1
name <Xianzai Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Xianzai Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 55 Sub *SHOP_RANDOM na>
Content4 <Some 1 25 Sub *GOV_POLICE na>
Content5 <Some 1 100 Sub *MECHANIC_SHOP na>
Content6 <Fill Sub *SPACEPORT_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 7 60 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 76
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Xianzai Station Exterior>
Z
-1
-1
-1
0 -3 76 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Xianzai Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 75
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Xianzai Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 210 8 2
0 -12 3 2
0 -12 2 35
0 7 0 22
-1
ROGUECHAR <*>
name <Space Wreckage>
desig <Entrance 210>
Special <NoMSID>
update < >
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 2
0 -12 2 40
0 7 0 23
-1
ROGUECHAR <*>
name <Pirates>
Special <NoMSID>
update <if# V1 0 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 0 SavePos Dynamic 2 V2 100 .nu1 .nu2 ComposeD Msg1 .Msg1
DynaFaction 8>
.nu1 <if= T1 0 Return if= L1 0 L= 1 1 AddRenown -5 ItemVar= 23 1 ComTime
ItemVar+ 23 1 d86400 ItemVar+ 23 1 43200>
.nu2 <if= T2 0 if= L1 0 L= 1 1 XPV 100 AddRenown 1 ItemVar+ 23 3 1
QMemo 40 1>
Msg-1 <You attack the pirates!>
Msg-2 <You are attacked by pirates!>
.Msg1 <You defeated some pirates, and should return to Matthias in \SCENE 72 for a
reward.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 219 8 2
0 -12 3 4
0 -12 2 40
0 7 0 24
-1
ROGUECHAR <*>
name <Space Anomoly 219>
desig <entrance 219>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 40 3 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
rumor3 <the defense sensors have detected something floating nearby.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 210 0 0
Stats 1 -24 2 49 3 49
0 -12 7 215
0 -12 2 35
0 -12 4 5
0 -12 1 41
0 22 2 1
0 7 101 35
0 7 102 20
0 21 2 3
0 7 16 5
-1
name <the Toonisuk Wreck, L1
requires <*Dungeon .TreasureWreck>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 2 50 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
content4 <Some 1 35 Sub *TREASUREROOM_WRECK>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the Toonisuk Wreck>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 31
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 76
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 214 0 0
Stats 1 -24 2 49 3 49
0 7 6 1
0 7 16 5
0 21 2 3
0 7 102 20
0 7 101 35
0 22 2 1
0 -12 1 41
0 -12 4 5
0 -12 2 35
-1
name <the Toonisuk Wreck, L2
requires <*Dungeon .TreasureWreck>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 2 50 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
content4 <Some 1 35 Sub *TREASUREROOM_WRECK>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the Toonisuk Wreck>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 32
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 210
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 215 0 0
Stats 1 -24 2 49 3 49
0 -12 2 35
0 -12 4 5
0 -12 1 41
0 22 2 1
0 7 101 35
0 7 102 20
0 21 2 3
0 7 16 5
0 7 6 2
-1
name <the Toonisuk Wreck, L3
requires <*Dungeon .TreasureWreck>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 2 50 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
content4 <Some 1 35 Sub *TREASUREROOM_WRECK>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the Toonisuk Wreck>
ENTRANCE <*GoDown>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
end <if= SceneVar 211 2 0 SceneVar= 211 2 SceneID>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 34
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 214
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 211 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 35
0 -12 1 41
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <AIGAION Region>
requires <*BLANK .Space .Mecha>
type <Space>
special <ShowAll>
terrain <SPACE>
HABITAT <SPACE.URBAN>
name_1 <AIGAION>
Start <if= L1 0 else GoBeenBefore L= 1 1 Alert 1 ItemLevel 21 41 SetQuestStatus 35
2>
GoBeenBefore <Print 2>
nu1 <if= T1 0 exit 76 SeekGate L2 L+ 4 1>
nu2 <if= T2 0 if= L3 0 L= 3 1 Alert 3 History 4 XPV 100 SetQuestStatus 35 3 ifG d4
L4 Alert 5 RandomMecha .fac 41>
.fac <RISHI FCOMS MAQUI BOHEM SOLAR AEGIS CRIHN GENERAL>
Msg1 <As you lift off from the surface of the asteroid, you are confronted by an
enormous robot.>
Msg2 <You enter Aigaion's lair.>
Msg3 <Aigaion appears to be defeated... though with this sort of robot it's
impossible to be sure.>
Msg4 <You defeated the space monster Aigaion.>
Msg5 <You find some useful salvage in Aigaion's lair.>
Z
0 2 0 0 2
Stats 1 11 2 36 3 13 4 17 5 15 6 16 7 21 8 3
0 -1 4 2
0 -12 3 2
0 -12 2 35
0 7 0 21
0 18 5 1
0 1 6 1
0 1 7 1
0 1 8 1
0 1 9 1
0 1 10 1
0 1 12 1
0 1 13 1
0 1 17 1
0 1 31 1
0 1 33 1
0 1 36 1
-1
Name <AIGAION>
rumor0 <there's a space monster living in the wreckage outside the station.>
job <ANIMAL>
roguechar <A>
sdl_sprite <ara_esher.png>
sdl_colors <201 205 229 157 172 183 208 34 51>
ELEMENT <I Prefab>
Z
-1
0 1 1 10 2
Stats 1 5
-1
Z
-1
0 8 3 5 2
Stats
-1
Z
-1
-1
0 6 7 5 2
Stats
-1
Z
-1
-1
-1
0 1 7 10 2
Stats 1 4
-1
Z
-1
0 4 3 16 2
Stats 1 5 3 1
-1
name <Plasma Beam>
type <SCATTER>
Z
-1
-1
0 6 7 5 2
Stats
-1
Z
-1
-1
-1
0 1 3 10 2
Stats 1 5
-1
Z
-1
0 7 0 1 2
Stats
-1
Z
0 4 3 6 2
Stats 1 8 2 1
-1
name <Heavy Particle Cannon>
desig <PAR-6>
type <OVERLOAD ANTIAIR>
Z
-1
-1
-1
-1
0 6 7 5 2
Stats
-1
Z
-1
-1
-1
0 1 3 10 2
Stats 1 5
-1
Z
-1
0 7 0 1 2
Stats
-1
Z
0 4 2 12 2
Stats 1 7 3 1
-1
name <Gauss Rifle>
desig <GR-12>
caliber <70mm ferrous>
Z
-1
0 5 2 12 2
Stats 7 16
-1
caliber <70mm ferrous>
Z
-1
-1
-1
-1
-1
0 6 7 5 2
Stats
-1
Z
-1
-1
-1
0 1 3 10 2
Stats 1 5
-1
Z
-1
0 7 0 1 2
Stats
-1
Z
0 4 2 4 2
Stats 1 6 4 3
-1
name <Machine Cannon>
desig <MAC-4>
caliber <20mm caseless>
Z
-1
0 5 2 4 2
Stats 7 60
-1
caliber <20mm caseless>
Z
-1
-1
-1
-1
-1
0 6 7 5 2
Stats
-1
Z
-1
-1
-1
0 1 3 10 2
Stats 1 5
-1
Z
-1
0 7 0 1 2
Stats
-1
Z
0 4 0 18 2
Stats
0 2 1 -6
-1
name <Wrecking Ball>
type <FLAIL EXTEND BRUTAL>
Z
-1
-1
-1
-1
0 6 7 5 2
Stats
-1
Z
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 7
0 -6 1 7
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -6 0 23
0 -6 1 23
-1
name <Monsters>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..###..#2#......>
Z
0 15 5 0 0
Stats 4 211
0 -8 2 2
-1
ROGUECHAR <!>
name <Airlock>
desig <ENTRANCE 211>
use <if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This airlock leads back to the surface of the asteroid. Do you want to
leave?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 215
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -3 216 0 0
Stats 1 -24 2 49 3 49
0 7 7 1
0 7 6 1
0 7 16 5
0 21 2 3
0 7 102 20
0 7 101 35
0 22 2 1
0 -12 1 41
0 -12 4 5
0 -12 2 35
-1
name <the Toonisuk Wreck, L2a
requires <*Dungeon .TreasureWreck>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 2 50 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
content4 <Some 1 35 Sub *TREASUREROOM_WRECK>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the Toonisuk Wreck>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 34
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 210
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 217 0 0
Stats 1 -24 2 49 3 49
0 -12 2 35
0 -12 4 5
0 -12 1 41
0 22 2 1
0 7 101 35
0 7 102 20
0 21 2 3
0 7 16 5
0 7 6 2
0 7 7 1
-1
name <the Toonisuk Wreck, L3a
requires <*Dungeon .TreasureWreck>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 2 50 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
content4 <Some 1 35 Sub *TREASUREROOM_WRECK>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the Toonisuk Wreck>
ENTRANCE <*GoDown>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 37
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 216
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 217
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 214
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 216
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -3 219 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 40
0 -12 4 1
0 -12 1 27
0 5 2 15
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <the Red Mask Raiders Base>
requires <*DestroyBase "SPINNER">
type <Space>
special <ShowAll>
terrain <SPACE>
Start <if# 15 0 if= PCFac 15 Print 2>
Nu3 <if= T3 0 if= V1 0 Print 1 XPV 100 V= 1 1 PCFEnemy 15>
Msg1 <The base has been destroyed!>
Msg2 <As a member of \FACTION 15 , you are not confronted by the guards.>
HABITAT <SPACE.URBAN>
name_1 <the Red Mask Raiders>
Z
0 13 0 15 0
Stats
0 -1 4 3
-1
name <Space Station>
desig <MICROSTATION>
roguechar <&>
SDL_SPRITE <prop_colony.png>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -1 3 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Enemies>
Deploy <if= L1 0 if# PCFac 0 else GoRealDeploy if= PCFac 15 else GoRealDeploy>
GoRealDeploy <SetSelfFaction 15 WMecha 2 27 200>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 -1
-1
name <Scenery>
Z
-1
-1
-1
-1
-1
-1
0 -3 77 3 0
Stats 1 -6 2 25 3 10
0 5 2 10
0 21 2 3
0 2 5 -5
0 -1 1 3
0 -1 0 35
-1
name <Gaos Spinner>
world <L5 Region>
desc <Gaos Spinner is a popular holiday destination in the L5 region.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <town spinner target outdoors urban destination hometown resort poor safe>
habitat <SPACE.URBAN>
personatype <city spinner>
entrance <*COLONY-1>
factions <FCOMS PDASS PRIVA L5LAW>
desig <GAOSP>
context <SPACE>
Quest1 <*:LocalQuest>
Quest2 <*:MECHA_ARENA_BASE>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Gaos Spinner is a popular holiday destination in the L5 region. The lower
level is used for housing and administration, while the upper level contains many
beaches and parks.>
Msg2 <You enter the Gaos Spinner lower level.>
Z
0 15 10 0 3
Stats 1 3 4 78
0 19 1 9
-1
roguechar <P>
NAME <Gaos Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 85
0 19 1 12
-1
roguechar <S>
NAME <Vitae Mart>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 86
0 19 1 10
-1
roguechar <H>
NAME <Three Blessings Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 87
-1
ROGUECHAR <&>
NAME <Gaos City Hall>
requires <*BUILDING>
Z
-1
-1
-1
0 -3 78 0 0
Stats 1 -29 2 24 3 21
0 7 16 4
-1
name <Gaos Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <if= QuestStatus 41 2 else START_1 ifNPCDead 207 else START_1 SetQuestStatus
41 -2 DeleteNPC 208 Goto START_1>
Msg1 <You enter Gaos Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 90 Sub *RESTAURANT na>
Content4 <Some 1 25 Sub *GOV_POLICE na>
Content5 <Some 1 100 Sub *MECHANIC_SHOP na>
Content7 <Fill Sub *SPACEPORT_X>
START_1 <Print 1>
Z
0 2 0 0 0
Stats 1 14 2 9 3 14 4 14 5 17 6 12 7 9 8 9
0 -1 4 2
0 -12 3 2
0 -12 2 41
0 5 0 207
0 3 -4 50
0 5 12 9
0 1 1 10
0 5 11 1
0 3 -6 47
0 3 -1 24
0 3 -5 40
0 3 0 1
0 3 3 1
0 1 15 9
0 1 4 9
0 1 8 9
0 1 3 9
0 1 7 9
0 1 2 9
0 1 6 9
0 1 19 9
0 1 5 9
0 4 2 50000
0 1 26 9
0 1 18 9
0 1 10 9
0 1 9 9
0 3 1 -3
0 2 0 1
-1
HOMETOWN <Gaos Spinner>
HOMETOWN_FACTIONS <FCOMS PDASS PRIVA L5LAW>
HOMETOWN_GOVERNMENT <FCOMS>
HOMETOWN_CONTEXT <town spinner target outdoors urban destination hometown resort
poor safe GAOSP FCOMS>
JOB <Martial Artist>
JOB_DESIG <ADVEN>
NAME <Miano>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 12 3 13 4 16 5 12 6 13 7 15 8 15
0 -1 4 2
0 -12 3 5
0 -12 2 44
0 5 0 212
0 1 33 9
0 1 28 9
0 1 26 9
0 1 14 9
0 1 11 9
0 1 10 9
0 1 9 9
0 1 8 9
0 1 7 9
0 1 6 9
0 1 5 9
0 1 4 9
0 1 3 9
0 1 2 9
0 1 1 9
0 3 3 1
0 3 -3 -1
0 3 -7 50
0 3 -5 -50
0 2 0 1
0 3 0 1
0 3 1 13
0 3 -6 45
0 5 11 18
0 1 18 10
0 5 12 9
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Boevaox>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 14 3 15 4 14 5 10 6 15 7 16 8 24
0 -1 4 2
0 -12 3 11
0 -12 2 46
0 5 0 214
0 1 33 11
0 1 26 11
0 1 18 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 12
0 5 2 5
0 3 3 1
0 2 0 1
0 3 -1 50
0 3 -3 50
0 3 -4 -50
0 3 -5 50
0 3 -7 -50
0 3 1 7
0 5 12 7
0 5 11 1
0 1 12 11
0 1 19 11
0 1 35 11
0 1 42 11
0 16 4 1
0 16 11 1
0 16 12 1
0 3 -6 69
-1
job_desig <ADVEN>
job <Adventurer>
name <Aspis>
SDL_Portrait <por_m_bishonen(-C-).png>
SDL_Colors <166 47 32 255 212 195 245 215 150>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 7 60 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..###..#5#......>
special <NOGO>
Z
0 15 5 0 0
Stats 4 80
0 -8 2 5
-1
ROGUECHAR <!>
name <To Upper Level>
destination <Gaos Spinner Upper Level>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 79
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Gaos Station Exterior>
Z
-1
-1
-1
0 -3 79 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Gaos Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 78
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Gaos Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 222 8 2
0 -12 3 6
0 -12 2 44
0 7 0 27
-1
ROGUECHAR <*>
name <Abandoned Spaceship>
desig <ENTRANCE 222>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 44 5 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
rumor5 <sometimes fugitives hide in abandoned spaceships.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 230 8 2
0 -12 3 3
0 -12 2 48
0 7 0 28
-1
ROGUECHAR <*>
name <Abandoned Spaceship>
desig <ENTRANCE 230>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 48 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
rumor2 <sometimes fugitives hide in abandoned spaceships.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 222 0 0
Stats 1 -24 2 35 3 35
0 -12 7 228
0 -12 2 44
0 -12 4 5
0 -12 1 50
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
-1
name <the S.S. Damneran, L1
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 40
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 79
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 223 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 50
0 -12 4 5
0 -12 2 44
-1
name <the S.S. Damneran, L2
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 41
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 222
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 224 0 0
Stats 1 -24 2 35 3 35
0 -12 2 44
0 -12 4 5
0 -12 1 50
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <the S.S. Damneran, L3
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
ENTRANCE <*GoDown>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 42
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 223
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 224
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -3 225 0 0
Stats 1 -24 2 35 3 35
0 7 7 1
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 50
0 -12 4 5
0 -12 2 44
-1
name <the S.S. Damneran, L2a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 41
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 222
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 226 0 0
Stats 1 -24 2 35 3 35
0 -12 2 44
0 -12 4 5
0 -12 1 50
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
0 7 7 1
-1
name <the S.S. Damneran, L3a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 42
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 225
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 227 0 0
Stats 1 -24 2 35 3 35
0 7 7 1
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 50
0 -12 4 5
0 -12 2 44
-1
name <the S.S. Damneran, L4a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 44
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 226
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 228 0 0
Stats 1 -24 2 35 3 35
0 -12 2 44
0 -12 4 5
0 -12 1 50
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 4
0 7 7 1
-1
name <the S.S. Damneran, L5a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Damneran>
ENTRANCE <*GoDown>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 47
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 227
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 221 0 0
Stats 1 -24 2 28 3 28
0 -12 2 44
0 -12 4 2
0 -12 1 45
0 5 2 8
0 -12 6 211
0 7 16 2
-1
NAME <Kolo's Hideout>
requires <*HideOut -&BoxMap>
type <Private Complex>
special <NOEXIT>
content <Fill Sub *HIDEOUT_X na>
Start <Print 1>
Msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Kolo>
Z
0 2 0 0 0
Stats 1 14 2 13 3 16 4 15 5 12 6 15 7 10 8 16
0 -1 4 2
0 -12 3 5
0 -12 2 44
0 5 0 211
0 1 42 9
0 1 26 9
0 1 17 9
0 1 13 9
0 1 10 9
0 1 9 9
0 1 8 9
0 1 7 9
0 1 6 9
0 1 5 9
0 1 4 9
0 1 3 9
0 1 2 10
0 1 1 9
0 3 3 1
0 3 -2 -60
0 2 0 1
0 5 2 8
0 3 -3 50
0 3 -4 -50
0 3 -1 50
0 3 1 7
0 5 12 5
0 5 11 2
0 16 25 1
0 3 -6 45
-1
job_desig <THIEF>
JOB <PIRATE>
name <Kolo>
SDL_Portrait <por_m_guy5(J-Y).png>
SDL_COLORS <130 50 20 150 112 89 49 91 161>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#...........>
Z
-1
0 15 5 0 0
Stats 4 228
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -5 211 0 0
Stats
0 -12 3 5
0 -12 2 44
-1
special <UNLISTED>
greeting <if= QuestStatus 44 7 else GREETING_1 SetQuestStatus 44 -1 ifG React d20
else .7_GoFail PCFriend ChatNPCID NewChat Say 701>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 8>
GoCheckStatus <if= ArenaState 220 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 220 NAV_AS_Win else GoCheckChallenge ifNPCOK 209 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 44 -1 ResetArena 220>
GoCheckChallenge <ResetArena 220 ifG ComTime ArenaRecharge 220 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2 AddChat 4>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 3>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 220 211 SetChallengerHome 220 221 MoveNPC 211 220
PrepArena 220 0 SetNPCTeam 211 2>
*result1 <*MeetMeAtArena 220 GoStartCombat>
*result2 <*RejectChallenge>
result3 <NewChat Say 6 AddChat 4 AddChat 5 AddChat 6>
result4 <NewChat Say 7 AddChat 5 AddChat 6>
result5 <Goto result1>
result6 <Goto result2>
Msg1 <Hurry up and come to the arena; it's not safe for me to spend too long in
any one place.>
Msg2 <All that hard work, and I lost... Go tell Hilda that you beat me.>
Msg3 <Did you hear about Hilda? I better get out of town before they decide I'm a
suspect.>
Msg4 <I've been waiting. Are you ready to fight?>
Msg5 <What are you doing in here!? You're not here to arrest me, are you?>
Msg6 <Well, that's a relief... For a moment I thought you were sent by Boevaox.
It's risky hiding out like this, but what choice do I have?>
Msg7 <What, and back away while I'm winning? Disappoint my legion of loyal fans?
That's not something I can do, no matter what the cost.>
Msg8 <I hope you can make this fight worth all the trouble I went through to get
here!>
Prompt1 <Let's go.>
Prompt2 <No, not yet.>
Prompt3 <No, I'm your arena challenger.>
Prompt4 <Why don't you just leave town?>
Prompt5 <How about we head to the arena?>
Prompt6 <I'll be back to fight later.>
GREETING_1 <if= QuestStatus 44 5 else GoNoMatch if= ArenaState 220 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.7_GoFail <*IConcedeDefeat&Battle>
Msg701 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg701_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg701_1 <ifNPCSociable Accept>
Msg701_2 <I like you. Let's get together again someday.>
CMsg701_2 <ifNPCShy Accept>
Msg701_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg701_3 <ifNPCEasygoing Accept>
Msg701_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg701_4 <ifNPCPassionate Accept>
Msg701_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg701_5 <ifNPCCheerful Accept>
Msg701_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg701_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoLater <NewChat Say 1601>
Msg1601 <Come back tomorrow and you can challenge me again.>
Msg1601_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I'm busy. Come back later.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I'd rather not fight now. How about tomorrow?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <If you come back tomorrow, we can have more fun then.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 1701 AddChat 1701 AddChat 1702
AddChat 1703>
result1701 <Reputation 4 -d8 NewChat Say 1702 AddChat 1704>
result1702 <Reputation 3 -d8 NewChat Say 1702 AddChat 1704>
result1703 <Reputation 4 d8 NewChat Say 1702 AddChat 1704>
result1704 <Goto GoChat>
Msg1701 <I haven't seen you around before. My name's \ChatNPC . What brings you
around here?>
Msg1702 <Interesting. Well, I've got my own reasons for being here, too.>
Prompt1701 <I'm looking for adventure.>
Prompt1701_1 <I'm seeking adventure and treasure!>
Prompt1702 <That's none of your business.>
Prompt1702_1 <None of your business.>
Prompt1703 <You know, just hanging out.>
Prompt1703_1 <Not much.>
Prompt1704 <Uh-huh.>
Prompt1704_1 <Okay.>
GoChat <NewChat SayAnything>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg1901_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 220 .>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Let's do it. I'll see you at \SCENE 220 .>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <I'll be waiting for you at \SCENE 220 . Don't make me wait long.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Meet me at \SCENE 220 . This is going to be so much fun!>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Come to \SCENE 220 when you're ready to die. I'll be waiting.>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
.7_GoFail <NewChat Say 2101>
Msg2101 <You won that fight. I concede defeat.>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <............2............>
special <SHAREDPALETTE>
Z
-1
0 15 6 0 0
Stats 4 221
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 221>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 228
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 227
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 226
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 223
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 225
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -3 230 0 0
Stats 1 -24 2 35 3 35
0 -12 7 233
0 -12 2 48
0 -12 4 5
0 -12 1 43
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
-1
name <the S.S. Herqod, L1
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Herqod>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 33
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 79
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 231 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 43
0 -12 4 5
0 -12 2 48
-1
name <the S.S. Herqod, L2
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Herqod>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 35
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 230
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 232 0 0
Stats 1 -24 2 35 3 35
0 -12 2 48
0 -12 4 5
0 -12 1 43
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <the S.S. Herqod, L3
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Herqod>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 38
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 231
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 233 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 43
0 -12 4 5
0 -12 2 48
-1
name <the S.S. Herqod, L4
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Herqod>
ENTRANCE <*GoDown>
CONTENT <SOME 1 30 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 42
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 232
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 229 0 0
Stats 1 -24 2 28 3 28
0 -12 2 48
0 -12 4 2
0 -12 1 42
0 -12 6 216
0 7 16 2
-1
NAME <Luto's Hideout>
requires <*HideOut -&BoxMap>
type <Private Complex>
special <NOEXIT>
content <Fill Sub *HIDEOUT_X na>
Start <Print 1>
Msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Luto>
Surrender216 <if= QuestStatus 48 2 ForceChat 216>
Z
0 2 0 0 0
Stats 1 7 2 14 3 10 4 6 5 14 6 10 7 7 8 7
0 -1 4 2
0 -12 3 2
0 -12 2 48
0 5 0 216
0 1 33 8
0 1 23 8
0 1 19 8
0 1 15 8
0 1 10 8
0 1 8 8
0 1 5 9
0 1 4 8
0 1 1 8
0 3 3 1
0 2 0 1
0 3 0 1
0 3 -4 -39
0 3 -3 19
0 3 -6 42
0 5 11 5
0 5 12 2
0 1 2 8
0 1 3 8
0 1 6 8
0 1 7 8
0 1 9 8
-1
job_desig <LABOR>
JOB <TRUCKER>
NAME <Luto>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#...........>
Z
-1
0 15 5 0 0
Stats 4 233
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -5 216 0 0
Stats
0 -12 3 2
0 -12 2 48
-1
special <UNLISTED>
greeting <if# NPCVar 216 1 2 else GoChat if= NPCVar 216 1 1 else GoCheckFirst
NewChat Say 1 NPCVar= 216 1 2>
GoCheckFirst <if= QuestStatus 48 2 else GoChat ifChatNPCSurrendered else GoArgue
EndChat Say 2 Goto GoSurrender>
GoArgue <if= V1 1 else GoFirstTime NewChat Say 10 AddChat 3 AddChat 4>
GoFirstTime <NewChat Say 5 AddChat 1 AddChat 2 V= 1 1>
GoSurrender <Print 3 QMemo 48 4 MoveAndPacifyNPC 216 86 UnSurrender 216 XPV 100
NPCVar= 216 1 1>
GoAttack <SoloAttack 216>
*GoChat <*MISC_CHATTER>
result1 <NewChat Say 6 AddCHat 3 AddChat 4 AddCheerful -d8>
result2 <NewChat Say 7 AddCHat 3 AddChat 4>
result3 <NewChat Say 8 AddChat 5 AddChat 6>
result4 <NewChat Say 9>
result5 <ifIntimidation 7 else GoR5Fail EndChat Say 11 Goto GoSurrender>
GoR5Fail <EndChat Say 14 Goto GoAttack>
result6 <ifConversation 7 else GoR6Fail NewChat Say 12 AddChat 7 AddChat 8>
GoR6Fail <EndChat Say 15 Goto GoAttack>
result7 <EndChat Say 13 Goto GoSurrender>
result8 <EndChat Say 15 Goto GoAttack>
Msg1 <Hey, I'm sorry about before. I wasn't in my right mind, but things are
starting to clear up... I guess if I had stayed in hiding I'd be dead by now.
Thanks for making me come here.>
Msg2 <I give up... I'll go peacefully...>
Msg3 <Luto goes to the hospital.>
Msg4 <Luto went to \SCENE 86 . You should go there and speak with Galena Hodges.>
Msg5 <What are you? Who are you doing in my house? This isn't right... I don't
need a doctor!>
Msg6 <My breath? How would you know... How do you know it's not your nose that
smells, eh? My nose has smelled many things... Some things are bigger than my
head!>
Msg7 <No, that's right... They sent you too, eh? The wily doctors... They sent you
to collect my precious bodily fluids!>
Msg8 <They wants to cut me up! They blames me for bringing the sick, but it's not
my fault, I only catches it... Evil doctors want to punish Luto...>
Msg9 <Yes, you be going, before you die... They all die... I die too, I suppose.>
Msg10 <Yes, what you do want? I dreamed you before, don't I?>
Msg11 <Cut up here or cut up there... what's the difference? I be going then...>
Msg12 <You promises they won't vivisect Luto?>
Msg13 <I has better be goes then... If you says it be safe.>
Msg14 <Die here or die there... I chooses die here!>
Msg15 <Stops the lies! I stops you... must protect precious bodily fluids!>
Prompt1 <Woah, your breath stinks.>
Prompt2 <You're Luto, aren't you?>
Prompt3 <I think you should go to the hospital.>
Prompt4 <Well, it's been nice talking with you.>
Prompt5 <Go to the hospital, or you can die right now.>
Prompt6 <Don't worry, they only want to help you.>
Prompt7 <I promise.>
Prompt8 <Uh, actually I guess I can't promise...>
requires <*MISC_CHATTER>
GoChat <NewChat SayAnything>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <............2............>
special <SHAREDPALETTE>
Z
-1
0 15 6 0 0
Stats 4 229
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 229>
Z
-1
-1
-1
-1
0 -3 234 0 0
Stats 1 -24 2 35 3 35
0 7 7 1
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 43
0 -12 4 5
0 -12 2 48
-1
name <the S.S. Herqod, L4a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Md
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Herqod>
ENTRANCE <*GoDown>
CONTENT <SOME 1 30 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 42
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 232
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 233
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 234
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 232
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 231
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
-1
0 -3 80 3 0
Stats 1 2 2 25 3 10
0 5 2 10
0 -1 1 3
0 -1 0 35
-1
name <Gaos Spinner Upper Level>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <outdoors preserve>
start <Print 1>
Msg1 <You enter the Gaos Spinner upper level.>
Z
0 15 10 0 3
Stats 1 3 4 78
0 19 1 9
-1
roguechar <P>
name <Gaos Spaceport>
desig <BUILDING-SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 81
0 19 1 19
-1
roguechar <A>
NAME <Valhalla Hall>
requires <*ARENA>
Z
-1
-1
0 15 10 0 3
Stats 1 4 4 82
-1
ROGUECHAR <&>
NAME <Prince Hotel>
requires <*BUILDING Tall>
Z
-1
-1
0 15 10 0 3
Stats 1 1 4 83
0 19 1 20
-1
roguechar <%>
NAME <Yubon World>
requires <*PARK>
Z
-1
-1
-1
0 -8 -6 0 0
Stats 1 1 2 4 3 25 4 4
-1
Z
-1
-1
0 -8 -3 0 0
Stats 1 1 2 1 3 25 4 1 5 4
-1
Z
-1
-1
0 -8 -3 0 0
Stats 1 1 2 10 3 25 4 1 5 4
-1
Z
-1
-1
0 -3 81 0 0
Stats 1 -29 2 24 3 22
0 7 16 2
0 21 2 2
0 5 2 5
-1
name <Valhalla Hall>
type <building arenasite garage legit public meeting>
entrance <*ARENA>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Valhalla Arena Hall.>
Content1 <Some 1 100 Sub *PDARENA_MECHANIC_SHOP na>
Content3 <Fill Sub *PDARENA_MISC na>
Z
0 2 0 0 0
Stats 1 6 2 9 3 8 4 9 5 12 6 8 7 8 8 10
0 -1 4 2
0 -12 3 2
0 -12 2 41
0 5 0 208
0 1 27 1
0 1 19 5
0 2 0 1
0 3 1 2
0 3 -3 43
0 3 -4 25
0 3 -6 -29
0 3 -2 29
0 3 -1 -17
-1
job <Photographer>
job_desig <MEDIA>
NAME <Maova>
ELEMENT <C Prefab>
Z
0 12 0 0 0
Stats
0 7 0 25
0 2 4 1000
-1
name <Videoslate>
desc <The name "Miano" is marked on its label.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 208 0 0
Stats
0 -12 3 2
0 -12 2 41
-1
rumor2 <Maova is filming a new video series called "Tourists Gone Nuts".>
greeting <if= QuestStatus 41 2 else GoGreet if= V3 0 else GoChat if= V1 1 else
GoFirstTime NewChat Say 2 AddChat 1 AddChat 3>
*GoFirstTime <*IWantToTalkAboutNPC&YouBadNPC 207 GoExplain>
GoExplain <V= 1 1 V= 2 Threat 47 10 QMemo 41 4 NewChat Say 1 AddChat 1 AddChat 2
AddChat 3>
GoItemGone <NewChat Say 8 V= 3 1>
GoGiveItem <QMemo 41 7 V= 3 1 GiveItem 25>
*GoGreet <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
Result1 <ifItemOK 25 ELSE GoItemGone NewChat Say 3 AddChat 4 AddChat 5 AddChat 6
AddChat 7>
Result2 <NewChat Say 5>
Result3 <ifItemOK 25 ELSE GoItemGone NewChat Say 6 Goto GoGiveItem>
Result4 <NewChat Say 9 AddEasygoing -d8 AddReact -d10 Goto GoGiveItem>
Result5 <NewChat Say 10 Cash+ -V2 Goto GoGiveItem>
Result6 <NewChat Say 11 AddEasygoing -10 AddCheerful d10 AddPragmatic d10
AddRenown -1 SkillXP 27 100 ifG PCHeroism 0 else GoGiveItem AddHeroic -1 Goto
GoGiveItem>
Result7 <NewChat Say 12>
Msg1 <Miano... Yes, that name does ring a bell. I believe \SPR 207 appeared in one
of my recent videos.>
Msg2 <Hello \PC . I guess you're back to talk about Miano's video again.>
Msg3 <Why would I do that? This video is worth a lot of money... unless you have a
better offer, of course.>
Msg4 <You discovered that Maova has the "Tourists Gone Nuts" video of Miano.>
Msg5 <Er... okay?>
Msg6 <No way! Miano told me \SPR 207 was 21! Here, you can have the videoslate...
If the cops catch me with it they'll close us down for sure.>
Msg7 <Maova gave you the "Tourists Gone Nuts" videoslate featuring Miano.>
Msg8 <I don't have the video anymore. I don't know what happened to it, but it's
not here.>
Msg9 <Um, that sounds like a fair trade. Here, you take the video... I'll be going
away now.>
Msg10 <That's a fair price. Here, you take the video, and I'll take the money.>
Msg11 <That deal is more than fair. Here's the video; I'll be sure to let you know
when I have a position that needs your "special touch".>
Msg12 <You better hurry, I'll be putting this video on our netsite soon.>
Prompt1 <I want you to give me the video.>
Prompt2 <That's all I wanted to know.>
Prompt3 <You do know that Miano is underage, right?>
CPrompt3 <ifG PCPerception 14 ifG -2 NPCDAge 207 Accept>
Prompt4 <Give me the video, and I let you live.>
CPrompt4 <ifIntimidation HardSkillTar 47 Accept>
Prompt5 <I'll buy it for $ \VAL V2 .>
CPrompt5 <ifG PC$ V2 Accept>
Prompt6 <I'll help you make a much better video, later.>
CPrompt6 <ifChatNPCSexy ifFlirtation SkillTar 47 Accept>
Prompt7 <I'll get back to you on that.>
requires <*MISC_CHATTER>
GoFirstTime <NewChat Say 1501 AddChat 1501>
result1501 <Goto GoExplain>
Msg1501 <Yes, may I help you?>
Prompt1501 <I want to talk about \PERSONA 207 .>
GoGreet <Goto GoChat>
GoChat <NewChat SayAnything>
Z
-1
-1
0 -3 220 2 0
Stats 1 -15 2 50 3 50
0 -12 2 42
0 -12 1 23
-1
NAME <the Valhalla Arena>
requires <*Arena_Valhalla>
type <Arena>
special <SHOWALL SOLO ARENA NOPILLAGE>
terrain <GROUND>
start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle Alert 1
SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0
ForceChat SelfChallengerID>
GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
GoBoringStart <Print 3 Return>
nu1 <if= T1 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Loss Alert 5 Print 5 AddRenown -5 Goto GoEndBattle>
nu2 <if= T2 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Win Alert 6 Print 6 AddSelfArenaWin AddSelfArenaThreat d10 XPV 100
FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat
SelfChallengerID Goto GoEndBattle>
GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID
SelfChallengerHome ClearSelfChallengerID>
Msg1 <You enter the arena. Prepare to battle.>
Msg2 <The arena battle rages on.>
Msg3 <You enter the arena. There's no fight going on here now.>
Msg5 <You have lost the battle.>
Msg6 <You have won the battle.>
HABITAT <SPACE.URBAN>
End <if= NPCVar 212 1 1 else na NPCVar= 212 1 -1 if= QuestStatus 44 5 else na
ifNPCOK 211 else na if= SelfArenaState NAV_AS_Win else na NPCVar= 212 1 2
DeleteNPC 211 Goto na>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 25
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 5
0 -1 1 -1
0 -6 0 45
0 -6 1 25
-1
name <Enemies>
Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMecha 2
SelfArenaThreat SelfArenaForces>
Z
-1
-1
-1
0 -5 209 0 0
Stats
0 -12 3 2
0 -12 2 42
-1
Greeting <if= QuestStatus 47 13 else GREETING_5 if= ArenaState 220 NAV_AS_Win
else .13_GoCheckLoss SetQuestStatus 47 14 if# ArenaWins 220 10 else GoBigWin Goto
.13_GoArenaWin>
GoCheckLoss <if= ArenaState 220 NAV_AS_Loss else GoCheckReady Goto GoArenaLoss>
GoCheckReady <if= ArenaState 220 NAV_AS_Vacant else GoArenaFull ifG ComTime
ArenaRecharge 220 else GoArenaBusy Goto GoOfferFight>
GoArenaWin <if= ArenaWins 220 10 else GoMinorWin Goto GoBigWin>
*GoMinorWin <*BasicArenaWin 220 GoResetArena>
*GoArenaLoss <*BasicArenaLoss 220 GoResetArena>
GoResetArena <ResetArena 220>
*GoArenaFull <*ArenaIsFull 220>
*GoArenaBusy <*ArenaIsBusy 220>
GoChooseBattle <if= ArenaWins 220 9 else GoCheckQ4 Goto .13_GoInit>
GoCheckQ4 <if= ArenaWins 220 7 else GoCheckQ3 Goto .11_GoInit>
GoCheckQ3 <if= ArenaWins 220 5 else GoCheckQ2 Goto .9_GoInit>
GoCheckQ2 <if= ArenaWins 220 3 else GoCheckQ1 Goto .5_GoInit>
GoCheckQ1 <if= ArenaWins 220 1 else GoNormalBattle Goto .3_GoInit>
*GoNormalBattle <*StartArenaBattle 220 GoStartFight>
GoStartFight <SavePos PrepArena 220 100 Jump 220>
*GoRefuseBattle <*RefuseArenaFight 220>
GoStartQuest <SetQuestStatus 42 2 SetArenaThreat 220 25>
GoOfferFight <NewChat Say 1 AddChat 1 AddChat 2>
GoBigWin <NewChat Say 2 History 3 XPV 100 SetQuestStatus 42 -1 MechaPrize
.mektype 100 RandomTheme 16 Goto GoResetArena>
.mektype <PDASS COMET HOELL>
*GoPreQuest <*NiceToMeetYou GoArenaIntro>
GoArenaIntro <NewChat Say 4 AddChat 3 AddChat 4>
result1 <Goto GoChooseBattle>
result2 <Goto GoRefuseBattle>
result3 <ifG PCRenown 20 else GoR3NoRenown NewChat Say 8 AddChat 1 AddChat 2 Goto
GoStartQuest>
GoR3NoRenown <if= PCFac 5 else GoR3NoMember NewChat Say 7 AddChat 5 AddChat 6>
GoR3NoMember <NewChat Say 6>
result4 <NewChat Say 5>
result5 <NewChat Say 8 AddChat 1 AddChat 2 Goto GoStartQuest>
result6 <NewChat Say 9>
Msg1 <It's good to see you back, \PC . We have another match happening soon. Would
you like to take part?>
Msg2 <That was your tenth victory.>
Msg3 <You were crowned champion of the Valhalla Arena.>
Msg4 <This is the Valhalla Arena, the largest authorized dueling venue in the L5
pattern. Pilots from all over meet here to face off in deadly combat.>
Msg5 <We usually host five games per day. You can watch the matches from the
obervation booth, or catch replays on the local Valhalla channel.>
Msg6 <I'm sorry, but you don't currently qualify to fight here. Come back after
you've spent a bit more time building your reputation.>
Msg7 <Your ranking indicates that you're not yet qualified to fight here, but if
you really think you can handle it I could slot you in.>
Msg8 <No problem. We have a match starting soon; would you like to get started
right away?>
Msg9 <If you enter a fight before you're ready, all you end up doing is smash your
mecha and ruin your reputation.>
Prompt1 <That's what I'm here for.>
CPrompt1 <ifChatNPCInPlay ifG PCMeks 0 Accept>
Prompt2 <Wait a sec while I get repairs.>
Prompt3 <I'd like to register, please.>
Prompt4 <What time is the next match?>
Prompt5 <Please do that; I want to fight now!>
Prompt6 <I guess I should wait, then.>
GREETING_1 <if# QuestStatus 42 0 else GoPreQuest if= ArenaState 220 NAV_AS_Win
else GoCheckLoss Goto GoArenaWin>
*.3_GoCheckLoss <*ChallengerStatusReport 210 220 .3_GoNPCDied>
.3_GoInit <ifNPCOK 210 else .3_GoNPCDied NewChat Say 301 SetQuestStatus 43 3
NPCSubQMemo 210 3 302 AddChat 301>
*.3_GoNPCDied <*YourChallengerDied 220 43>
*.3_GoArenaWin <*ChallengeArenaWin 210 220 .3_GoConclude>
.3_GoConclude <ResetArena 220>
Result301 <NewChat Say 303>
Msg301 <For this match, you'll be going up against Tersep in single combat. You
can find \OPR 210 at \SCENE 87 .>
Msg302 <Hilda sent you to battle Tersep in arena combat; \SPR 210 can be found in
\SCENE 87 .>
Msg303 <Do your best and you'll have no regrets. Now get over there and find your
opponent!>
Prompt301 <Do you have any advice?>
GREETING_2 <if= QuestStatus 43 3 else GREETING_1 if= ArenaState 220 NAV_AS_Win
else .3_GoCheckLoss SetQuestStatus 43 4 if# ArenaWins 220 10 else GoBigWin Goto
.3_GoArenaWin>
*.5_GoCheckLoss <*ChallengerStatusReport 211 220 .5_GoNPCDied>
.5_GoInit <ifNPCOK 211 else .5_GoNPCDied NewChat Say 501 SetQuestStatus 44 5
NPCSubQMemo 211 5 502 AddChat 501>
*.5_GoNPCDied <*YourChallengerDied 220 44>
*.5_GoArenaWin <*ChallengeArenaWin 211 220 .5_GoConclude>
.5_GoConclude <ResetArena 220>
Result501 <NewChat Say 503>
Msg501 <This time around you'll face a pirate named Kolo in single combat. He's a
skilled pilot who specializes in heavy weapons.>
Msg502 <Hilda sent you to battle Kolo in arena combat; unfortunately, he's on the
run from the law and therefore in hiding.>
Msg503 <That's a problem. Kolo is currently on the lam. There's a whole horde of
bounty hunters out looking for him. Still, he promised that he'd take part in this
fight, so you should be able to find him somewhere.>
Prompt501 <Great. Where can I find him?>
GREETING_3 <if= QuestStatus 44 5 else GREETING_2 if= ArenaState 220 NAV_AS_Win
else .5_GoCheckLoss SetQuestStatus 44 7 if# ArenaWins 220 10 else GoBigWin Goto
.5_GoArenaWin>
*.9_GoCheckLoss <*ChallengerStatusReport 213 220 .9_GoNPCDied>
.9_GoInit <ifNPCOK 213 else .9_GoNPCDied NewChat Say 901 SetQuestStatus 45 9
NPCSubQMemo 213 9 902 AddChat 901>
*.9_GoNPCDied <*YourChallengerDied 220 45>
*.9_GoArenaWin <*ChallengeArenaWin 213 220 .9_GoConclude>
.9_GoConclude <ResetArena 220>
Result901 <NewChat Say 903>
Msg901 <The next match is a one-on-one challenge. You'll be facing Teklura; \SPR
213 can be found at \SCENE 84 .>
Msg902 <Hilda sent you to battle Teklura in arena combat; \SPR 213 can be found in
\SCENE 84 .>
Msg903 <I guess you're going to have to find that out on your own...>
Prompt901 <Is \SPR 213 very strong?>
GREETING_4 <if= QuestStatus 45 9 else GREETING_3 if= ArenaState 220 NAV_AS_Win
else .9_GoCheckLoss SetQuestStatus 45 10 if# ArenaWins 220 10 else GoBigWin Goto
.9_GoArenaWin>
*.11_GoCheckLoss <*ChallengerStatusReport 214 220 .11_GoNPCDied>
.11_GoInit <ifNPCOK 214 else .11_GoNPCDied NewChat Say 1101 SetQuestStatus 46 11
NPCSubQMemo 214 11 1102 AddChat 1101>
*.11_GoNPCDied <*YourChallengerDied 220 46>
*.11_GoArenaWin <*ChallengeArenaWin 214 220 .11_GoConclude>
.11_GoConclude <ResetArena 220>
Result1101 <NewChat Say 1103>
Msg1101 <This time, you'll be facing a pilot named Aspis . He's done a bit of
everything: started as a musician, got hired for Kettel Industries, then left them
to study at Hwang-Sa Temple. You can meet \OPR 214 at \SCENE 78 .>
Msg1102 <Hilda sent you to battle Aspis in arena combat; \SPR 214 can be found in
\SCENE 78 .>
Msg1103 <Aspis is exceptionally handsome and can use this to his advantage. His
preferred style is to overwhelm opponents with rapid attacks.>
Prompt1101 <What do you know about him?>
GREETING_5 <if= QuestStatus 46 11 else GREETING_4 if= ArenaState 220 NAV_AS_Win
else .11_GoCheckLoss SetQuestStatus 46 12 if# ArenaWins 220 10 else GoBigWin Goto
.11_GoArenaWin>
*.13_GoCheckLoss <*ChallengerStatusReport 215 220 .13_GoNPCDied>
.13_GoInit <ifNPCOK 215 else .13_GoNPCDied NewChat Say 1301 SetQuestStatus 47 13
NPCSubQMemo 215 13 1302>
*.13_GoNPCDied <*YourChallengerDied 220 47>
*.13_GoArenaWin <*ChallengeArenaWin 215 220 .13_GoConclude>
.13_GoConclude <ResetArena 220>
Msg1301 <For the next battle, you'll be facing Ovastar. You can find \OPR 215 in
\SCENE 87 .>
Msg1302 <Hilda sent you to battle Ovastar in arena combat; \SPR 215 can be found
in \SCENE 87 .>
requires <*ChallengeArenaWin>
GoMinorWin <NewChat Say 1501 CashPrize Reward ArenaThreat 220 100 Goto
GoResetArena>
Msg1501 <Good job. Here's the prize money you earned. Come back tomorrow for
another fight.>
Msg1501_1 <You did well out there; people will be talking about that win. Here's
your prize.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Good job. There'll be another fight tomorrow.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <I think that went fairly well. Here's your prize; hopefully I'll see
you back here for tomorrow's match.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You blew them away! Good work out there. Here's the prize you earned;
come back tomorrow and you might get another.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <I knew you could do it! Here's the prize money; come back tomorrow for
your next match.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You have lived to fight another day. Maybe tomorrow's match will be
more challenging.>
CMsg1501_6 <ifNPCMelancholy Accept>
GoArenaLoss <NewChat Say 1601 Goto GoResetArena>
Msg1601 <You lost the match. Come back here tomorrow and try your luck again.>
Msg1601_1 <You were defeated... that's not going to be good for your reputation.
We'll have another match tomorrow and maybe you can redeem yourself.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You lost. You can get another chance tomorrow.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <You lost the match, but it's not the end of the world. You can try
again tomorrow.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You'll never make it to the championship like this. Come back tomorrow
for a new battle.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <Well, that was a depressing performance. Maybe you'll do better in
tomorrow's match.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <That was horrible. You can come back here tomorrow for a chance to
redeem yourself.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoArenaFull <NewChat Say 1701>
Msg1701 <What are you doing talking to me? Shouldn't you be fighting now?>
GoArenaBusy <NewChat Say 1801>
Msg1801 <There's no battle taking place right now. Come back tomorrow and there
should be another match.>
Msg1801_1 <All of our battle for today have concluded. You can come back tomorrow
and we should have something else lined up then.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <The arena's closed. Come back tomorrow for another fight.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Sorry, but we don't have any more matches going on today. I could let
you go into the arena by yourself but that would hardly be very exciting.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <We're closed. Come back tomorrow if you want to fight.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <I'm sorry but the arena is closed for today. We'll have another match
tomorrow, though!>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You're out of luck, the arena is closed. Come back later if you want to
fight.>
CMsg1801_6 <ifNPCMelancholy Accept>
GoNormalBattle <EndChat Say 1901 Goto GoStartFight>
Msg1901 <Good luck out there. Come back here if you win and I'll give you a
prize.>
Msg1901_1 <Your compeditors are in position and ready to fight. Good luck out
there. If you win the match, remember to come talk to me for your prize money.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <May the best pilot win.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <Here we go again. If you win the fight, come see me for your prize.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <Get ready for battle! If you win, make sure to come see me for the
prize money.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Have a good match! Come talk to me after you've won and I'll give you
the prize money.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Give them hell. Come back if you survive and I'll reward you then.>
CMsg1901_6 <ifNPCMelancholy Accept>
GoRefuseBattle <NewChat Say 2001>
Msg2001 <That's too bad. Come back later if you change your mind.>
Msg2001_1 <I see. I'm disappointed that you won't take part this time, but you can
always come back later.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <So that's how it is.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <Oh well. If you should happen to change your mind, come back whenever.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter? You don't have the guts for it?>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Aw, that's no fun.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You have a well-developed sense of self-preservation. I can respect
that.>
CMsg2001_6 <ifNPCMelancholy Accept>
GoPreQuest <Goto GoArenaIntro>
.3_GoCheckLoss <if= ArenaState 220 NAV_AS_Loss else .22_GoCheckAnything NewChat
Say 2201 ResetArena 220>
.22_GoCheckAnything <if# ArenaState 220 NAV_AS_Vacant else .22_GoCheckEligibility
NewChat Say 2202>
.22_GoCheckEligibility <ifNPCOK 210 else .3_GoNPCDied NewChat Say 2203>
Msg2201 <\PERSONA 210 defeated you in the arena. Try challenging \OPR 210 again
later; you can't advance in the competition until you defeat \OPR 210 .>
Msg2202 <You're supposed to fight \PERSONA 210 in the arena. Get over there and do
something!>
Msg2203 <You can't advance in the competition until after you defeat \PERSONA 210
.>
.3_GoNPCDied <NewChat Say 2301 SavePos PrepArena 220 150 Jump 220 SetQuestStatus
43 -2>
Msg2301 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2301_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <Good luck.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2301_6 <ifNPCMelancholy Accept>
.3_GoArenaWin <NewChat Say 2401 CashPrize Reward ArenaThreat 220 150 Goto
.3_GoConclude>
Msg2401_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg2401_10 <ifNPCDead 210 Accept>
Msg2401_20 <Good job against \PERSONA 210 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg2401_20 <ifNPCOK 210 Accept>
.5_GoCheckLoss <if= ArenaState 220 NAV_AS_Loss else .25_GoCheckAnything NewChat
Say 2501 ResetArena 220>
.25_GoCheckAnything <if# ArenaState 220 NAV_AS_Vacant else .25_GoCheckEligibility
NewChat Say 2502>
.25_GoCheckEligibility <ifNPCOK 211 else .5_GoNPCDied NewChat Say 2503>
Msg2501 <\PERSONA 211 defeated you in the arena. Try challenging \OPR 211 again
later; you can't advance in the competition until you defeat \OPR 211 .>
Msg2502 <You're supposed to fight \PERSONA 211 in the arena. Get over there and do
something!>
Msg2503 <You can't advance in the competition until after you defeat \PERSONA 211
.>
.5_GoNPCDied <NewChat Say 2601 SavePos PrepArena 220 150 Jump 220 SetQuestStatus
44 -2>
Msg2601 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2601_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2601_1 <ifNPCSociable Accept>
Msg2601_2 <Good luck.>
CMsg2601_2 <ifNPCShy Accept>
Msg2601_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2601_3 <ifNPCEasygoing Accept>
Msg2601_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2601_4 <ifNPCPassionate Accept>
Msg2601_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2601_5 <ifNPCCheerful Accept>
Msg2601_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2601_6 <ifNPCMelancholy Accept>
.5_GoArenaWin <NewChat Say 2701 CashPrize Reward ArenaThreat 220 150 Goto
.5_GoConclude>
Msg2701_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg2701_10 <ifNPCDead 211 Accept>
Msg2701_20 <Good job against \PERSONA 211 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg2701_20 <ifNPCOK 211 Accept>
.9_GoCheckLoss <if= ArenaState 220 NAV_AS_Loss else .28_GoCheckAnything NewChat
Say 2801 ResetArena 220>
.28_GoCheckAnything <if# ArenaState 220 NAV_AS_Vacant else .28_GoCheckEligibility
NewChat Say 2802>
.28_GoCheckEligibility <ifNPCOK 213 else .9_GoNPCDied NewChat Say 2803>
Msg2801 <\PERSONA 213 defeated you in the arena. Try challenging \OPR 213 again
later; you can't advance in the competition until you defeat \OPR 213 .>
Msg2802 <You're supposed to fight \PERSONA 213 in the arena. Get over there and do
something!>
Msg2803 <You can't advance in the competition until after you defeat \PERSONA 213
.>
.9_GoNPCDied <NewChat Say 2901 SavePos PrepArena 220 150 Jump 220 SetQuestStatus
45 -2>
Msg2901 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2901_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2901_1 <ifNPCSociable Accept>
Msg2901_2 <Good luck.>
CMsg2901_2 <ifNPCShy Accept>
Msg2901_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2901_3 <ifNPCEasygoing Accept>
Msg2901_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2901_4 <ifNPCPassionate Accept>
Msg2901_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2901_5 <ifNPCCheerful Accept>
Msg2901_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2901_6 <ifNPCMelancholy Accept>
.9_GoArenaWin <NewChat Say 3001 CustomMecha .30_MekFac ArenaThreat 220 Goto
.9_GoConclude>
.30_MekFac <PDASS>
Msg3001 <In recognition of your victory, I'm glad to present you with a brand new
mecha. Come back tomorrow for another match.>
Msg3001_20 <You have defeated \PERSONA 213 . As a reward, you've earned a brand
new Duelist League mecha. There will be another match tomorrow.>
CMsg3001_20 <ifNPCOK 213 Accept>
.11_GoCheckLoss <if= ArenaState 220 NAV_AS_Loss else .31_GoCheckAnything NewChat
Say 3101 ResetArena 220>
.31_GoCheckAnything <if# ArenaState 220 NAV_AS_Vacant else .31_GoCheckEligibility
NewChat Say 3102>
.31_GoCheckEligibility <ifNPCOK 214 else .11_GoNPCDied NewChat Say 3103>
Msg3101 <\PERSONA 214 defeated you in the arena. Try challenging \OPR 214 again
later; you can't advance in the competition until you defeat \OPR 214 .>
Msg3102 <You're supposed to fight \PERSONA 214 in the arena. Get over there and do
something!>
Msg3103 <You can't advance in the competition until after you defeat \PERSONA 214
.>
.11_GoNPCDied <NewChat Say 3201 SavePos PrepArena 220 150 Jump 220 SetQuestStatus
46 -2>
Msg3201 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg3201_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg3201_1 <ifNPCSociable Accept>
Msg3201_2 <Good luck.>
CMsg3201_2 <ifNPCShy Accept>
Msg3201_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg3201_3 <ifNPCEasygoing Accept>
Msg3201_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg3201_4 <ifNPCPassionate Accept>
Msg3201_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg3201_5 <ifNPCCheerful Accept>
Msg3201_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg3201_6 <ifNPCMelancholy Accept>
.11_GoArenaWin <NewChat Say 3301 CustomMecha .33_MekFac ArenaThreat 220 Goto
.11_GoConclude>
.33_MekFac <PDASS>
Msg3301 <In recognition of your victory, I'm glad to present you with a brand new
mecha. Come back tomorrow for another match.>
Msg3301_20 <You have defeated \PERSONA 214 . As a reward, you've earned a brand
new Duelist League mecha. There will be another match tomorrow.>
CMsg3301_20 <ifNPCOK 214 Accept>
.13_GoCheckLoss <if= ArenaState 220 NAV_AS_Loss else .34_GoCheckAnything NewChat
Say 3401 ResetArena 220>
.34_GoCheckAnything <if# ArenaState 220 NAV_AS_Vacant else .34_GoCheckEligibility
NewChat Say 3402>
.34_GoCheckEligibility <ifNPCOK 215 else .13_GoNPCDied NewChat Say 3403>
Msg3401 <\PERSONA 215 defeated you in the arena. Try challenging \OPR 215 again
later; you can't advance in the competition until you defeat \OPR 215 .>
Msg3402 <You're supposed to fight \PERSONA 215 in the arena. Get over there and do
something!>
Msg3403 <You can't advance in the competition until after you defeat \PERSONA 215
.>
.13_GoNPCDied <NewChat Say 3501 SavePos PrepArena 220 150 Jump 220 SetQuestStatus
47 -2>
Msg3501 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg3501_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg3501_1 <ifNPCSociable Accept>
Msg3501_2 <Good luck.>
CMsg3501_2 <ifNPCShy Accept>
Msg3501_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg3501_3 <ifNPCEasygoing Accept>
Msg3501_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg3501_4 <ifNPCPassionate Accept>
Msg3501_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg3501_5 <ifNPCCheerful Accept>
Msg3501_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg3501_6 <ifNPCMelancholy Accept>
.13_GoArenaWin <NewChat Say 3601 CustomMecha .36_MekFac ArenaThreat 220 Goto
.13_GoConclude>
.36_MekFac <PDASS>
Msg3601 <In recognition of your victory, I'm glad to present you with a brand new
mecha. Come back tomorrow for another match.>
Msg3601_20 <You have defeated \PERSONA 215 . As a reward, you've earned a brand
new Duelist League mecha. There will be another match tomorrow.>
CMsg3601_20 <ifNPCOK 215 Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Manager's Office>
special <SHAREDPALETTE>
minimap <.............1......&---&>
Z
0 2 0 0 0
Stats 1 11 2 12 3 10 4 9 5 11 6 17 7 10 8 18
0 -1 4 2
0 -12 3 2
0 -12 2 42
0 -8 2 1
0 5 0 209
0 1 35 10
0 1 28 6
0 1 27 11
0 1 26 3
0 1 21 8
0 1 19 11
0 3 -6 70
0 2 0 1
0 3 0 1
0 3 -4 50
0 3 -3 50
0 3 1 6
0 5 2 5
-1
job_desig <MEDIA>
job <Arena Manager>
name <Hilda>
SDL_PORTRAIT <por_f_sexy(AC-).png>
SDL_COLORS <1 75 67 255 212 195 245 200 100>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Glory Road>
special <SHAREDPALETTE>
minimap <######&2&##...##...##...#>
Z
0 15 5 0 0
Stats 4 220
0 -8 2 2
-1
ROGUECHAR <!>
name <To Arena>
desig <ENTRANCE 220>
Z
-1
-1
-1
-1
-1
0 -3 82 0 0
Stats 1 -1 2 42 3 17
0 7 16 3
0 21 2 2
-1
name <Prince Hotel>
type <building legit public hotel>
entrance <*BUILDING tall>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Prince Hotel.>
Content1 <Fill Sub *HOTEL_X na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 5 4 5
-1
name <Reception Area>
minimap <...#..1.#.---#...........>
Z
0 2 0 0 0
Stats 1 12 2 11 3 12 4 10 5 13 6 11 7 12 8 11
0 5 0 72
0 -1 4 2
0 -8 2 1
0 3 -4 50
0 3 -5 -50
0 3 -3 50
0 3 1 14
0 2 0 1
0 3 -2 130
0 1 21 10
0 1 23 5
-1
job_desig <TRADE>
job <Receptionist>
name <Parshall>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 72 0 0
Stats
-1
name <Parshall Persona>
greeting <if= V1 1 else GoFirstTime NewChat Say 1>
GoFirstTime <NewChat Say 2 AddChat 1>
result1 <NewChat Say 3 V= 1 1>
Msg1 <Hello, Gaos Prince Hotel.>
Msg1_1 <Hello, Gaos Prince Hotel. I guess you still don't want anything.>
Msg1_2 <Hello, Gaos Prince Hotel. I don't know where your arch-enemy is but I'm
sure he's perfectly dreadful.>
Msg1_3 <Hello, Gaos Prince Hotel. Please excuse me; we may have some customers who
actually want to stay here.>
Msg1_4 <Hello, Gaos Prince Hotel. May I help... oh, it's you.>
Msg1_5 <Hello, Gaos Prince Hotel. Why aren't you out cleaning sewers now?>
Msg1_6 <Hello, Gaos Prince Hotel. Please check your weapons at the front desk
before attempting to open the minibar.>
Msg1_7 <Hello, Gaos Prince Hotel. No, I don't have any jobs for a mecha pilot.>
Msg2 <Hello, welcome to the Gaos Prince Hotel. Would you like to reserve a suite
for this evening?>
Msg3 <That's what I heard about cavaliers... they all sleep in the driver's seat
of their mecha.>
Prompt1 <No thanks, I never seem to need one.>
Z
-1
-1
-1
0 -3 83 0 0
Stats 1 1 2 35 3 35
0 21 2 2
-1
name <Yubon World>
type <amusement park legit public meeting>
special <SHOWALL>
entrance <*PARK>
GAPFILL <-4 -9 -4 -4>
start <Print 1>
Msg1 <You enter Yubon World.>
Content1 <Some 3 75 Sub *AMUSEMENT_PARK_X na>
Content2 <Some 5 45 Here *URBAN_X>
Content3 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
0 -4 1 0 0
Stats
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -3 0 0
Stats 1 1 2 15 3 5 4 5
-1
Z
-1
0 15 0 0 0
Stats 4 80 5 -1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -8 -3 0 0
Stats 3 7 4 7 5 1
-1
name <Tower Entrance>
minimap <.###.#####1#########.###.>
Z
0 15 5 0 0
Stats 4 84
0 -8 2 1
-1
ROGUECHAR <!>
name <The Tower of Delight>
Destination <the Tower of Delights>
Z
-1
-1
-1
-1
0 -3 84 0 0
Stats 1 -29 2 25 3 25
0 7 16 3
0 21 2 2
-1
name <The Tower of Delights>
type <building legit public meeting arcade>
start <Print 1>
Msg1 <You enter the Tower of Delights.>
Content1 <Some 1 100 Sub *RESTAURANT na>
Content3 <Fill Sub *VIDEOARCADE na>
Z
0 2 0 0 0
Stats 1 18 2 9 3 16 4 15 5 12 6 11 7 7 8 12
0 -1 4 2
0 -12 3 9
0 -12 2 45
0 5 0 213
0 1 33 10
0 1 26 10
0 1 18 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 11
0 1 4 10
0 1 3 10
0 1 2 10
0 1 1 10
0 5 2 5
0 3 3 1
0 2 0 1
0 3 0 1
0 3 1 1
0 3 -5 -33
0 3 -7 41
0 3 -6 57
0 5 11 5
0 5 12 3
-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Teklura>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......###..###..#5#......>
Z
0 15 5 0 0
Stats 4 83
0 -8 2 5
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -5 213 0 0
Stats
0 -12 3 9
0 -12 2 45
-1
greeting <if# v1001 1 else .10_GoSchool if= QuestStatus 45 10 else GREETING_1
SetQuestStatus 45 -1 ifG React d30 else .10_GoFail ifG ChatNPCDAge PCDAge else
.10_GoMakeAlly if= d2 1 else .10_GoMakeAlly V= 1001 1 NewChat Say 1002 History
1003 PCFriend 213
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 220 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 220 NAV_AS_Win else GoCheckChallenge ifNPCOK 209 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 45 -1 ResetArena 220>
GoCheckChallenge <ResetArena 220 ifG ComTime ArenaRecharge 220 else GoLater
NewChat Say 4 AddChat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 220 213 SetChallengerHome 220 84 MoveNPC 213 220
PrepArena 220 0 SetNPCTeam 213 2>
*result1 <*MeetMeAtArena 220 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <I'm waiting...>
Msg2 <I can't believe I lost... Hilda will want to speak with you.>
Msg3 <Too bad about what happened to Hilda... I guess there's not going to be any
more fights until we get a new arena manager.>
Msg4 <Hilda said you're the next challenger I have to fight. Are you ready to
battle right now?>
Prompt1 <Let's go to the arena.>
Prompt2 <I'll be back after repairing my mecha.>
GREETING_1 <if= QuestStatus 45 9 else GoNoMatch if= ArenaState 220 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
.10_GoSchool <NewChat Say 1004 AddChat 1001>
.10_GoMakeAlly <PCAlly 213 NewChat Say 1001>
*.10_GoFail <*IConcedeDefeat&Battle>
result1001 <EndChat Say 1005 School .10_Skills Goto .10_GoBye>
.10_Skills <1 2 3 4 5 6 7 8 9 10 18>
*.10_GoBye <*GoodBye>
Msg1001 <You're a great pilot. The next time we meet on the battlefield, I plan to
be on your side.>
CMsg1001_1 <ifNPCSociable Accept>
CMsg1001_2 <ifNPCShy Accept>
CMsg1001_3 <ifNPCEasygoing Accept>
CMsg1001_4 <ifNPCPassionate Accept>
CMsg1001_5 <ifNPCCheerful Accept>
CMsg1001_6 <ifNPCMelancholy Accept>
Msg1002 <You did pretty well out there, but if you don't mind me saying so, there
are still a couple of things you could learn. I can teach you a few new tricks.>
CMsg1002_1 <ifNPCSociable Accept>
CMsg1002_2 <ifNPCShy Accept>
CMsg1002_3 <ifNPCEasygoing Accept>
CMsg1002_4 <ifNPCPassionate Accept>
CMsg1002_5 <ifNPCCheerful Accept>
CMsg1002_6 <ifNPCMelancholy Accept>
Msg1003 <Teklura in \SCENE RootSceneID offered to become your mentor.>
Msg1004 <Hello, \PC . I hope that your adventure's been going well.>
CMsg1004_1 <ifNPCSociable Accept>
CMsg1004_2 <ifNPCShy Accept>
CMsg1004_3 <ifNPCEasygoing Accept>
CMsg1004_4 <ifNPCPassionate Accept>
CMsg1004_5 <ifNPCCheerful Accept>
CMsg1004_6 <ifNPCMelancholy Accept>
Msg1005 <I'll show you some of the things that have helped me in the arena.>
CMsg1005_1 <ifNPCSociable Accept>
CMsg1005_2 <ifNPCShy Accept>
CMsg1005_3 <ifNPCEasygoing Accept>
CMsg1005_4 <ifNPCPassionate Accept>
CMsg1005_5 <ifNPCCheerful Accept>
CMsg1005_6 <ifNPCMelancholy Accept>
Prompt1001 <I'd like to train.>
Prompt1001_1 <Let's do some training now.>
Prompt1001_2 <I'd like to study now.>
requires <*GOODBYE>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <Now you'll see what real skill is.>
GoLater <NewChat Say 1701>
Msg1701 <Come back tomorrow and you can challenge me again.>
Msg1701_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I'm busy. Come back later.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <I'd rather not fight now. How about tomorrow?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <If you come back tomorrow, we can have more fun then.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1701_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 1801 AddChat 1801 AddChat
1802>
result1801 <Goto GoChat>
result1802 <NewChat AddEasygoing -d6 Say 1802 AddChat 1803 AddChat 1804>
result1803 <AddEasygoing d6 Reputation 3 d8 Goto GoChat>
result1804 <AddSociable -d4 Goto GoChat>
Msg1801 <My name is \ChatNPC . Who are you?>
Msg1801_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <Huh, who are you?>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg1801_3 <ifNPCCheerful Accept>
Msg1801_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg1801_4 <ifNPCMelancholy Accept>
Msg1801_5 <I haven't seen you here before. What's your name?>
CMsg1801_5 <ifNPCEasygoing Accept>
Msg1801_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg1801_6 <ifNPCPassionate Accept>
Msg1802 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg1802_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg1802_1 <ifNPCLawful Accept>
Msg1802_2 <You don't want to answer? What, are you a narc or something?>
CMsg1802_2 <ifNPCCriminal Accept>
Msg1802_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg1802_3 <ifNPCEasygoing Accept>
Msg1802_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg1802_4 <ifNPCMelancholy Accept>
Msg1802_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg1802_5 <ifNPCSociable Accept>
Msg1802_6 <You've got secrets? I can respect that.>
CMsg1802_6 <ifNPCShy Accept>
Msg1802_7 <What's your problem? Do you have something to hide?>
CMsg1802_7 <ifNPCPassionate Accept>
Prompt1801 <I'm \PC .>
Prompt1801_1 <My name is \PC .>
Prompt1801_2 <They call me... \PC !>
CPrompt1801_2 <ifPCPassionate Accept>
Prompt1802 <What's it to you?>
Prompt1802_1 <None of your business.>
Prompt1803 <I'm sorry, my name is \PC .>
Prompt1803_1 <Sorry, I'm a bit defensive.>
Prompt1804 <I don't give my name to just anybody.>
Prompt1804_1 <My name isn't important.>
Prompt1804_2 <Look, just forget about it.>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2001 Goto GoStartCombat>
Msg2001 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2001_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 220 .>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let's do it. I'll see you at \SCENE 220 .>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <I'll be waiting for you at \SCENE 220 . Don't make me wait long.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Meet me at \SCENE 220 . This is going to be so much fun!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Come to \SCENE 220 when you're ready to die. I'll be waiting.>
CMsg2001_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2101>
Msg2101 <Come back when you're ready, then.>
Msg2101_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let me know when you're ready.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <No worries. Get back to me when you're ready to go.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <I'm looking forward to starting the fight!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2101_6 <ifNPCMelancholy Accept>
.10_GoFail <NewChat Say 2201>
Msg2201 <You won that fight. I concede defeat.>
.10_GoBye <EndChat Say 2301>
msg2301 <Good-bye.>
Z
-1
-1
-1
-1
-1
0 -5 207 0 0
Stats
0 -12 3 2
0 -12 2 41
-1
rumor0 <Miano did some embarassing things while on vacation.>
greeting <if= QuestStatus 41 2 else GoCheckOffer NewChat Say 9 AddChat 6 AddChat 7
AddChat 8>
GoCheckOffer <if= QuestStatus 41 0 else GoChat ifG PCLaw d20 else GoCheckReact
Goto GoOfferMission>
GoCheckReact <ifG React 47 else GoCheckItem Goto GoOfferMission>
GoCheckItem <ifKeyItem 25 else GoChat NewChat Say 12 AddChat 9>
GoChat <NewChat SayAnything>
*GoOfferMission <*INeedYourHelp&SomethingPersonal GoAccept GoDeny>
GoAccept <EndChat Say 2 SetQuestStatus 41 2 QMemo 41 3 AddChat 1>
GoDeny <NewChat Say 1 AddReact -d10>
GoOfferItem <V= 2 Reward 47 1000 NewChat Say 13 AddChat 10 AddChat 11 AddChat 12>
Result1 <NewChat Say 4 AddChat 2 AddChat 3 AddChat 4>
Result2 <NewChat Say 5 AddCheerful d10 AddChat 5>
Result3 <NewChat Say 6 AddCheerful -d10 AddChat 5>
Result4 <NewChat Say 7 AddChat 5>
Result5 <NewChat Say 8>
Result6 <NewChat Say 10 SetQUestStatus 41 -2>
Result7 <Goto GoOfferItem>
Result8 <NewChat Say 11>
Result9 <Goto GoOfferItem>
Result10 <XPV 100 DeleteItem 25 Goto .3_GoInit>
Result11 <NewChat Say 16 AddChat 13 AddChat 14>
Result12 <NewChat Say 15 AddChat 10 AddChat 11>
Result13 <Say 14 AddLawful -1 AddRenown -1 AddReact -30 CashPrize V2 DeleteItem 25
SetQuestStatus 41 -1 if= d3 1 PCEnemy 207>
Result14 <Goto Result10>
Msg1 <I see. Well, don't let me keep you. You're obviously doing something very
important.>
Msg2 <While here on vacation I did a few things I'm not proud of... unfortunately,
someone caught those things on video.>
Msg3 <Miano was filmed for "Tourists Gone Nuts"; \SPR 207 wants you to locate the
videoslate before it can be made public.>
mSG4 <I went to a party being sponsored by "Tourists Gone Nuts" because I heard
they were giving out free beer. The next morning I woke up naked in an alley with
a copy of the release form I apparently signed.>
Msg5 <I've learned that nothing is more expensive that something given away for
free... Anyhow, if you could find that video and give it to me before copies are
posted to Thruweb, I'd be sure to reward you.>
Msg6 <That's a bit harsh, don't you think? I know I was a bit stupid, but this
punishment is way over the top. Anyhow, if you could find that video and give it
to me, I'd have a nice reward for you.>
Msg7 <Exactly. If you could do that, I'd have a nice reward waiting here for you.>
Msg8 <I don't know. I don't recall meeting any of the photographers, and my memory
of the entire night is a bit hazy... If you ask around you may be able to find
something, I hope.>
Msg9 <Have you found the video yet? I'm hoping to get this over with before my
vacation is done.>
Msg10 <This is terrible... my reputation is going to be ruined!>
Msg11 <Please hurry back when you have. I'll be waiting.>
Msg12 <Oh, hi! You must be an adventurer. This has been a wild vacation!>
Msg13 <That's it! Hurry, please give it to me so I can destroy it!>
Msg14 <This is extortion! I'll pay, because I really need that video, but I won't
forget this...>
Msg15 <I'd rather not say. The contents of the video are of a personal nature. If
you give it to me, I'll provide a generous reward.>
Msg16 <That's too much! You can't seriously expect me to pay that, can you?>
Prompt1 <[Continue]>
Prompt2 <At least you got some free beer.>
Prompt3 <Sounds like you got what you deserved.>
Prompt4 <You want me to recover that video?>
Prompt5 <So where do you think I can find it?>
Prompt6 <I don't think you're going to find the video.>
CPrompt6 <ifItemDestroyed 25 Accept>
Prompt7 <I've got the video right here.>
CPrompt7 <ifKeyItem 25 Accept>
Prompt8 <Sorry, not yet.>
Prompt9 <Say, does this videoslate belong to you?>
Prompt10 <Here you go. [Give Videoslate]>
Prompt11 <Is it worth $ \VAL V2 to you?>
CPrompt11 <ifG PCEgo 12 Accept>
Prompt12 <Why is it so important?>
CPrompt12 <if= QuestStatus 41 0 Accept>
Prompt13 <You'll find the money or this video goes public.>
Prompt14 <Pay whatever you can. [Give Videoslate]>
.3_GoInit <NewChat Say 301 CashPrize Reward 51 200 SetQuestStatus 41 -1>
Msg301 <So this is the Videoslate . Here's a reward for bringing it to me.>
requires <*INeedYourHelp>
GoOfferMission <NewChat Say 1501 AddChat 1501>
result1501 <Goto GoAccept>
Msg1501 <Excuse me, but you're a cavalier, right? I could really use your help
with something.>
CMsg1501_1 <ifNPCSociable Accept>
CMsg1501_2 <ifNPCShy Accept>
CMsg1501_3 <ifNPCEasygoing Accept>
CMsg1501_4 <ifNPCPassionate Accept>
CMsg1501_5 <ifNPCCheerful Accept>
CMsg1501_6 <ifNPCMelancholy Accept>
Prompt1501 <Tell me what's wrong.>
CPrompt1501_1 <ifPCSociable Accept>
CPrompt1501_2 <ifPCShy Accept>
CPrompt1501_3 <ifPCEasygoing Accept>
CPrompt1501_4 <ifPCPassionate Accept>
CPrompt1501_5 <ifPCCheerful Accept>
CPrompt1501_6 <ifPCMelancholy Accept>
Z
-1
-1
0 -5 212 0 0
Stats
0 -12 3 5
0 -12 2 44
-1
rumor5 <Boevaox has been hoping to collect the bounty on Kolo.>
greeting <if= NPCVar 212 1 2 else GoCheckLoss NewChat Say 12 AddChat 7>
GoCheckLoss <if= NPCVar 212 1 -1 else GoCheckQuest NewChat Say 9 NPCVar= 212 1 0>
GoCheckQuest <if= QuestStatus 44 5 else GoGreet if= V1 1 else GoOfferMission if=
NPCVar 212 1 1 else GoMaybeSet NewChat Say 7>
GoMaybeSet <NewChat Say 8 AddChat 6>
GoOfferMission <if= V1 0 else GoChat NewChat Say 1 AddChat 1 AddChat 2>
*GoGreet <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
Result1 <NewChat Say 2 V= 1 1 AddSociable d10 AddChat 3 AddChat 4>
Result2 <NewChat Say 3 V= 1 -1>
result3 <NewChat Say 4 AddChat 4 AddChat 5>
result4 <NewChat Say 5 V= 1 -1>
result5 <NewChat Say 6 V= 1 1 Memo 11>
result6 <NewChat Say 10 NPCVar= 212 1 1>
result7 <FacXP+ 5 -20 AddLawful 1 AddRenown -1 NPCVar= 212 1 0 V= 1 -1 Memo 0
Goto .8_GoInit>
Msg1 <Hey you, you're the pilot set to fight Kolo at the arena, right?>
Msg2 <No, but I wish I did... I'm here to capture him. If you were to help me do
that, we could split the reward two ways.>
Msg3 <Oh, sorry... I must have you confused with someone else.>
Msg4 <He's wanted for fraud, piracy, theft, vandalism, copyright infringement,
impersonating an officer of the law while under the influence of xozu, and about a
hundred other charges. So, will you help?>
Msg5 <I see. Well, I'll still get him, even without your help...>
Msg6 <Here's what I want you to do. Once you know exactly when the match is going
to take place, come here and tell me. Afterwards I'll nab Kolo as he leaves the
arena.>
Msg7 <It's time for you to fight Kolo at . I'll be waiting to nab him afterwards.>
Msg8 <Once I know where Kolo is, I'll be able to set a trap for him.>
Msg9_1 <In all the confusion after the match, Kolo slipped away. We're going to
have to do this one more time.>
CMsg9_1 <if= QuestStatus 44 5 Accept>
Msg9_2 <I'm done looking for Kolo. It's time to move on.>
CMsg9_2 <if# QuestStatus 44 5 Accept>
Msg10 <Excellent. I'll be waiting for Kolo, after the match...>
Msg11 <Boevaox at \SCENE 78 asked you to tell \OPR 212 before you fight Kolo, so
\SPR 212 can arrest him after the match.>
Msg12 <Kolo has been captured, and turned over to the authorities for prosecution.
Thanks for your help.>
Prompt1 <Yes, do you know where he is?>
Prompt2 <No, I don't know what you're talking about.>
Prompt3 <What crimes has he committed?>
Prompt4 <I'm not interested.>
Prompt5 <Alright, I'll do it.>
Prompt6 <He's waiting for me at the arena now.>
CPrompt6 <if= ArenaState 220 NAV_AS_Ready Accept>
Prompt7 <How about sharing that reward, then?>
.8_GoInit <NewChat Say 801 CashPrize Reward 48 200 SetQuestStatus 44 -1>
Msg801 <Kolo has been defeated! Here's a reward for your help.>
requires <*MISC_CHATTER>
GoGreet <ifCHatNPCUnknown else GoChat NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto GoChat>
result1502 <AddEasygoing -d4 ifG Flirtation 5 else .15_GoFail ifG React 0 else
.15_GoFail AddReact 10 SkillXP 27 100 NewChat Say 1503 AddChat 1504>
.15_GoFail <NewChat AddReact -5 Say 1502 AddChat 1503 PCMoraleDmg 10 ifG PCRenown
0 AddRenown -1>
result1503 <Goto GoChat>
result1504 <Goto GoChat>
Msg1501 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg1501_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg1501_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg1502 <Cut the lines, creep. I'm not interested.>
Msg1502_1 <Don't even think about it. You are so not my type.>
Msg1503 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg1503_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt1501 <Nice to meet you.>
Prompt1501_1 <I'm glad to meet you.>
Prompt1501_2 <It's nice to meet you.>
Prompt1502 <What's a beautiful person like you doing here?>
CPrompt1502 <ifNPCSexy ChatNPCID Accept>
Prompt1502_1 <It's a great pleasure to meet someone so attractive.>
Prompt1502_2 <And it's VERY nice to meet you!>
Prompt1503 <I see...>
Prompt1503_1 <Ah...>
Prompt1504 <I look forward to it.>
Prompt1504_1 <I'd like that a lot.>
GoChat <NewChat SayAnything>
Z
-1
-1
0 -5 214 0 0
Stats
0 -12 3 11
0 -12 2 46
-1
greeting <if# v1201 1 else .12_GoSchool if= QuestStatus 46 12 else GREETING_1
SetQuestStatus 46 -1 ifG React d30 else .12_GoFail ifG ChatNPCDAge PCDAge else
.12_GoMakeAlly if= d2 1 else .12_GoMakeAlly V= 1201 1 NewChat Say 1202 History
1203 PCFriend 214
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 7>
GoCheckStatus <if= ArenaState 220 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 220 NAV_AS_Win else GoCheckChallenge ifNPCOK 209 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 46 -1 ResetArena 220>
GoCheckChallenge <ResetArena 220 ifG ComTime ArenaRecharge 220 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
*GoFirstTime <*PCChallengeNPC GoMakeChallenge GoWussOut>
GoMakeChallenge <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
GoWussOut <AddEasygoing d10 NewChat Say 6 V= 1 1 AddCHat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 220 214 SetChallengerHome 220 78 MoveNPC 214 220
PrepArena 220 0 SetNPCTeam 214 2>
*result1 <*MeetMeAtArena 220 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <I wonder where you could be, calling when you should instead be fighting.
Come to the arena as soon as you can.>
Msg2 <I concede to your superior talents. Hilda will want to speak with you.>
Msg3 <Following the death of Hilda, the arena has been closed...>
Msg4 <Shall we proceed to the arena?>
Msg5 <And here I thought you just wanted my phone number. Well, shall we get this
match started?>
Msg6 <Come now, don't be coy. We both know the real reason why you came here...
Hilda scheduled us for a match together, didn't \SPR 209 ? Would you like to get
started right away?>
Msg7 <I've had a lot of time to perfect my technique. Now you will see real
beauty!>
Prompt1 <Alright. Let's go now.>
Prompt2 <We can do that later..>
GREETING_1 <if= QuestStatus 46 11 else GoNoMatch if= ArenaState 220 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
.12_GoSchool <NewChat Say 1204 AddChat 1201>
.12_GoMakeAlly <PCAlly 214 NewChat Say 1201>
*.12_GoFail <*IConcedeDefeat&Battle>
result1201 <EndChat Say 1205 School .12_Skills Goto .12_GoBye>
.12_Skills <1 2 3 4 5 6 7 8 9 10 18>
*.12_GoBye <*GoodBye>
Msg1201 <You're a great pilot. The next time we meet on the battlefield, I plan to
be on your side.>
CMsg1201_1 <ifNPCSociable Accept>
CMsg1201_2 <ifNPCShy Accept>
CMsg1201_3 <ifNPCEasygoing Accept>
CMsg1201_4 <ifNPCPassionate Accept>
CMsg1201_5 <ifNPCCheerful Accept>
CMsg1201_6 <ifNPCMelancholy Accept>
Msg1202 <You did pretty well out there, but if you don't mind me saying so, there
are still a couple of things you could learn. I can teach you a few new tricks.>
CMsg1202_1 <ifNPCSociable Accept>
CMsg1202_2 <ifNPCShy Accept>
CMsg1202_3 <ifNPCEasygoing Accept>
CMsg1202_4 <ifNPCPassionate Accept>
CMsg1202_5 <ifNPCCheerful Accept>
CMsg1202_6 <ifNPCMelancholy Accept>
Msg1203 <Aspis in \SCENE RootSceneID offered to become your mentor.>
Msg1204 <Hello, \PC . I hope that your adventure's been going well.>
CMsg1204_1 <ifNPCSociable Accept>
CMsg1204_2 <ifNPCShy Accept>
CMsg1204_3 <ifNPCEasygoing Accept>
CMsg1204_4 <ifNPCPassionate Accept>
CMsg1204_5 <ifNPCCheerful Accept>
CMsg1204_6 <ifNPCMelancholy Accept>
Msg1205 <I'll show you some of the things that have helped me in the arena.>
CMsg1205_1 <ifNPCSociable Accept>
CMsg1205_2 <ifNPCShy Accept>
CMsg1205_3 <ifNPCEasygoing Accept>
CMsg1205_4 <ifNPCPassionate Accept>
CMsg1205_5 <ifNPCCheerful Accept>
CMsg1205_6 <ifNPCMelancholy Accept>
Prompt1201 <I'd like to train.>
Prompt1201_1 <Let's do some training now.>
Prompt1201_2 <I'd like to study now.>
requires <*GOODBYE Cheerful>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoFirstTime <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <Goto GoMakeChallenge>
result1602 <Goto GoWussOut>
Msg1601 <Ah, \PC . I suppose you're here to challenge me to a duel.>
Prompt1601 <That's right.>
Prompt1602 <No, nothing like that...>
GoLater <NewChat Say 1701>
Msg1701 <Come back tomorrow and you can challenge me again.>
Msg1701_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I'm busy. Come back later.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <I'd rather not fight now. How about tomorrow?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <If you come back tomorrow, we can have more fun then.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1701_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat V= 1801 10 V+ 1801 d8 NewChat Say 1801
AddChat 1801 AddChat 1802>
result1801 <Goto GoChat>
result1802 <NewChat Say 1802 AddReact d10 SkillXP 11 100 AddChat 1803
AddChat 1804 AddChat 1805>
result1803 <NewChat Say 1803 AddChat 1806>
result1804 <NewChat Say 1803 AddChat 1806>
result1805 <Goto GoChat>
result1806 <Goto GoChat>
Msg1801 <Hello, I'm \ChatNPC . It's nice to meet you.>
Msg1801_1 <Hi, my name is \ChatNPC . I'm glad to meet you.>
Msg1801_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg1802 <Yes, it is. I've been a duelist for a while now... I'm hoping to qualify
for the championship soon.>
Msg1802_1 <Ah, so you must be a fan of the Pro Duelist League then! Yes, I'm a
member.>
CMsg1802_1 <ifNPCSociable Accept>
Msg1802_2 <Yes, it is. I've been a member of the league for a while.>
CMsg1802_2 <ifNPCShy Accept>
Msg1802_3 <Yeah, most of us in the league wear these. I've been playing for a
while but haven't scored that one big match yet.>
CMsg1802_3 <ifNPCEasygoing Accept>
Msg1802_4 <So, you know your stuff... I'll bet you must be quite the mecha pilot
too.>
CMsg1802_4 <ifNPCPassionate Accept>
Msg1802_5 <I take it you're interested in mecha, then? As you can tell, so am I.>
CMsg1802_5 <ifNPCCheerful Accept>
Msg1802_6 <Yes, that's right. I am a member of the Duelist's League.>
CMsg1802_6 <ifNPCMelancholy Accept>
Msg1803 <It's a dangerous but exciting life. I wouldn't want to be doing anything
else. Someday, maybe we'll get a chance to test each other's skill in the arena.>
Msg1803_1 <We should get together sometime and swap stories. I could tell you so
much about all the top players... You wouldn't believe what goes on behind the
scenes at the arena.>
CMsg1803_1 <ifNPCSociable Accept>
Msg1803_2 <In that case, maybe someday we can face each other in the arena.>
CMsg1803_2 <ifNPCShy Accept>
Msg1803_3 <The sport's a lot safer than it used to be back in the day, but arena
pilots still get killed every year. I've been lucky so far I guess. If you want,
we can get together and swap stories later.>
CMsg1803_3 <ifNPCEasygoing Accept>
Msg1803_4 <It's a dangerous life in the arena, but it's only through challenges
that we truly feel alive. If you're up for it maybe we can try our luck against
each other in the arena sometime.>
CMsg1803_4 <ifNPCPassionate Accept>
Msg1803_5 <This is the best job in the world. I get paid to pilot the coolest and
fastest mecha, meet all the top pilots, and win the adoration of League fans
everywhere. Maybe someday we can face each other in the arena. That'd be cool.>
CMsg1803_5 <ifNPCCheerful Accept>
Msg1803_6 <I know every time I enter the arena it could be my last. Some things
are more important than life itself. If you're interested, maybe we can spar with
one another later.>
CMsg1803_6 <ifNPCMelancholy Accept>
Prompt1801 <Nice to meet you too.>
Prompt1801_1 <Glad to meet you.>
Prompt1801_2 <I'm glad to meet you, too.>
Prompt1802 <Say, is that a Pro Duelist Association badge?>
CPrompt1802 <ifG PCPerception V1801 Accept>
Prompt1803 <I'm a member of the league myself.>
CPrompt1803 <if= PCFac 5 Accept>
Prompt1804 <I'd like to join the league some day.>
CPrompt1804 <if= PCFac 0 Accept>
Prompt1805 <Well, it's nice to meet you.>
Prompt1806 <I look forward to it.>
Prompt1806_1 <Sounds like fun.>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2001 Goto GoStartCombat>
Msg2001 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2001_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 220 .>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let's do it. I'll see you at \SCENE 220 .>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <I'll be waiting for you at \SCENE 220 . Don't make me wait long.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Meet me at \SCENE 220 . This is going to be so much fun!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Come to \SCENE 220 when you're ready to die. I'll be waiting.>
CMsg2001_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2101>
Msg2101 <Come back when you're ready, then.>
Msg2101_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let me know when you're ready.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <No worries. Get back to me when you're ready to go.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <I'm looking forward to starting the fight!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2101_6 <ifNPCMelancholy Accept>
.12_GoFail <NewChat Say 2201>
Msg2201 <You win. I concede defeat.>
.12_GoBye <EndChat ifG React 0 else .23_GoFail Say 2301>
.23_GoFail <Say 2302>
msg2301 <It was a real pleasure seeing you!>
msg2302 <Good-bye.>
Z
-1
-1
-1
0 -3 85 0 0
Stats 1 -1 2 20 3 15
0 7 16 4
-1
name <Vitae Mart>
type <building mall public>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Vitae Mart.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
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name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 86 0 0
Stats 1 -1 2 20 3 16
0 7 16 2
-1
name <Three Blessings Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
start <if= QuestStatus 48 2 else START_1 ifNPCDead 73 else START_1 SetQuestStatus
48 -2 Goto START_1>
Msg1 <You enter the Three Blessings Hospital.>
START_1 <Print 1>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Office>
minimap <..1.................##+##>
Z
0 2 0 0 0
Stats 1 7 2 6 3 8 4 13 5 18 6 16 7 23 8 12
0 -12 2 48
0 5 0 73
0 -8 2 1
0 3 -7 -50
0 3 -3 50
0 3 0 1
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0 3 1 98
0 2 0 1
0 3 -1 80
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0 1 20 10
0 1 21 5
-1
job_desig <MEDIC>
JOB <DOCTOR>
name <Galena Hodges>
rumor <Galena Hodges has been helping the poor for nearly a century.>
SDL_PORTRAIT <por_f_knowledge(--N).png>
SDL_COLORS <90 150 80 199 188 162 190 210 230>
Quest <*:NPCQuest>
Z
-1
0 1 2 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 73 0 0
Stats
0 -12 3 2
0 -12 2 48
-1
rumor0 <Galena Hodges has been fighting the outbreak of a weird disease.>
greeting <if= QuestStatus 48 2 else GoCheckFirst if# NPCVar 216 1 0 else
GoCheckDeath NewChat Say 8 AddChat 4>
GoCheckDeath <ifNPCDead 216 else GoCheckProgress NewChat Say 7 SetQuestStatus 48
-2 XPV 100>
GoCheckProgress <NewChat Say 6>
GoCheckFirst <if= QuestStatus 48 0 else GoChat NewChat Say 1 AddChat 1 AddChat 2>
*GoChat <*MISC_CHATTER>
result1 <NewChat Say 2 QMemo 48 3 SetQuestStatus 48 2>
result2 <NewChat Say 4 AddChat 3>
result3 <NewChat Say 5 QMemo 48 3 SetQuestStatus 48 2>
result4 <Goto .4_GoInit>
Msg1 <There's been an outbreak of malboro syndrome. You are advised to seek
immediate medical attention if you suffer from confusion, blindness, muteness,
fits of rage, or halitosis.>
Msg2 <It's believed that the virus was brought here by a trucker named Luto;
unfortunately \SPR 216 's either left town or gone into hiding. if \SPR 216 could
be examined here, it would help us to identify the strain of the virus.>
Msg3 <Malboro syndrome was brought to \SCENE RootSceneID by a trucker named Luto.
Galena Hodges in \SCENE 86 wants to examine \OPR 216 to identify the strain of the
virus.>
Msg4 <Please do. The virus is highly contagious... Also, if you happen to meet a
trucker named Luto, please come back to let me know.>
Msg5 <It's thought that \SPR 216 's the one who first brought the virus here. If
we could examine \OPR 216 , we could identify the strain we're dealing with.
Unfortunately Luto seems to have either skipped town or gone into hiding.>
Msg6 <New cases of malboro syndrome are turning up every day. The situation is
getting desperate.>
Msg7 <It's very sad what happened to Luto... Now that we have the body, hopefully
we can prevent any more lives from being lost.>
Msg8 <Luto has arrived here and is being treated. Thanks to \PPR 216 help, we've
identified the strain of the virus and many more lives will be saved.>
Prompt1 <What caused this outbreak?>
Prompt2 <I'll be careful.>
Prompt3 <Who is this Luto?>
Prompt4 <Don't forget my part in this.>
.4_GoInit <NewChat Say 401 CashPrize Reward 45 100 AddHeroic 1 SetQuestStatus 48
-1>
Msg401 <Thank you so much for the help. Here's a small gift, in appreciation of
what you've done... Please take it.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <I'm not good with words but maybe this will speak better. I'd like to
give you this small gift, in thanks for what you've done.>
CMsg401_2 <ifNPCShy Accept>
CMsg401_3 <ifNPCEasygoing Accept>
CMsg401_4 <ifNPCPassionate Accept>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <Thanks for partially restoring my faith in humanity. Here's a small
token of my appreciation.>
CMsg401_6 <ifNPCMelancholy Accept>
requires <*MISC_CHATTER>
GoChat <NewChat SayAnything>
Z
-1
-1
-1
0 -3 87 0 0
Stats 1 -29 2 23 3 20
0 7 16 1
0 21 2 2
0 5 2 10
-1
name <Gaos City Hall>
type <building government public>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Gaos city hall.>
Content1 <Some 1 90 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
0 2 0 0 0
Stats 1 19 2 9 3 13 4 15 5 10 6 12 7 9 8 14
0 -1 4 2
0 -12 3 3
0 -12 2 43
0 5 0 210
0 1 33 7
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0 1 18 7
0 1 10 7
0 1 9 7
0 1 8 7
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0 3 -5 37
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-1
job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Tersep>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 18 2 10 3 12 4 12 5 8 6 10 7 10 8 13
0 -1 4 2
0 -12 3 13
0 -12 2 47
0 5 0 215
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0 3 -6 81
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job_desig <ADVEN>
JOB <ARENA PILOT>
NAME <Ovastar>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
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Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
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NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
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NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
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NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
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NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
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Z
-1
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0 -4 2 0 0
Stats 1 3
0 -1 1 1
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name <Citizens>
Z
-1
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0 -4 3 0 0
Stats
0 -1 1 1
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name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
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name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
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0 -8 -27 0 0
Stats
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name <Garrison>
minimap <2....1..............#...#>
Z
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Stats 1 12 2 15 3 14 4 13 5 10 6 10 7 9 8 11
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0 3 -6 126
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job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Hewter>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
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Z
-1
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0 1 3 5 0
Stats
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NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
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NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 18 3 16 4 14 5 8 6 12 7 10 8 10
0 5 0 75
0 5 12 1
0 5 11 18
0 3 -6 56
0 3 -5 35
0 3 -4 3
0 3 -7 31
0 3 -3 13
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job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Bilkep>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
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name <Garrison>
minimap <2....1..............#...#>
Z
0 2 0 0 0
Stats 1 19 2 8 3 14 4 13 5 9 6 11 7 10 8 16
0 5 0 76
0 5 12 3
0 5 11 1
0 3 -6 63
0 3 -2 27
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0 3 -5 24
0 3 1 5
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-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Pirphieva>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 9 3 16 4 14 5 9 6 11 7 12 8 16
0 5 0 77
0 5 12 3
0 5 11 18
0 3 -6 70
0 3 -3 37
0 3 -5 -58
0 3 1 3
0 3 0 1
0 -8 2 2
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 18 12
0 1 26 11
0 1 33 11
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Terhowers>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <.....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 13 2 11 3 12 4 16 5 13 6 14 7 14 8 17
0 5 0 78
0 3 -2 33
0 3 -5 54
0 3 1 2
0 3 0 1
0 -8 2 1
0 5 2 10
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
JOB <POLITICIAN>
NAME <Mage>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 210 0 0
Stats
0 -12 3 3
0 -12 2 43
-1
greeting <if= QuestStatus 43 4 else GREETING_1 SetQuestStatus 43 -1 ifG React d20
else .4_GoFail PCFriend ChatNPCID NewChat Say 401>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 220 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 220 NAV_AS_Win else GoCheckChallenge ifNPCOK 209 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 43 -1 ResetArena 220>
GoCheckChallenge <ResetArena 220 ifG ComTime ArenaRecharge 220 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 220 210 SetChallengerHome 220 87 MoveNPC 210 220
PrepArena 220 0 SetNPCTeam 210 2>
*result1 <*MeetMeAtArena 220 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <Did you forget that we have an arena fight scheduled? I'm getting bored.>
Msg2 <Victory is yours... Go find Hilda to get your prize money.>
Msg3 <Too bad about what happened to Hilda... I guess there's not going to be any
more fights until we get a new arena manager.>
Msg4 <Are you ready to fight?>
Msg5 <So you're my next challenger. You should know that I won't make this easy
for you. Shall we get started?>
Prompt1 <I'm ready.>
Prompt2 <Maybe I'll come back later.>
GREETING_1 <if= QuestStatus 43 3 else GoNoMatch if= ArenaState 220 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.4_GoFail <*IConcedeDefeat&Battle>
Msg401 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg401_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <I like you. Let's get together again someday.>
CMsg401_2 <ifNPCShy Accept>
Msg401_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg401_4 <ifNPCPassionate Accept>
Msg401_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg401_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <Now you'll see the full power of my \ChatNPCMecha !>
GoLater <NewChat Say 1701>
Msg1701 <Come back tomorrow and you can challenge me again.>
Msg1701_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I'm busy. Come back later.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <I'd rather not fight now. How about tomorrow?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <If you come back tomorrow, we can have more fun then.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1701_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 1801 AddChat 1801>
result1801 <Goto GoChat>
Msg1801 <Hi, I'm \ChatNPC .>
Msg1801_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <Hey. Who are you?>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg1801_3 <ifNPCCheerful Accept>
Msg1801_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg1801_4 <ifNPCMelancholy Accept>
Msg1801_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg1801_5 <ifNPCEasygoing Accept>
Msg1801_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg1801_6 <ifNPCPassionate Accept>
Prompt1801 <My name is \PC .>
Prompt1801_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt1801_1 <ifPCSociable Accept>
Prompt1801_2 <You don't need to know my name.>
CPrompt1801_2 <ifPCShy Accept>
Prompt1801_3 <I'm \PC . Glad to meet you.>
CPrompt1801_3 <ifPCCheerful Accept>
Prompt1801_4 <If you must know, I'm \PC .>
CPrompt1801_4 <ifPCMelancholy Accept>
Prompt1801_5 <I'm \PC .>
CPrompt1801_5 <ifPCEasygoing Accept>
Prompt1801_6 <My name's \PC ... don't forget it.>
CPrompt1801_6 <ifPCPassionate Accept>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2001 Goto GoStartCombat>
Msg2001 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2001_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 220 .>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let's do it. I'll see you at \SCENE 220 .>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <I'll be waiting for you at \SCENE 220 . Don't make me wait long.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Meet me at \SCENE 220 . This is going to be so much fun!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Come to \SCENE 220 when you're ready to die. I'll be waiting.>
CMsg2001_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2101>
Msg2101 <Come back when you're ready, then.>
Msg2101_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let me know when you're ready.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <No worries. Get back to me when you're ready to go.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <I'm looking forward to starting the fight!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2101_6 <ifNPCMelancholy Accept>
.4_GoFail <NewChat Say 2201>
Msg2201 <You win. I concede defeat.>
Z
-1
-1
0 -5 215 0 0
Stats
0 -12 3 13
0 -12 2 47
-1
greeting <if= QuestStatus 47 14 else GREETING_1 SetQuestStatus 47 -1 ifG React d20
else .14_GoFail PCFriend ChatNPCID NewChat Say 1401>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 220 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 220 NAV_AS_Win else GoCheckChallenge ifNPCOK 209 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 47 -1 ResetArena 220>
GoCheckChallenge <ResetArena 220 ifG ComTime ArenaRecharge 220 else GoLater
NewChat Say 4 AddChat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 220 215 SetChallengerHome 220 87 MoveNPC 215 220
PrepArena 220 0 SetNPCTeam 215 2>
*result1 <*MeetMeAtArena 220 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <I'm waiting for you at the arena. Hurry up and get over here.>
Msg2 <You beat me. You better go talk with Hilda about the reward.>
Msg3 <Too bad about what happened to Hilda... I guess there's not going to be any
more fights until we get a new arena manager.>
Msg4 <Are you here to challenge me?>
Prompt1 <That's right.>
Prompt2 <Not right now; we can fight later.>
GREETING_1 <if= QuestStatus 47 13 else GoNoMatch if= ArenaState 220 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.14_GoFail <*IConcedeDefeat&Battle>
Msg1401 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg1401_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg1401_1 <ifNPCSociable Accept>
Msg1401_2 <I like you. Let's get together again someday.>
CMsg1401_2 <ifNPCShy Accept>
Msg1401_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg1401_3 <ifNPCEasygoing Accept>
Msg1401_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg1401_4 <ifNPCPassionate Accept>
Msg1401_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg1401_5 <ifNPCCheerful Accept>
Msg1401_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg1401_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <No mortal can resist the power of the dragon!>
GoLater <NewChat Say 1701>
Msg1701 <Come back tomorrow and you can challenge me again.>
Msg1701_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I'm busy. Come back later.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <I'd rather not fight now. How about tomorrow?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <If you come back tomorrow, we can have more fun then.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1701_6 <ifNPCMelancholy Accept>
GoNoMatch <Goto GoChat>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2001 Goto GoStartCombat>
Msg2001 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2001_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 220 .>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let's do it. I'll see you at \SCENE 220 .>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <I'll be waiting for you at \SCENE 220 . Don't make me wait long.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Meet me at \SCENE 220 . This is going to be so much fun!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Come to \SCENE 220 when you're ready to die. I'll be waiting.>
CMsg2001_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2101>
Msg2101 <Come back when you're ready, then.>
Msg2101_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let me know when you're ready.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <No worries. Get back to me when you're ready to go.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <I'm looking forward to starting the fight!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2101_6 <ifNPCMelancholy Accept>
.14_GoFail <NewChat Say 2201>
Msg2201 <You won that fight. I concede defeat.>
Z
-1
-1
-1
-1
0 -3 88 3 0
Stats 1 -7 2 23 3 10
0 5 2 1
0 2 5 -5
0 -1 1 48
0 -1 0 38
-1
name <Fuchal Spinner>
world <L5 Region>
desc <Fuchal Spinner is a station dedicated to the art of cooking. It has many
restaurants and hydroponic gardens.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown cuisine safe>
personatype <city spinner>
habitat <SPACE.URBAN>
entrance <*COLONY-1>
factions <MAQUI COMET HOELL L5LAW>
desig <FUCSP>
context <SPACE>
Quest1 <*:LocalQuest>
Quest2 <*:GuaranteedQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Fuchal Spinner is dedicated to the art of cooking. Chefs come from all over
L5 to train and to purchase ingredients.>
Msg2 <You enter Fuchal Spinner.>
Z
0 15 10 0 3
Stats 1 3 4 89
0 19 1 12
-1
roguechar <S>
NAME <Fuchal Market>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 90
0 19 1 10
-1
roguechar <H>
NAME <Yan Memorial Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 91
0 19 1 12
-1
roguechar <S>
NAME <Taste Island>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 92
-1
ROGUECHAR <&>
NAME <Fuchal Center>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 93
0 19 1 9
-1
roguechar <P>
NAME <Fuchal Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 95
-1
ROGUECHAR <&>
NAME <CometBurger Head Office>
requires <*BUILDING>
Z
-1
-1
-1
0 -3 89 0 0
Stats 1 -1 2 36 3 20
0 7 16 4
-1
name <Fuchal Market>
type <building mall public legit>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Fuchal Market.>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content7 <Some 1 100 Sub *GENERAL_SHOP na>
Content8 <Some 1 100 Sub *RESTAURANT na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 90 0 0
Stats 1 -1 2 15 3 20
0 7 16 2
-1
name <Yan Memorial Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter Yan Memorial Hospital.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 91 0 0
Stats 1 -1 2 25 3 25
0 7 16 4
-1
name <Taste Island>
type <building public mall legit meeting>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <if= QuestStatus 49 2 else START_1 ifNPCDead 217 else START_1 SetQuestStatus
49 -2 Goto START_1>
Msg1 <You enter Taste Island.>
Content1 <Some 1 100 Sub *GENERAL_SHOP>
Content2 <Some 2 100 Sub *RESTAURANT>
Content3 <Some 1 100 Sub *BAR_SERVICE na>
Content5 <Fill Sub *SHOP_RANDOM>
START_1 <Print 1>
end <if= QuestStatus 50 4 else na ifNPCDead 217 else na SetQuestStatus 50 -2 Goto
na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 217 0 0
Stats
0 -12 3 2
0 -12 2 49
-1
rumor0 <Evavis gets fresh vegetables from a hydroponic microstation.>
Greeting <if= QuestStatus 50 4 else GREETING_2 NewChat Say 401>
*GoGreet <*NiceToMeetYou GoOpenStore>
GoOpenStore <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
result1 <EndChat Say 2 PCEat Cash+ -300 PCMoraleDmg -15 AddChat 4>
*result2 <*GoodBye>
result3 <NewChat Say 3 V= 1 1 AddChat 1 AddChat 2>
result4 <NewChat Say 4 AddChat 5 AddChat 6>
result5 <NewChat Say 5 QMemo 49 6 SetQuestStatus 49 2>
result6 <NewChat Say 7 SetQuestStatus 49 -2>
result7 <ifItemOK 30 else GoR7Fail Goto .3_GoInit>
GoR7Fail <NewChat Say 10 CashPrize * 15 d30 AddRenown -2 SetQuestStatus 49 -2>
result8 <NewChat Say 9>
result9 <Goto result1>
Msg1 <This is Evavis's Garden of Wonder. We serve a variety of dishes prepared
with fresh, naturally grown ingredients. All entrees are $300.>
Msg2 <Here's your order. Please enjoy your meal.>
Msg3 <As I said, this food is both fresh and naturally grown. That's not easy to
do in these parts. Now, do you want anything or not?>
Msg4 <Say, are you a cavalier? I've got a problem you might be able to help with.
The microstation where I grow my vegetables has been taken over by a gang of
pirates. I'm offering a reward to get rid of them.>
Msg5 <You can find the station in \SCENE 94 . Make sure you don't damage the
station while driving them off. Come back here when you're finished and I'll give
you the reward.>
Msg6 <Evavis in \SCENE 91 is offering a reward for anyone who can remove the
pirates from \PPR 217 microstation in \SCENE 94 .>
Msg7 <Okay, no problem.>
Msg8 <Have you cleared the pirates from my station yet?>
Msg9 <Well, come back when you have.>
Msg10 <The problem being, so is my station! Still, you did fight the pirates, so
I'd hate to see you go away empty handed... Here's a small reward to cover your
repairs.>
Prompt1 <I'll take the daily special.>
CPrompt1 <ifG PCHunger 10 ifChatNPCInPlay ifG PC$ 299 Accept>
Prompt2 <I don't want anything right now.>
Prompt3 <Don't you have anything cheaper?>
CPrompt3 <if= v1 0 Accept>
Prompt4 <[Continue]>
CPrompt4 <if= QuestStatus 49 0 Accept>
Prompt5 <Give me the details.>
Prompt6 <I'm not interested.>
Prompt7 <The pirates are gone.>
CPrompt7 <if= SceneVar 235 2 1 Accept>
Prompt8 <Sorry, not yet.>
Prompt9 <Actually I'd like some food.>
CPrompt9 <ifG PCHunger 10 ifChatNPCInPlay ifG PC$ 299 Accept>
GREETING_1 <if= QuestStatus 49 2 else GoGreet NewChat Say 8 AddChat 7 AddChat 8
AddChat 9>
.3_GoCheckLoss <if= QuestStatus 50 -2 else GoChooseMission SetQuestStatus 49 -2
Goto .3_GoEndInLoss>
*.3_GoEndInLoss <*MissionWasFailure na na na>
.3_GoInit <IFCHATNPCARCHENEMY else .3_GoOfferNew Goto .3_GoJustEnd>
.3_GoOfferNew <CashPrize Reward 28 250 SetQuestStatus 49 3 Goto
.3_GoChooseMission>
*.3_GoJustEnd <*MissionWasSuccess&Reward .3_GoTrivial ChatNPCFac na>
.3_GoTrivial <CashPrize Reward 28 250 SetQuestStatus 49 -1>
.3_GoChooseMission <NewChat Say 302 AddChat 302 AddChat 303>
.3_GoEnd <AddRenown -1 SetQuestStatus 49 -1>
result301 <Goto .5_GoInit>
result302 <QMemo 49 0 Goto .4_GoInit>
*result303 <*RejectMission .3_GoEnd>
Msg301 <You did a good job on that mission, \PC .>
Msg302 <You've been a great help, \PC . How would you like to do another mission
for me?>
Prompt301 <[Continue]>
Prompt302 <I'd like that, yes.>
Prompt303 <Sorry, this is where I call it quits.>
GREETING_2 <if= QuestStatus 49 3 else GREETING_1 if= QuestStatus 50 -1 else
.3_GoCheckLoss EndChat Say 301 AddChat 301>
.4_GoInit <SetQuestStatus 50 4 NewChat Say 402 QMemo 50 403>
Msg401 <Those mecha thieves have not yet been brought to justice.>
Msg402 <Recently, a number of mecha have been stolen. The thieves are thought to
be somewhere in the \SCENE 94 area. If you could catch them, I'd have a reward for
you.>
Msg403 <Evavis asked you to catch a gang of mecha thieves in \SCENE 94 .>
*.5_GoInit <*MissionWasSuccess&Reward .5_GoFinish ChatNPCFac na>
.5_GoFinish <CashPrize Reward 31 250 SetQuestStatus 49 -1>
requires <*MissionWasSuccess &Reward>
GoGreet <ifCHatNPCUnknown else GoOpenStore NewChat Say 1501 AddChat 1501 AddChat
1502>
result1501 <AddSociable d3 Goto GoOpenStore>
result1502 <AddSociable -d3 Goto GoOpenStore>
Msg1501 <I don't think we've met before. I'm \ChatNPC .>
Msg1501_1 <Hello, my name is \ChatNPC .>
Prompt1501 <I'm \PC .>
Prompt1501_1 <My name is \PC .>
Prompt1501_2 <I am the ace pilot \PC !>
CPrompt1501_2 <ifPCPassionate Accept>
Prompt1502 <Hi.>
result2 <EndChat Say 1601>
msg1601 <Good-bye.>
.3_GoEndInLoss <NewChat Say 1701 Goto na>
Msg1701 <The mission was a failure.>
Msg1701_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <You failed.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1701_10 <ifFactionExists na Accept>
Msg1701_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1701_11 <ifNPCSociable ifFactionExists na Accept>
Msg1701_12 <You've failed \FACTION na ...>
CMsg1701_12 <ifNPCShy ifFactionExists na Accept>
Msg1701_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1701_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1701_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1701_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1701_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1701_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1701_20 <ifFactionExists na Accept>
Msg1701_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1701_21 <ifNPCSociable ifFactionExists na Accept>
Msg1701_22 <You were beaten by \FACTION na .>
CMsg1701_22 <ifNPCShy ifFactionExists na Accept>
Msg1701_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1701_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1701_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1701_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1701_26 <ifNPCMelancholy ifFactionExists na Accept>
.3_GoJustEnd <NewChat Say 1801 Goto .3_GoTrivial>
Msg1801 <The mission was a success. Here's your reward.>
Msg1801_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You did it. Here's your pay.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1801_7 <ifG 5 React Accept>
Msg1801_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1801_10 <ifFactionExists ChatNPCFac Accept>
Msg1801_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1801_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1801_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1801_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1801_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1801_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1801_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1801_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1801_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1801_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1801_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1801_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1801_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1801_20 <ifFactionExists na Accept>
Msg1801_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1801_21 <ifNPCSociable ifFactionExists na Accept>
Msg1801_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1801_22 <ifNPCShy ifFactionExists na Accept>
Msg1801_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1801_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1801_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1801_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1801_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1801_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1801_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1801_26 <ifNPCMelancholy ifFactionExists na Accept>
result303 <NewChat Say 1901 Goto .3_GoEnd>
Msg1901 <That's too bad. I'll have to find someone else, then.>
Msg1901_1 <Maybe we can work together some other time.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <I see. Well, I should get back to work.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1901_3 <ifNPCCheerful Accept>
Msg1901_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1901_4 <ifNPCMelancholy Accept>
Msg1901_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1901_5 <ifNPCEasygoing Accept>
Msg1901_6 <So that's how it is... Don't think I won't remember this.>
CMsg1901_6 <ifNPCPassionate Accept>
.5_GoInit <NewChat Say 2001 Goto .5_GoFinish>
Msg2001 <The mission was a success. Here's your reward.>
Msg2001_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <You did it. Here's your pay.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2001_6 <ifNPCMelancholy Accept>
Msg2001_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2001_7 <ifG 5 React Accept>
Msg2001_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2001_10 <ifFactionExists ChatNPCFac Accept>
Msg2001_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2001_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2001_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2001_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2001_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2001_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2001_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2001_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2001_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2001_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2001_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2001_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2001_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2001_20 <ifFactionExists na Accept>
Msg2001_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2001_21 <ifNPCSociable ifFactionExists na Accept>
Msg2001_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2001_22 <ifNPCShy ifFactionExists na Accept>
Msg2001_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2001_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2001_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2001_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2001_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2001_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2001_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2001_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <............1.......#---#>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 11 2 7 3 7 4 10 5 13 6 10 7 12 8 13
0 -1 4 2
0 -12 3 2
0 -12 2 49
0 -8 2 1
0 5 0 217
0 1 27 5
0 1 19 5
0 2 0 1
0 3 -6 50
0 3 -4 65
0 3 0 1
0 3 -3 47
0 3 -5 -18
-1
job_desig <CRAFT>
JOB <COOK>
NAME <Evavis>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 92 0 0
Stats 1 -29 2 24 3 21
0 7 16 2
0 21 2 2
0 5 2 1
-1
name <Fuchal Center>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
start <if= QuestStatus 51 2 else START_1 ifNPCDead 219 else START_1 ifNPCDead 220
else START_1 SetQuestStatus 51 -2 Goto START_1>
Msg1 <You enter the Fuchal Center.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Fill Sub *GOV_MISC na>
START_1 <Print 1>
get32 <if= QuestStatus 51 0 ifNPCOK 219 ForceChat 219>
Z
0 2 0 0 0
Stats 1 11 2 8 3 12 4 10 5 9 6 9 7 12 8 10
0 -1 4 2
0 -12 3 2
0 -12 2 51
0 5 0 219
0 1 27 5
0 1 19 5
0 2 0 1
0 3 3 1
0 3 -2 -50
0 3 -4 -40
0 3 1 1
0 3 -3 11
0 3 -6 16
0 5 11 18
0 1 18 6
0 5 12 5
0 1 1 5
0 1 2 5
0 1 3 5
0 1 4 5
0 1 5 5
0 1 6 5
0 1 7 5
0 1 8 5
0 1 9 5
0 1 10 5
-1
job <Food Critic>
job_desig <ADVEN>
NAME <Redteki>
ELEMENT <C Prefab>
Z
0 12 0 0 0
Stats
0 7 0 32
-1
name <Bac-Bomb>
desc <A home-made bacteriological bomb. There is no obvious way to trigger it.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#---#>
Z
0 2 0 0 0
Stats 1 16 2 13 3 12 4 13 5 9 6 15 7 9 8 13
0 5 0 79
0 5 12 8
0 5 11 18
0 3 -6 98
0 3 -3 18
0 3 -7 42
0 3 -5 -41
0 3 1 -1
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 15
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Eleun>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 18 2 13 3 13 4 12 5 8 6 9 7 8 8 11
0 5 0 80
0 5 12 5
0 5 11 1
0 3 -4 40
0 3 -3 16
0 3 -5 22
0 3 -6 25
0 3 1 10
0 -8 2 2
0 -1 4 3
0 2 0 1
0 3 -2 -32
0 3 -1 60
0 5 2 3
0 3 3 1
0 1 1 7
0 1 2 6
0 1 3 6
0 1 4 6
0 1 5 6
0 1 6 6
0 1 7 6
0 1 8 6
0 1 9 6
0 1 10 6
0 1 17 6
0 1 24 6
0 1 26 6
0 1 30 6
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Exdoran>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <....31..............#&+&#>
Z
0 2 0 0 0
Stats 1 14 2 10 3 11 4 12 5 15 6 16 7 13 8 16
0 5 0 81
0 3 -4 51
0 3 -5 30
0 3 1 -7
0 -8 2 1
0 5 2 1
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
JOB <POLITICIAN>
NAME <Nippin>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 219 0 0
Stats
0 -12 3 2
0 -12 2 51
-1
rumor0 <Redteki has a vendetta against Comet Burger.>
KeyWorrds <TERRORIST>
greeting <if# QuestStatus 51 2 else GoDoQuest if# QuestStatus 51 0 else GoDoQuest
Goto GoNoQuest>
GoDoQuest <if= V1 1 else GoOfferQuest NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
GoNoQuest <NewChat Say 17>
GoOfferQuest <ifItemOK 32 else GoRuinQuest if= QuestStatus 51 2 else GoPlainOffer
NewChat Say 13 AddChat 12 AddChat 13>
GoPlainOffer <NewChat Say 5 AddChat 5 AddChat 6>
GoRuinQuest <SetQuestStatus 2 -2 NewChat SayAnything>
result1 <EndChat Say 2 AddChat 4>
result2 <NewChat Say 3>
result3 <SetQuestStatus 51 -2 Goto GoR3Finish>
*GoR3Finish <*YouLostItem>
result4 <AddLawful -5 AddEasygoing -10 AddReact 20 History 4 DeleteItem 32 XPV 100
ActivateMeme 33 92 Goto .3_GoInit>
result5 <EndChat Say 6>
result6 <NewChat Say 7 AddChat 7 AddChat 8 AddChat 9>
result7 <ifChatNPCInPlay else GoR7NotHere NewChat Say 8 QMemo 51 9 V= 1 1
SetQuestStatus 51 2 GiveItem 32>
GoR7NotHere <NewChat Say 18>
result8 <NewChat Say 10>
result9 <NewChat Say 11 AddChat 10 AddChat 11>
result10 <Goto result7>
result11 <NewChat Say 12>
result12 <ifIntimidation SkillTar 16 else GoR12Fail NewChat Say 14 AddChat 10
AddChat 8 AddChat 9>
GoR12Fail <NewChat Say 15>
result13 <ifConversation SkillTar 16 else GoR13Fail NewChat Say 14 AddChat 10
AddChat 8 AddChat 9>
GoR13Fail <NewChat Say 16>
Msg1 <Have you planted the Bac-Bomb in the CometBurger basement yet?>
Msg2 <Bwa ha ha! When I press this button to detonate the bomb, Comet Burger will
be forced to close! At the very least they'll be forced to throw out lots of
patties and detoxify the area, which should eat into their profits quite a bit!!!>
Msg3 <Every minute you waste is another two hundred bland mass-produced hamburgers
sold to unwitting consumers!>
Msg4 <You helped Redteki attack the CometBurger main office.>
Msg5 <Do you like Comet Burger?>
Msg6 <They say that repeated consumption dulls your taste buds and rots your
brain... it may already be too late to save you.>
Msg7 <Do you hate Comet Burger with the same passion I feel? Do you hate them
enough to cross the law and risk your very life to bring them down?>
Msg8 <Then take this device- sneak the bacteria bomb into the sub-basement of
CometBurger's main office, then come back here and we can detonate it remotely. No
people will be hurt but all their patties will be ruined!>
Msg9 <Redteki in \SCENE 92 gave you a bacteria bomb to detonate in the sub-
basement of the CometBurger main office.>
Msg10 <That's the trouble these days- people no longer care about the food they
eat! It's all CometBurger's fault for lowering the bar!>
Msg11 <Why? Because they are an affront to all that is good and pure in the world.
Their mass-produced flavorless slop is an insult to true cuisine. Now, are you
going to help me destroy them, or are you one of the enemy?>
Msg12 <I tried that. It didn't work.>
Msg13 <What are you looking at? I'm a very busy person... I don't have time to
waste talking to crazies.>
Msg14 <I'm plotting the destruction of CometBurger! Their loathsome fast food must
be stopped, and if the law won't do anything it's up to us to do it ourselves! Are
you with me or against me?>
Msg15 <You don't sound like you really mean that... the burger sauce must have
rotted your brain...>
Msg16 <I'm not telling you my plan... You might be one of them!>
Msg17 <The price we pay for good food is eternal vigilance and sometimes
violence.>
Msg18 <Come see me in \SCENE 92 then. I can't do everything over the phone!>
Prompt1 <It has been done.>
CPrompt1 <if= ItemScene 32 237 Accept>
Prompt2 <Uh, no, not yet.>
Prompt3 <I sort of lost the bomb.>
CPrompt3 <ifItemDestroyed 32 Accept>
Prompt4 <[Continue]>
Prompt5 <Yes I do. It's great!>
Prompt6 <No, not particularly.>
Prompt7 <Yes, absolutely!>
Prompt8 <No, I don't care that much.>
Prompt9 <Why don't you like Comet Burger?>
Prompt10 <I'll help you!>
Prompt11 <What you need is psychological help...>
Prompt12 <I hate Comet Burger!>
Prompt13 <What are you doing?>
*.3_GoInit <*MissionWasSuccess&Reward .3_GoFinish ChatNPCFac na>
.3_GoFinish <CashPrize Reward 17 250 SetQuestStatus 51 -1>
requires <*MissionWasSuccess>
GoR3Finish <NewChat Say 1501 AddReact -d10>
Msg1501 <You lost it!? How is that even possible... Get out of here, I don't even
want to look at you right now...>
.3_GoInit <NewChat Say 1601 Goto .3_GoFinish>
Msg1601 <The mission was a complete success. Good job.>
Msg1601_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <The mission was a success.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That went well. Your mission was a complete success.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You did it! Congratulations on a job well done.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <I can't believe you really did it. The mission was a success.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg1601_10 <ifFactionExists ChatNPCFac Accept>
Msg1601_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg1601_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1601_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg1601_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1601_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg1601_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1601_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg1601_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1601_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg1601_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1601_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1601_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <You defeated \FACTION na . Congratulations.>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 93 0 0
Stats 1 -29 2 20 3 21
0 7 16 4
-1
name <Fuchal Spaceport>
type <building shuttle spaceport public sleazy>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Fuchal Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content5 <Fill Sub *SPACEPORT_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 94
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Fuchal Station Exterior>
Z
-1
-1
-1
0 -3 94 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Fuchal Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 93
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Fuchal Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 235 8 2
0 -12 3 2
0 -12 2 49
0 7 0 29
-1
ROGUECHAR <*>
name <Evavis's Station>
desig <ENTRANCE 235>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 49 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 4
0 -12 2 50
0 7 0 31
-1
ROGUECHAR <*>
name <Stolen Mecha>
Special <NoMSID>
update <if= QuestStatus 50 4 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 28 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 31 1 ComTime
ItemVar+ 31 1 d86400 ItemVar+ 31 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1
SetQuestStatus 50 -1 QMemo 49 2 DeleteItem 31>
.msg1 <You have defeated the mecha thieves.>
.msg2 <You have completed Evavis's task.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 235 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 49
0 -12 1 26
0 5 2 8
0 -12 6 218
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <Tekunyt Region>
requires <*BLANK .Space .Mecha>
type <Space>
special <ShowAll>
terrain <SPACE>
HABITAT <SPACE.URBAN>
name_1 <Tekunyt>
start <if= L1 0 ForceChat 218 L= 1 1>
nu2 <if= L2 0 if= T2 0 Print 1 L= 2 1 Print 1 QMemo 49 2 XPV 100 ifNPCOK 218
MoveAndPacifyNPC 218 91 ClearOriginalHome 218>
Msg1 <You have defeated all the pirates.>
Msg2 <You drove the pirates away from Evavis's microstation.>
Z
0 2 0 0 0
Stats 1 13 2 16 3 17 4 12 5 12 6 12 7 7 8 11
0 -1 4 2
0 -12 3 2
0 -12 2 49
0 5 0 218
0 1 42 6
0 1 26 6
0 1 17 6
0 1 13 6
0 1 10 6
0 1 9 6
0 1 8 6
0 1 7 6
0 1 6 6
0 1 5 6
0 1 4 6
0 1 3 6
0 1 2 6
0 1 1 6
0 3 3 1
0 3 -2 -50
0 2 0 1
0 5 2 8
0 3 0 1
0 3 1 3
0 3 -4 72
0 3 -6 26
0 5 11 18
0 1 18 7
0 5 12 3
-1
job_desig <ADVEN>
JOB <PIRATE>
NAME <Tekunyt>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 20 0
Stats
0 -12 3 2
0 -12 2 49
0 7 0 30
-1
desig <COLONY-PROP>
roguechar <*>
SDL_SPRITE <prop_colony.png>
name <Agricultural Station>
use <ifG t2 0 else GoReallyUse Print 1>
GoReallyUse <ifG ComTime V1 else GoWaitRecharge ifYesNo 2 3 4 Print 5 GiveSTC
.desc V= 1 ComTime V+ 1 90000>
.desc <SALAD-1>
GoWaitRecharge <Print 6>
Msg1 <You can't examine the station while there are still pirates around.>
Msg2 <This is Evavis's agricultural microstation.>
Msg3 <Go in and get some food>
Msg4 <Leave it alone>
Msg5 <You enter the microstation and make yourself a salad.>
Msg6 <You've already had one salad today.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -5 218 0 0
Stats
0 -12 3 2
0 -12 2 49
-1
special <UNLISTED>
greeting <if= QuestStatus 49 2 else GoCheckVictory EndChat Say 2 AddChat 1>
GoCheckVictory <if= SceneVar 235 2 1 else GoChat if= V1 0 else GoChat V= 1 1
NewChat Say 1>
GoChat <NewChat SayAnything>
result1 <EndChat Say 3 AddChat 2>
*result2 <*THEME_EXPO&Enemy na>
Msg1 <You defeated me fair, \PC , but I'd be lying if I said I didn't miss the
taste of those fresh taters...>
Msg2 <I'd be advising you to spark off, this here station belongs to me and my
mates.>
Msg3 <Haven't you ever heard of a little thing called scurvy? It's the bane of us
pirates... but with this station, we'll be in salad and vegetable cocktail for as
long as we wants!>
Prompt1 <Why do you need an agricultural station?>
Prompt2 <[Continue]>
requires <*THEME_EXPO [MT3]>
result2 <EndChat Say 1501 Goto na>
Msg1501 <Now you'll see what real skill is.>
Z
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 5 2 8
0 -6 0 25
0 -6 1 25
-1
name <Enemies>
Deploy <if= L2 0 WMecha 2 26 100>
Z
-1
-1
-1
-1
-1
0 -3 95 0 0
Stats 1 -1 2 15 3 15
0 7 16 2
0 5 2 2
-1
name <CometBurger Head Office>
type <building public corporate cometburger>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the CometBurger head office.>
Content1 <Some 1 100 Sub *FUCSP_CBHQ_CometBurger na>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
Z
0 2 0 0 0
Stats 1 5 2 8 3 10 4 8 5 12 6 12 7 11 8 9
0 5 0 82
0 3 -7 58
0 3 -5 25
0 3 -4 60
0 3 1 12
0 3 0 1
0 5 2 2
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Rodta>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 17 3 16 4 15 5 13 6 16 7 11 8 14
0 -1 4 2
0 -12 3 2
0 -12 2 51
0 5 0 220
0 1 33 5
0 1 26 5
0 1 18 5
0 1 13 5
0 1 12 5
0 1 11 5
0 1 10 5
0 1 9 5
0 1 8 5
0 1 7 5
0 1 6 5
0 1 5 6
0 1 4 5
0 1 3 5
0 1 2 5
0 1 1 5
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
0 3 0 1
0 3 1 8
0 3 -3 -34
0 3 -4 19
0 3 -6 16
0 5 11 5
0 5 12 1
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Rator>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 50 Here *URBAN_X>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 236 0 0
Stats 1 -24 2 30 3 30
0 -12 2 51
0 -12 1 16
0 21 2 3
0 7 101 15
0 7 102 20
0 7 16 3
-1
NAME <Vical Factory>
requires <*RobotFactory>
special <NOEXIT>
type <factory>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 16
0 -1 1 -1
-1
name <Monster>
type <Robot>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 95
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 237 0 0
Stats 1 -31 2 17 3 17
0 -12 2 51
0 -12 1 16
0 21 2 1
0 7 16 3
-1
NAME <Lurod Basement>
requires <*BLANK .BoxBasement>
type <Basement Private>
terrain <GROUND>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
start <if= v1 0 else GoBeenBefore Alert 1 V= 1 1>
GoBeenBefore <Print 2>
Msg1 <This level contains the cometburger generation facilities. Translucent
patties of cloned meat can be seen floating in nutrient tanks.>
Msg2 <You enter \SCENE SceneID .>
Z
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 236
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
-1
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap<......2.3.......4.5......>
special <SHAREDPALETTE>
Z
0 13 0 15 0
Stats
0 -8 2 2
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 3
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 4
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 5
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap<......2.3.......4.5......>
special <SHAREDPALETTE>
Z
0 13 0 15 0
Stats
0 -8 2 2
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 3
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 4
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 5
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap<......2.3.......4.5......>
special <SHAREDPALETTE>
Z
0 13 0 15 0
Stats
0 -8 2 2
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 3
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 4
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 5
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
msg1 <You can see thousands of cometburger patties floating in the nutrient
solution.>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <#...#.......2.......#...#>
special <SHAREDPALETTE>
Z
0 15 6 0 0
Stats 4 237
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 237>
Z
-1
-1
-1
-1
-1
0 -5 220 0 0
Stats
0 -12 3 2
0 -12 2 51
-1
rumor0 <Rator is investigating a culinary terrorist.>
greeting <if# QuestStatus 51 2 else GoDoQuest if# QuestStatus 51 0 else GoDoQuest
Goto GoNoQuest>
GoDoQuest <if= V1 1 else GoOfferQuest NewChat Say 1 AddChat 1 AddChat 2 AddChat
3>
*GoNoQuest <*MISC_CHATTER>
*GoOfferQuest <*ENEMY_CHECK GoRealOffer 9 na>
GoRealOffer <if= QuestStatus 51 2 else GoPlainOffer NewChat Say 4 AddChat 4>
GoPlainOffer <NewChat Say 6 AddChat 5 AddChat 6>
result1 <FreezeNPC 219 PCEnemy 219 History 2 DeleteItem 32 AddLawful 1 Goto
.4_GoInit>
result2 <NewChat Say 3>
result3 <SetQuestStatus 51 -2 Goto GoR3Finish>
*GoR3Finish <*YouLostItem>
result4 <NewChat Say 5 DeleteItem 32 AddLawful 1 SetQuestStatus 51 -2>
result5 <NewChat Say 7 QMemo 51 8 V= 1 1 SetQuestStatus 51 2 AddChat 7>
result6 <NewChat Say 9>
result7 <NewChat Say 10>
Msg1 <Have you collected any evidence against Redteki yet?>
Msg2 <You helped Rator stop Redteki from attacking CometBurger HQ.>
Msg3 <Well then, see what you can manage.>
Msg4 <We've received a tip that a culinary terrorist is planning to strike against
this building. Unfortunately we don't yet have any evidence with which to make a
case.>
Msg5 <Thank you... I'm not sure exactly what it is, but the lab guys will find
out. I'm sure this might be an object of particular significance.>
Msg6 <There have been reports about a culinary terrorist planning to strike this
building, but the police have everything under control.>
Msg7 <It's certainly possible. Our main suspect is Redteki, but so far we haven't
been able to find any evidence implicating \OPR 219 . If you could obtain
something like that it would really help our investigation.>
Msg8 <Rator sent you to find evidence that Redteki in \SCENE 92 is planning an
attack against CoometBurger.>
Msg9 <Good. It's nice to know that we have the trust of the public.>
Msg10 <Reports indicate that \OPR 219 can be found at \SCENE 92 . Good luck.>
Prompt1 <I have \PPR 219 Bac-Bomb right here.>
CPrompt1 <ifKeyItem 32 ifChatNPCInPlay Accept>
Prompt2 <Still working on that.>
Prompt3 <I think the evidence has been destroyed.>
CPrompt3 <ifItemDestroyed 32 Accept>
Prompt4 <I have some evidence. [give Bac-Bomb]>
CPrompt4 <ifKeyItem 32 ifChatNPCInPlay Accept>
Prompt5 <Is there anything i could do to help?>
Prompt6 <I'm not too worried about it.>
Prompt7 <Where can I find Redteki?>
.4_GoInit <NewChat Say 401 CashPrize Reward 18 200 SetQuestStatus 51 -1>
Msg401 <Redteki has been defeated! Here's a reward for your help.>
requires <*YouLostItem>
GoNoQuest <NewChat SayAnything>
GoOfferQuest <ifFactionEnemy 9 else GoRealOffer EndChat Say 1601 Goto na>
Msg1601 <You aren't welcome here. You should get out before I call the guards.>
GoR3Finish <NewChat Say 1701 AddReact -d10>
Msg1701 <You lost it!? How is that even possible... Get out of here, I don't even
want to look at you right now...>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <.......2............##+##>
special <SHAREDPALETTE NOGO>
Z
0 15 6 0 0
Stats 4 236
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 236>
Z
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
use <if= v1 0 else GoJustUse ifYesNo 101 102 103 else GoLeaveDoor V= 1 1 Goto
GoJustUse>
GoJustUse <ifG -99 MetaPass else GoCloseDoor if= StatVal STAT_Lock 0 else
GoDoorLocked Print 1 SetStat STAT_Pass 0 Transform 1>
GoLeaveDoor <Print 104>
Msg101 <WARNING: Factory level contains unsupervised workbots. Enter at own risk.>
Msg102 <Open the door>
Msg103 <Leave it alone>
Msg104 <You leave the door alone.>
Z
-1
-1
-1
-1
-1
0 -3 96 3 0
Stats 1 -7 2 30 3 10
0 5 2 10
0 2 5 -5
0 -1 1 47
0 -1 0 33
-1
name <Kosaka Spinner>
world <L5 Region>
desc <Kosaka Spinner is the capital of the Free Commerce States.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown safe capitol>
habitat <SPACE.URBAN>
personatype <city capitol spinner>
entrance <*COLONY-1>
factions <FCOMS MAQUI RISHI L5LAW>
desig <KOSSP>
context <SPACE>
Quest1 <*:LocalQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <The flawless crystal towers and beautiful gardens of Kosaka Spinner clearly
demonstrate the precision and efficiency with which this city governs the Free
Commerce States.>
Msg2 <You enter Kosaka Spinner.>
Z
0 15 10 0 3
Stats 1 3 4 97
0 19 1 12
-1
roguechar <S>
NAME <Kosaka Core Market>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 98
0 19 1 10
-1
roguechar <H>
NAME <Kosaka Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 99
-1
ROGUECHAR <&>
NAME <Skull and Kraken Pub>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 100
0 19 1 11
-1
roguechar <G>
NAME <Capitol Motors>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 101
-1
ROGUECHAR <&>
NAME <Crystal Tower>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 102
0 19 1 9
-1
roguechar <P>
NAME <Kosaka Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 104
-1
ROGUECHAR <&>
NAME <MUGL Mechanical>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 105
-1
ROGUECHAR <&>
NAME <Alliance Proxen>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 106
-1
ROGUECHAR <&>
NAME <Rishiri Proxen>
requires <*BUILDING>
Z
-1
-1
-1
0 -3 97 0 0
Stats 1 -1 2 30 3 30
0 7 16 6
-1
name <Kosaka Core Market>
type <building mall public legit>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Kosaka Core Market.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 238 0 0
Stats 1 -31 2 22 3 32
0 -12 2 52
0 -12 1 35
0 21 2 1
0 7 16 2
-1
NAME <Moex Basement>
requires <*ExterminationBasement>
type <Private Basement>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
Start <Print 1 if= L2 0 if= QuestStatus 52 2 L= 2 1 WMonster 2 35 100>
nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the vermin.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 97
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -5 221 0 0
Stats
0 -12 3 2
0 -12 2 52
-1
greeting <if= QuestStatus 52 2 else GoFirstTime NewChat Say 1 AddChat 1 AddChat 2>
*GoFirstTime <*NiceToMeetYou GoCheckRenown>
GoCheckRenown <if= QuestStatus 52 0 else GoOpenShop ifG PCRenown d35 else
GoCheckWangtta Goto GoOfferMission>
GoCheckWangtta <ifG React d10 else GoOpenShop ifG -d10 PCRenown else GoOpenShop
Goto GoOfferMission>
GoOfferMission <NewChat Say 2 AddChat 3 AddChat 4>
*GoOpenShop <*SHOP_GENERAL GoGoodbye>
*GoGoodbye <*GOODBYE>
Result1 <Goto GoOpenShop>
Result2 <Goto .3_GoInit>
Result3 <NewChat Say 3 SetQuestStatus 52 2 QMemo 52 5 UpdateProps>
result4 <NewChat Say 4 SetQuestStatus 52 -2>
Msg1 <So, how goes the rat killing?>
Msg2 <Hey, I was wondering if you could help me with a little problem.>
Msg3 <There are some rats or something infesting the basement. One of my workers
got bit just recently... I need you to exterminate them. This door will take you
down there.>
Msg4 <I understand. I won't bother you about it again.>
Msg5 <Lylor in \SCENE 97 asked you to clear some vermin out of \PPR 221 basement.>
Prompt1 <I'm still working on it.>
Prompt2 <Your basement has been cleared.>
CPrompt2 <if= SceneVar 238 1 1 Accept>
Prompt3 <What kind of problem?>
Prompt4 <Sorry, I'm not interested.>
.3_GoInit <NewChat Say 301 AddChat 301 AddChat 302 CashPrize Reward 38 100
SetQuestStatus 52 3 QMemo 52 304>
result301 <NewChat Say 302 AddReact d10>
result302 <NewChat Say 303 AddCheerful d6>
Msg301 <Thanks for your help! It'll be a lot safer from now on. I just wonder...
where could those creatures had come from?>
Msg302 <The only way they could have appeared is if they were brought by
someone... But why? And how did they end up in my basement?>
Msg303 <That's not the point! We live on in a colony, there aren't supposed to be
any animals like that here at all!>
Msg304 <Lylor wonders how the animals in \PPR 221 basement could have gotten into
a space colony.>
Prompt301 <That is a real mystery...>
Prompt301_1 <I didn't even think we had those kinds of animals.>
Prompt302 <Maybe if you cleaned once in a while...>
Prompt302_1 <They must've been attracted by the smell down there.>
requires <*GOODBYE Easygoing>
GoFirstTime <ifCHatNPCUnknown else GoCheckRenown NewChat Say 1501 AddChat 1501
AddChat 1502>
result1501 <AddSociable d4 Goto GoCheckRenown>
result1502 <AddSociable -d8 Goto GoCheckRenown>
Msg1501 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg1501_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Welcome to my shop. Nice to meet you.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <This is the best place in town for adventuring gear. The name's
\ChatNPC , and I run the joint. Nice to meet you.>
CMsg1501_6 <ifNPCPassionate Accept>
Prompt1501 <Nice to meet you too.>
Prompt1501_1 <I'm glad to meet you too.>
Prompt1502 <What do you sell here?>
Prompt1502_1 <Show me what you have for sale.>
GoOpenShop <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <EndChat Say 1602 shop .16_wares Goto GoGoodbye>
result1602 <Goto GoGoodbye>
.16_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg1601 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg1602 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt1601 <I'll see what you have.>
Prompt1602 <Thanks, but I don't need anything.>
GoGoodbye <EndChat Say 1701>
msg1701 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <2#...+#.......1.....&---&>
special <SHAREDPALETTE>
Z
0 15 6 0 0
Stats 4 238
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 238>
Z
-1
-1
0 2 0 0 0
Stats 1 7 2 10 3 8 4 12 5 12 6 10 7 13 8 9
0 -1 4 2
0 -12 3 2
0 -12 2 52
0 -8 2 1
0 5 0 221
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 3 1 -1
0 3 -4 25
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Lylor>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_Lock 10>
GoCheckQuest <ifG QuestStatus 52 0 SetStat STAT_Lock 0>
Z
-1
-1
-1
-1
0 -3 98 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
-1
name <Kosaka Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter Kosaka Hospital.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 99 0 0
Stats 1 -29 2 20 3 19
0 7 16 4
-1
name <Skull and Kraken Pub>
type <building restaurant nightclub meeting public sleazy>
entrance <*Building Short>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Skull and Kraken Pub.>
Content1 <Some 1 100 Sub *RESTAURANT>
Content2 <Some 1 100 Sub *BAR_SERVICE>
Content3 <Some 1 70 Sub *CLUB_X>
Content4 <Some 1 70 Sub *WEAPON_SHOP>
Content5 <Fill Sub *SHOP_RANDOM>
Z
0 2 0 0 0
Stats 1 14 2 16 3 14 4 14 5 13 6 14 7 9 8 6
0 5 0 83
0 5 12 1
0 5 11 42
0 3 -3 21
0 3 -6 35
0 3 -5 17
0 3 -4 27
0 3 1 17
0 5 2 6
0 2 0 1
0 3 -2 -50
0 3 3 1
0 1 1 8
0 1 2 8
0 1 3 8
0 1 4 8
0 1 5 8
0 1 6 8
0 1 7 8
0 1 8 8
0 1 9 8
0 1 10 8
0 1 13 8
0 1 17 8
0 1 26 8
0 1 42 9
-1
job_desig <MILIT>
JOB <PRIVATEER>
home <Foyer>
NAME <Oxet>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 65 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 239 0 0
Stats 1 -24 2 35 3 35
0 -12 2 52
0 -12 1 38
0 21 2 1
0 7 101 15
0 7 16 2
-1
NAME <Cold Storage Crate Basement>
requires <*BLANK .Basement>
type <Basement Private>
terrain <GROUND>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
name_1 <Cold Storage Crate>
start <if= L1 0 else GoBeenBefore Print 1 L= 1 1 MonsterUp 2 38>
GoBeenBefore <Print 2>
Msg1 <You enter the basement. Strange noises can be heard coming from the
darkness.>
Msg2 <You enter the basement.>
get36 <if= L2 0 XPV 50 L= 2 1>
Z
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 99
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Animal Vermin Exotic Bug Reptile Fungus>
Update <ifItemDestroyed 36 SetStat STAT_WMonster 0>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
special <SharedPalette>
minimap <......#.#...1...#.#......>
Z
0 12 0 0 0
Stats
0 -12 3 3
0 -12 2 52
0 -8 2 1
0 7 0 36
0 2 4 10000
0 2 1 39
0 7 8 1
-1
name <Cold Storage Crate>
desc <A container for storing things at extremely low temperatures. It is often
used to transport living material.>
ELEMENT <I Prefab>
Z
-1
-1
-1
-1
-1
0 -5 223 0 0
Stats
0 -12 3 3
0 -12 2 52
-1
rumor3 <Ruox has been known to smuggle all kinds of exotic goods.>
greeting <if= QuestStatus 52 3 else GoIntro if= V1 1 else GoCheckReject NewChat
Say 1 AddChat 1 AddChat 2 AddChat 3>
GoCheckReject <if= V1 -1 else GoFirstTime Goto GoBrushOff>
*GoBrushOff <*BrushOff&Questioning>
GoFirstTime <NewChat Say 4 AddChat 4 AddChat 5>
*GoIntro <*NiceToMeetYou GoOpenShop>
*GoOpenShop <*SHOP_BLACKMARKET GoByeBye>
*GoByeBye <*Goodbye>
result1 <NewChat Say 2>
result2 <DeleteItem 34 DeleteItem 35 AddLawful -5 Goto .5_GoInit>
result3 <NewChat Say 3 AddReact -d20 DeleteItem 34 DeleteItem 35 SetQuestStatus
52 -2 ifNPCPassionate PCEnemy 223>
result4 <ifPCLawful else GoR4JobOffer ifConversation 10 else GoR4Fail Goto
GoR4JobOffer>
GoR4JobOffer <NewChat Say 10 AddChat 9 AddChat 10>
GoR4Fail <NewChat Say 5 AddChat 6 AddChat 7 NPCVar= 223 2 1 V= 1 -1
UpdateProps>
result5 <Goto GoOpenShop>
result6 <NewChat Say 6 AddCHat 8>
result7 <NewChat Say 7 AddChat 8>
result8 <NewChat Say 9>
result9 <NewChat Say 11 AddChat 11 NPCVar= 223 2 2 SetQEncActive 34 V= 1 1
QMemo 52 16 UpdateProps>
result10 <NewChat Say 12 AddLawful 1 NPCVar= 223 2 1 V= 1 -1 QMemo 52 17
UpdateProps>
result11 <NewChat Say 13 AddChat 12>
result12 <NewChat Say 14 AddChat 13 AddChat 14>
result13 <NewChat Say 15>
result14 <Goto result10>
Msg1 <Have you delivered the package yet?>
Msg2 <Retrieve the "package" from my basement and deliver it to the "businessmen"
who are working in \SCENE 103 . Then return here and I will give you a "reward".
Do I have to spell it out for you?>
Msg3 <You lost it!? How does one lose a 20kg shipping container!? That's it... you
and I, our business relationship is over.>
Msg4 <Yes, may I help you? I carry absolutely everything, and what I don't have
now I can easily get.>
Msg5 <Exotic animals? Er... Never heard of that, sorry. Nope. I don't have any,
and I don't know where to get them either...>
Msg6 <Well that's common, isn't it? Ships coming and going all the time, from
Earth, Mars... I had some critters escape in my basement too. Nothing to worry
about, that.>
Msg7 <When I said that I can get everything I obviously meant everything legally
available, of course. If you're looking for exotic creatures you may want to ask
Lylor... I hear they had some at \SCENE 97 .>
Msg9 <Still with the questions! I don't know. How would I? I'm a merchant, not
some kind of xenobiologist... I've already said enough to you.>
Msg10 <Hmmm... I might know something about that, but if you'll take my advice
dealing with that kind of thing is more trouble than it's worth. How'd you like to
help me out?>
Msg11 <Well, I had this customer, who wanted some animals transported from Earth.
Fair enough, I thought, but when they got here one of the crates malfunctioned and
the damn things got out!>
Msg12 <Suit yourself. Fortunately there will never be a shortage of thieves and
cut-throats to do my dirty work.>
Msg13 <If only that were the worst of it; they ended up in my basement too, and I
even think they're breeding down there! I can't break out the heavy guns to get
rid of them, or the law would be on me in a second...>
Msg14 <I've set poison and traps; that should get most of the vermin, eventually,
but for now I still have to conduct a business. There's a crate in the basement
which has to be delivered to some "clients" waiting in \SCENE 103 .>
Msg15 <Great! Head down these stairs to the basement; there's likely to be some
vermin about but you can handle those. Find the cold storage crate then bring it
to the clients waiting outside the station. Afterwards you'll get a nice reward.>
Msg16 <Ruox asked you to deliver a package to smugglers waiting in \SCENE 103 .>
Msg17 <Ruox seems to be involved in the exotic animal trade; Auske would be
interested.>
Prompt1 <What exactly am I supposed to do again?>
Prompt2 <It has been delivered.>
CPrompt2 <if= NPCVar 223 1 1 Accept>
Prompt3 <I think I lost the package...>
CPrompt3 <if# NPCVar 223 1 1 ifItemDestroyed 36 Accept>
Prompt4 <I'm looking for some exotic animals.>
Prompt5 <Show me what you have for sale.>
Prompt6 <Lylor had a problem with animals, maybe from Earth.>
Prompt7 <I thought you said you could get anything.>
Prompt8 <Any idea where they came from?>
Prompt9 <How can I help you?>
Prompt10 <I won't get involved in anything illegal.>
Prompt11 <So that's how they got into Lylor's basement.>
Prompt12 <What do you want me to do?>
Prompt13 <I'll get the crate and deliver it for you.>
Prompt14 <I don't want anything to do with this.>
*.5_GoInit <*MissionWasSuccess&Reward .5_GoFinish ChatNPCFac na>
.5_GoFinish <CashPrize Reward 40 250 SetQuestStatus 52 -1>
requires <*MissionWasSuccess &Reward>
GoBrushOff <NewChat Say 1501>
Msg1501 <I've told you as much as I'm going to. I have nothing else to say.>
GoIntro <Goto GoOpenShop>
GoOpenShop <NewChat Say 1701 AddChat 1701 AddChat 1702>
result1701 <ifPCCriminal else .17_GoR1Fail EndChat Say 1702 shop .17_wares Goto
GoByeBye>
.17_GoR1Fail <EndChat Say 1703 shop .17_badwares Goto GoByeBye>
result1702 <Goto GoByeBye>
.17_wares <WEAPON AMMO GRENADE ARMOR CLOTHING SHIELD MEDICINE CYBERWARE
ELECTRONICS TOOL FOOD CONTRABAND>
.17_badwares <TOOL FOOD>
KEYWORDS <BLACK MARKET>
Msg1701 <I have a fine selection of tools for the adventuring professional, if you
catch my drift.>
Msg1702 <You look like the sort I can trust... I'll let you see the good stuff.>
Msg1703 <Here's everything I have in stock. Check back later and I may have
something else.>
Prompt1701 <I'd like to see what you have.>
Prompt1702 <You don't have anything I want.>
GoByeBye <EndChat ifG React 0 else .18_GoFail Say 1801>
.18_GoFail <Say 1802>
msg1801 <It was a real pleasure seeing you!>
msg1802 <Good-bye.>
.5_GoInit <NewChat Say 1901 Goto .5_GoFinish>
Msg1901 <The mission was a success. Here's your reward.>
Msg1901_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <You did it. Here's your pay.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1901_6 <ifNPCMelancholy Accept>
Msg1901_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1901_7 <ifG 5 React Accept>
Msg1901_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1901_10 <ifFactionExists ChatNPCFac Accept>
Msg1901_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1901_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1901_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1901_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1901_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1901_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1901_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1901_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1901_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1901_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1901_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1901_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1901_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1901_20 <ifFactionExists na Accept>
Msg1901_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1901_21 <ifNPCSociable ifFactionExists na Accept>
Msg1901_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1901_22 <ifNPCShy ifFactionExists na Accept>
Msg1901_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1901_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1901_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1901_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1901_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
special <SHAREDPALETTE>
minimap <.......2....1.......&---&>
Z
0 15 6 0 0
Stats 4 239 5 -1
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <Entrance 239>
Update <if= NPCVar 223 2 1 else GoCheckAuto if= V1 0 V= 1 1 SetStat
STAT_MetaVisibility 6>
GoCheckAuto <if= NPCVar 223 2 2 V= 1 1 SetStat STAT_MetaVisibility 0>
Z
-1
-1
0 2 0 0 0
Stats 1 14 2 8 3 18 4 13 5 17 6 11 7 9 8 8
0 -1 4 2
0 -12 3 3
0 -12 2 52
0 -8 2 1
0 5 0 223
0 1 43 10
0 1 41 5
0 1 32 5
0 1 26 5
0 1 25 5
0 1 12 10
0 1 10 10
0 1 8 5
0 1 7 5
0 1 6 5
0 16 23 1
0 3 -3 -50
0 3 -2 -50
0 2 0 1
0 3 1 3
0 3 -5 45
0 3 -6 19
-1
job_desig <THIEF>
job <Smuggler>
NAME <Ruox>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 100 0 0
Stats 1 -1 2 19 3 12
0 7 16 3
0 21 2 3
-1
name <Capitol Motors>
type <building garage public>
entrance <*Garage>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Capitol Motors.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 1 100 Sub *MECHA_SHOP>
Content3 <Fill Sub *GARAGE_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 101 0 0
Stats 1 -29 2 30 3 21
0 7 16 2
0 21 2 2
0 5 2 10
-1
name <Crystal Tower>
type <building government public legit>
entrance <*Building Tall>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Crystal Tower.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
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name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
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name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
Z
0 2 0 0 0
Stats 1 15 2 15 3 15 4 13 5 11 6 13 7 11 8 14
0 5 0 84
0 5 12 3
0 5 11 5
0 3 -6 68
0 3 -5 7
0 3 1 5
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 -14
0 3 -1 50
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 12
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 11 11
0 1 12 11
0 1 13 11
0 1 18 11
0 1 26 11
0 1 33 11
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Aeva>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 15 3 16 4 13 5 13 6 10 7 12 8 14
0 5 0 85
0 5 12 3
0 5 11 3
0 3 -6 67
0 3 -4 -27
0 3 -3 -29
0 3 -5 39
0 3 1 4
0 -8 2 2
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 12
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 11 11
0 1 12 11
0 1 13 11
0 1 18 11
0 1 26 11
0 1 33 11
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Yjente>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 16 3 12 4 13 5 12 6 13 7 9 8 16
0 5 0 86
0 5 12 1
0 5 11 18
0 3 -6 79
0 3 -3 -22
0 3 -7 -33
0 3 1 8
0 3 0 1
0 -8 2 3
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 11 12
0 1 12 12
0 1 13 12
0 1 18 13
0 1 26 12
0 1 33 12
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Alteyeia>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
Z
0 2 0 0 0
Stats 1 17 2 7 3 14 4 14 5 6 6 8 7 11 8 14
0 5 0 87
0 5 12 3
0 1 12 9
0 5 11 12
0 3 -6 35
0 3 -5 -31
0 3 1 16
0 -8 2 1
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0 1 7 8
0 1 8 8
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0 1 33 8
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Foki Teox>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 10 3 15 4 14 5 8 6 10 7 11 8 17
0 5 0 88
0 5 12 5
0 1 42 11
0 5 11 42
0 3 -6 61
0 3 -2 -24
0 3 -3 27
0 3 1 15
0 -8 2 2
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 18 10
0 1 26 10
0 1 33 10
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Qukisuk>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 11 2 11 3 14 4 14 5 10 6 17 7 15 8 18
0 -12 2 54
0 5 0 89
0 3 -7 15
0 3 -5 42
0 -8 2 1
0 5 2 10
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
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0 1 28 5
0 1 39 10
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job_desig <POLIT>
job <Chief Technocrat>
quest <*:NPCQuest>
NAME <Meseo Ranox>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 18 3 12 4 14 5 8 6 9 7 8 8 8
0 5 0 90
0 5 12 8
0 5 11 2
0 3 -5 -11
0 3 -7 -25
0 3 -3 18
0 3 -6 28
0 3 -4 -49
0 3 1 5
0 3 0 1
0 -8 2 2
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 7
0 1 2 8
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0 1 4 7
0 1 5 7
0 1 6 7
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0 1 8 7
0 1 9 7
0 1 10 7
0 1 12 7
0 1 26 7
0 1 33 7
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job_desig <MILIT>
JOB <SOLDIER>
NAME <Luunter>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -3 240 0 0
Stats 1 -31 2 22 3 32
0 -12 2 54
0 -12 1 25
0 21 2 1
0 7 16 2
-1
NAME <Tinaft - F Basement>
requires <*ExterminationBasement>
type <Private Basement>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
Start <Print 1 if= L2 0 if= QuestStatus 54 2 L= 2 1 WMonster 2 25 100>
nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the vermin.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 101
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -5 89 0 0
Stats
0 -12 3 2
0 -12 2 54
-1
rumor0 <Meseo Ranox has an embarassing problem.>
greeting <if= QuestStatus 54 2 else GoFirstTime NewChat Say 1 AddChat 1 AddChat 2>
*GoFirstTime <*ENEMY_CHECK GoGreeting ChatNPCFac GoMakeEnemy>
GoMakeEnemy <PCEnemy 89 SetQuestStatus 54 -2>
*GoGreeting <*NiceToMeetYou GoCheckRenown>
GoCheckRenown <if= QuestStatus 54 0 else GoChat ifG PCRenown d25 else
GoCheckWangtta Goto GoOfferMission>
GoCheckWangtta <ifG React d10 else GoChat ifG -d10 PCRenown else GoChat Goto
GoOfferMission>
*GoOfferMission <*AreYouHereAboutJob GoMissionDesc>
GoMissionDesc <NewChat Say 2 AddChat 3>
*GoChat <*MISC_CHATTER>
Result1 <NewChat Say 6>
Result2 <Goto .3_GoInit>
Result3 <NewChat Say 3 AddChat 4 AddChat 5>
result4 <NewChat Say 4 SetQuestStatus 54 -2>
result5 <NewChat Say 5 SetQuestStatus 54 2 UpdateProps QMemo 54 7>
Msg1 <Any progress to report about the basement? It's very important that the
documents be protected...>
Msg2 <As you know, there are many very important documents stored in this
building. In the basement we have decades worth of records on optical tape.>
Msg3 <Well, the basement has become infested with... vermin. I hate to say it, but
our seat of government has rats living in the basement. Your job, if you accept
it, will be to rid us of these creatures.>
Msg4 <I understand. We'll find someone more suitable for the job.>
Msg5 <You will find the stairs down to the basement in the supply closet. Come
back here when you're finished.>
Msg6 <Let me know when you do have something to report, then.>
Msg7 <Meseo Ranox in \SCENE 101 asked you to clear the basement of vermin.>
Prompt1 <Nothing to report yet.>
Prompt2 <The basement has been cleared.>
CPrompt2 <if= SceneVar 240 1 1 Accept>
Prompt3 <Okay. Following you so far.>
Prompt3_1 <So, you want me to do something about these tapes?>
CPrompt3_1 <ifPCSociable Accept>
Prompt3_2 <Go on.>
CPrompt3_2 <ifPCShy Accept>
Prompt3_3 <Uh-huh. How do I figure into this?>
CPrompt3_3 <ifPCEasygoing Accept>
Prompt3_4 <Boring. Get to the good stuff.>
CPrompt3_4 <ifPCPassionate Accept>
Prompt3_5 <Sounds good.>
CPrompt3_5 <ifPCCheerful Accept>
Prompt3_6 <Does this history lesson have a point?>
CPrompt3_6 <ifPCMelancholy Accept>
Prompt4 <No way. I'm not interested.>
Prompt4_1 <Rats? No way, find someone else.>
Prompt5 <Alright, I'll do it.>
Prompt5_1 <So you want me to be... a rat-killer?>
*.3_GoInit <*MissionWasSuccess&Reward .3_GoFinish ChatNPCFac na>
.3_GoFinish <CashPrize Reward 28 250 SetQuestStatus 54 -1>
requires <*MissionWasSuccess &Reward>
GoFirstTime <ifFactionEnemy ChatNPCFac else GoGreeting EndChat Say 1501 Goto
GoMakeEnemy>
Msg1501 <You've got a lot of nerve showing up here at a time like this...>
Msg1501_1 <You shouldn't be here...>
Msg1501_2 <I have nothing to say to you...>
GoGreeting <ifCHatNPCUnknown else GoCheckRenown NewChat Say 1601 AddChat 1601
AddChat 1602>
result1601 <Goto GoCheckRenown>
result1602 <AddEasygoing -d4 ifG Flirtation 5 else .16_GoFail ifG React 0 else
.16_GoFail AddReact 10 SkillXP 27 100 NewChat Say 1603 AddChat 1604>
.16_GoFail <NewChat AddReact -5 Say 1602 AddChat 1603 PCMoraleDmg 10 ifG PCRenown
0 AddRenown -1>
result1603 <Goto GoCheckRenown>
result1604 <Goto GoCheckRenown>
Msg1601 <Hello there... I haven't seen you around before. My name's \ChatNPC .>
Msg1601_1 <Hello. My name is \ChatNPC . It's nice to meet you.>
Msg1601_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg1602 <Cut the lines, creep. I'm not interested.>
Msg1602_1 <Don't even think about it. You are so not my type.>
Msg1603 <Hey, maybe the two of us could meet some time later. I'd like to get to
know you better.>
Msg1603_1 <I've got a great idea. How about the two of us hook up later? I'd love
to spend some time with you.>
Prompt1601 <Nice to meet you.>
Prompt1601_1 <I'm glad to meet you.>
Prompt1601_2 <It's nice to meet you.>
Prompt1602 <What's a beautiful person like you doing here?>
CPrompt1602 <ifNPCSexy ChatNPCID Accept>
Prompt1602_1 <It's a great pleasure to meet someone so attractive.>
Prompt1602_2 <And it's VERY nice to meet you!>
Prompt1603 <I see...>
Prompt1603_1 <Ah...>
Prompt1604 <I look forward to it.>
Prompt1604_1 <I'd like that a lot.>
GoOfferMission <NewChat Say 1701 AddChat 1701 AddChat 1702>
Result1701 <if= v1701 0 else GoMissionDesc V= 1701 1 AddSociable 1 Goto
GoMissionDesc>
Result1702 <if= v1701 0 else GoMissionDesc V= 1701 1 AddSociable -d6 Goto
GoMissionDesc>
Msg1701 <We have a problem in \SCENE RootSceneID ... But you might be able to help
us.>
Msg1701_1 <You've come at just the right time. \SCENE RootSceneID is in need of a
hero!>
CMsg1701_1 <ifNPCPassionate Accept>
Msg1701_2 <Finally, someone who might be able to help us. How would you like to
run a mission for \SCENE RootSceneID ?>
CMsg1701_2 <ifNPCEasygoing Accept>
Msg1701_3 <You may have heard something about the problem we've been having in
\SCENE RootSceneID . If you're willing to face a certain amount of danger, I may
have a job for you.>
CMsg1701_3 <ifNPCSociable Accept>
Msg1701_4 <I'll get straight to the point. I need you to perform a mission for
\SCENE RootSceneID .>
CMsg1701_4 <ifNPCShy Accept>
Msg1701_5 <This is fortunate... I was just about to put out a call for
adventurers, and now here you are. \SCENE RootSceneID needs someone like you.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <There's a crisis brewing... \SCENE RootSceneID needs a hero in these
dark times. Do you think you have what it takes?>
CMsg1701_7 <ifNPCMelancholy Accept>
Prompt1701 <Tell me what the problem is.>
Prompt1701_1 <I'm here if \SCENE RootSceneID needs me.>
Prompt1702 <If you can afford my rates, I'm all ears.>
Prompt1702_1 <I'll help \SCENE RootSceneID so long as I'm well paid.>
GoChat <NewChat SayAnything>
.3_GoInit <NewChat Say 1901 Goto .3_GoFinish>
Msg1901 <The mission was a success. Here's your reward.>
Msg1901_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <You did it. Here's your pay.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1901_6 <ifNPCMelancholy Accept>
Msg1901_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1901_7 <ifG 5 React Accept>
Msg1901_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1901_10 <ifFactionExists ChatNPCFac Accept>
Msg1901_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1901_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1901_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1901_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1901_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1901_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1901_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1901_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1901_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1901_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1901_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1901_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1901_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1901_20 <ifFactionExists na Accept>
Msg1901_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1901_21 <ifNPCSociable ifFactionExists na Accept>
Msg1901_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1901_22 <ifNPCShy ifFactionExists na Accept>
Msg1901_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1901_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1901_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1901_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1901_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <######.2.##..3###+###...#>
special <SHAREDPALETTE>
Z
0 15 6 0 0
Stats 4 240
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 240>
Z
-1
-1
0 2 0 0 0
Stats 1 10 2 15 3 7 4 8 5 15 6 1 7 1 8 1
0 -1 4 2
0 1 10 1
0 1 8 1
0 2 6 21
0 18 5 1
0 -8 2 3
-1
Name <CLEANBOT>
roguechar <R>
SDL_SPRITE <monster_workbot.png>
SDL_COLORS <190 100 120 195 205 190 0 230 90>
type <robot factory>
CHAT_ATTACK <MalFuNCtIoN! mAlFunCTuiOn!>
CHAT_ATTACK2 <ExTerMiNaTE!>
clue29 <ifSelfOK else GoPelt>
GoPelt <if= V1 0 else GoDone Mental Gut Flay V= 1 1 ifG SkRoll 29 10 else GoFail
Print 1 GiveSTC .stcdesc>
.stcdesc <SPAREPARTS-1>
GoFail <Print 2>
GoDone <Print 3>
Msg1 <You extract some spare parts from the wreckage of this robot.>
Msg2 <You try to get some spare parts from this robot, but don't find anything
worth keeping.>
Msg3 <You've already dismantled this robot.>
JOB <ANIMAL>
teamdata <Pass>
Z
-1
0 1 1 5 0
Stats 1 1
-1
Z
-1
0 7 1 1 0
Stats
-1
Z
0 4 0 3 0
Stats
-1
name <Mop>
type <EXTEND>
Z
-1
-1
-1
-1
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_Lock 8>
GoCheckQuest <ifG QuestStatus 54 0 SetStat STAT_Lock 0>
Z
-1
-1
-1
-1
0 -3 102 0 0
Stats 1 -29 2 24 3 21
0 7 16 4
-1
name <Kosaka Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Maquise Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content5 <Fill Sub *SPACEPORT_X>
Z
0 2 0 0 0
Stats 1 15 2 18 3 15 4 14 5 11 6 15 7 10 8 13
0 -1 4 3
0 -12 3 3
0 -12 2 52
0 5 0 222
0 1 33 8
0 1 26 8
0 1 18 9
0 1 13 8
0 1 12 8
0 1 11 8
0 1 10 8
0 1 9 8
0 1 8 8
0 1 7 8
0 1 6 8
0 1 5 8
0 1 4 8
0 1 3 8
0 1 2 8
0 1 1 8
0 3 3 1
0 3 -1 66
0 3 -2 50
0 2 0 1
0 5 2 9
0 3 0 1
0 3 1 10
0 3 -4 54
0 3 -5 15
0 3 -6 38
0 5 11 18
0 5 12 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Auske>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 103
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Kosaka Station Exterior>
Z
-1
-1
-1
0 -3 103 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Kosaka Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 102
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Kosaka Spinner>
Z
-1
-1
0 15 11 0 0
Stats 7 50 8 2
0 -12 3 3
0 -12 2 52
0 7 0 34
-1
ROGUECHAR <*>
name <Smugglers>
desig <QUEST-ENCOUNTER-WANDER>
Special <NoMSID>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifKeyItem 36 else GoRunAway Goto GoMakeSwitch>
attack <ifKeyItem 36 Goto GoMakeSwitch>
GoRunAway <Print 1 SetStat STAT_MetaVisibility -1>
GoMakeSwitch <ifYesNo 2 3 4 else GoRunAway Alert 5 DeleteItem 36 NPCVar= 223 1 1
XPV 100 DeleteItem 34>
Msg1 <The smuggler's ship darts away too quickly for you to approach.>
Msg2 <You are approached by a smuggler. Do you send over the crate?>
Msg3 <Send if over.>
msg4 <Keep it.>
Msg5 <The smuggler's ship retrieves the crate and darts away.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 30 8 1
0 -12 3 3
0 -12 2 52
0 7 0 35
-1
ROGUECHAR <*>
name <Police Dragnet>
Special <NoMSID>
update <if= QuestStatus 52 3 else GoHide ifG ComTime V1 else GoHide Goto
GoSetVisible>
Use <ifKeyItem 36 else GoNoItem Goto Attack>
GoNoItem <Alert 1 SetStat STAT_MetaVisibility -1 V= 1 ComTime V+ 1 3600 V+ 1
d7200>
Attack <ifKeyItem 36 Alert 2 Print 3 V= 1 ComTime V+ 1 3600 V+ 1 d7200 Goto
GoStartCombat>
GoStartCombat <SavePos Dynamic 2 38 120 .nu1 .nu2 DynaFaction 9>
.nu1 <if= T1 0 Return if= L1 0 L= 1 1 AddRenown -5>
.nu2 <if= T2 0 if= L1 0 L= 1 1 XPV 50 AddLawful -1>
Msg1 <Police Patrol: Smugglers are operating in the area. Please be cautious,
citizen.>
Msg2 <Police Patrol: Power down and surrender. You are transporting known
contraband.>
Msg3 <You are attacked by the police!>
ELEMENT <I Prefab>
Z
-1
-1
-1
-1
0 -5 222 0 0
Stats
0 -12 3 3
0 -12 2 52
-1
rumor3 <Auske is investigating the illegal animal trade.>
greeting <if= QuestStatus 52 3 else GoIntro if= V1 1 else GoFirstTime NewChat Say
8 AddChat 8 AddChat 9>
GoFirstTime <NewChat Say 1 AddChat 1 AddChat 2>
*GoIntro <*NiceToMeetYou GoChat>
*GoChat <*Misc_Chatter>
Result1 <NewChat Say 2 AddChat 3 AddChat 4 AddChat 5>
result2 <ifPCCriminal else GoR2Pass NewChat Say 4 AddChat 4 AddChat 5>
GoR2Pass <NewChat Say 3>
result3 <NewChat Say 5 V= 1 1 QMemo 52 10>
result4 <NewChat Say 6 AddChat 6 AddChat 7>
result5 <NewChat Say 7 AddChat 6 AddChat 7>
result6 <NewChat Say 3>
result7 <Goto result3>
result8 <DeleteNPC 223 DeleteItem 34 DeleteItem 35 DeleteItem 36 AddLawful 1
AddReact d10 XPV 100 Goto .4_GoInit>
result9 <NewChat Say 9 AddChat 8>
Msg1 <Hello \PC . I hear that you helped Lylor clean out the basement.>
Msg2 <I'm working with L5Law to bust an exotic animal smuggling ring. They're
importing rare animals from Earth for sale in the colonies. It's vital that we
find and stop them at once.>
Msg3 <I see. Well, if you change your mind, you know where to find me.>
Msg4 <I know you probably have reasons for not working with the law, but you did
help Lylor, and these smugglers must be stopped. It's very important that we find
them as soon as possible.>
Msg5 <We need to locate the smugglers. If you can find any evidence connection
someone to the ring, bring it to me.>
Msg6 <There are many reasons. Some people might keep them as pets. Others could
use them as guard animals, or for a private collection. As repulsive as it sounds,
some of these animals could even be cut into parts and eaten.>
Msg7 <The ecology of a spinner colony is very finely balanced. Animals brought
from outside could spread diseases or parasites. They could breed in the service
layer, destroying resources that the rest of us need to live.>
Msg8 <I'm still trying to locate those animal smugglers. Hopefully some new
evidence will turn up soon.>
Msg9 <That's progress... but unfortunately we still need some evidence or we won't
be able to make an arrest.>
Msg10 <Auske in \SCENE NPCScene 222 asked you to help investigate the illegal
animal trade in \SCENE RootSceneID .>
Prompt1 <That's right. How did you know?>
Prompt2 <I don't want to talk about it.>
Prompt3 <How can I help you with this?>
Prompt4 <Why would anyone want to import animals?>
Prompt5 <I don't see why importing animals is so bad.>
Prompt6 <Sorry, I don't want to get involved.>
Prompt7 <I'll help you with this case.>
Prompt8 <I've got your evidence right here.>
CPrompt8 <ifKeyItem 36 ifChatNPCInPlay Accept>
Prompt9 <I think Ruox may be involved.>
CPrompt9 <if# NPCVar 223 2 0 Accept>
.4_GoInit <NewChat Say 401 CashPrize Reward 43 200 SetQuestStatus 52 -1>
Msg401 <This evidence will make it impossible for Ruox to get away this time.
Thanks for your help.>
requires <*MISC_CHATTER>
GoIntro <ifChatNPCUnknown else GoChat NewChat Say 1501 AddChat 1501 AddChat 1502
AddChat 1503>
result1501 <AddSociable d10 Goto GoChat>
result1502 <ifG PCRenown ChatNPCRenown else .15_GoR2TryCon ifG PCRenown d50 else
.15_GoR2TryCon AddReact d10 NewChat Say 1502 AddChat 1504 AddChat 1505>
.15_GoR2TryCon <ifConversation ChatNPCEgo else .15_GoR2Fail NewChat Say 1504
AddRenown 1 AddReact d10 AddChat 1504 AddChat 1505>
.15_GoR2Fail <AddEasygoing -d10 NewChat Say 1503 AddChat 1504 AddChat 1505>
result1503 <AddSociable -d10 Goto GoChat>
result1504 <Goto GoChat>
result1505 <AddCheerful -d20 AddReact -d5 Goto GoChat>
Msg1501 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg1501_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You there... You're a pilot, aren't you?>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg1501_7 <ifNPCPragmatic Accept>
Msg1501_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg1501_8 <ifNPCSpiritual Accept>
Msg1502 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg1502_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg1502_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg1503 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg1503_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg1503_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg1504 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg1504_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg1504_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt1501 <That's right. My name's \PC .>
Prompt1501_1 <Absolutely right. My name's \PC .>
Prompt1502 <You've probably heard of me; the name's \PC .>
Prompt1502_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt1503 <That's none of your business, thanks.>
Prompt1503_1 <I'd rather not talk about it.>
Prompt1504 <Nice to meet you too.>
Prompt1505 <It's not all that nice.>
CPrompt1505 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
Z
-1
-1
-1
0 -3 104 0 0
Stats 1 -1 2 15 3 15
0 7 16 2
0 5 2 13
-1
name <MUGL Mechanical>
type <building public corporate>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter MUGL Mechanical.>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
Z
0 2 0 0 0
Stats 1 9 2 11 3 7 4 12 5 14 6 11 7 15 8 8
0 5 0 91
0 3 -7 27
0 3 -2 20
0 3 -1 -17
0 3 -4 8
0 3 1 12
0 5 2 13
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Odzee>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 35 Here *NPC_GUARD>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 105 0 0
Stats 1 -29 2 15 3 15
0 7 16 1
0 21 2 2
0 5 2 1
-1
name <Alliance Proxen>
type <building embassy public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Alliance Proxen.>
Content1 <Some 1 50 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 11 2 10 3 11 4 14 5 14 6 18 7 15 8 12
0 5 0 92
0 3 -7 27
0 3 -2 44
0 3 -1 55
0 3 -4 93
0 3 1 -1
0 5 2 1
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
job <Diplomat>
NAME <Altro>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 12 3 13 4 13 5 7 6 9 7 11 8 12
0 5 0 93
0 5 12 3
0 5 11 3
0 3 -6 76
0 3 -3 -20
0 3 -4 -9
0 3 1 3
0 3 0 1
0 -8 2 2
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 5 2 3
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 13
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 17 12
0 1 24 12
0 1 26 12
0 1 30 12
-1
job_desig <MILIT>
JOB <KNIGHT>
NAME <Lyroiki>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 106 0 0
Stats 1 -29 2 15 3 15
0 7 16 1
0 21 2 2
0 5 2 11
-1
name <Rishiri Proxen>
type <building embassy public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Rishiri Proxen.>
Content1 <Some 1 50 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 9 2 11 3 15 4 14 5 14 6 18 7 16 8 15
0 5 0 94
0 3 -4 21
0 3 1 16
0 5 2 11
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
job <Diplomat>
NAME <Ojesga>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 14 3 12 4 12 5 11 6 13 7 11 8 14
0 5 0 95
0 5 12 2
0 5 11 4
0 3 -6 75
0 3 -7 22
0 3 -2 14
0 3 1 8
0 3 0 1
0 -8 2 2
0 -1 4 3
0 2 0 1
0 3 3 1
0 3 -4 -50
0 3 -1 50
0 5 2 14
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 13
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 12 12
0 1 17 12
0 1 26 12
0 1 33 12
0 1 42 12
-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Jessuk>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
-1
0 -3 107 3 0
Stats 1 -7 2 20 3 10
0 5 2 10
0 -1 1 44
0 -1 0 40
-1
name <Tohru Spinner>
world <L5 Region>
desc <Tohru Spinner is an industrial station close to the dusty ring. It was badly
damaged by a meteor strike.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown industrial
disaster>
personatype <city spinner>
habitat <SPACE.URBAN>
entrance <*COLONY-1>
factions <FCOMS PRIVA L5LAW HOELL MUGLE>
desig <TOHSP>
context <SPACE>
Quest1 <*:LocalQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Tohru Spinner used to be one of the most important industrial stations until
it was badly damaged by a meteor strike. These days it is rebuilding, hoping to
regain its former greatness.>
Msg2 <You enter Tohru Spinner.>
Z
0 15 10 0 3
Stats 1 3 4 108
-1
ROGUECHAR <&>
NAME <Tohru Mall>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 109
0 19 1 10
-1
roguechar <H>
NAME <Tohru Emergency Center>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 110
0 19 1 11
-1
roguechar <G>
NAME <Jiason Factory>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 114
-1
ROGUECHAR <&>
NAME <Meteor Center>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 115
0 19 1 9
-1
roguechar <P>
NAME <Tohru Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 242
0 -12 3 2
0 -12 2 57
0 7 0 39
-1
ROGUECHAR <&>
name <McCabe's Construction Site>
desig <ENTRANCE 242>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 108 0 0
Stats 1 -1 2 25 3 17
0 7 16 4
-1
name <Tohru Mall>
type <building mall public>
entrance <*Building>
special <ADDEXIT>
start <ifNPCDead 225 else START_1 if= QuestStatus 56 3 else START_1 SetQEncActive
38 Goto START_1>
Msg1 <You enter Tohru Mall.>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content7 <Some 1 75 Sub *GENERAL_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
START_1 <Print 1>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 225 0 0
Stats
0 -12 3 3
0 -12 2 56
-1
rumor3 <Jenudap has been selling off mecha parts and repair supplies cheap.>
greeting <if= QuestSTatus 56 3 else GoGreet if= V1 0 else GoGreet NewChat Say 1
AddChat 1 AddChat 2 AddChat 3>
*GoGreet <*NiceToMeetYou GoOpenShop>
*GoOpenShop <*SHOP_MECHA GoGoodbye>
*GoGoodbye <*GOODBYE>
GoRevealBase <V= 1 1 SetQEncActive 38 QMemo 56 6>
result1 <NewChat Say 3 AddChat 4 AddChat 5>
result2 <Goto GoOpenShop>
result3 <EndChat Say 2 Shop .wares Goto GoGoodbye>
.wares <TOOL MEXTRA CONTRABAND>
result4 <NewChat Say 4 AddChat 6 AddChat 7>
result5 <V= 2 1 ifConversation SkillTar 59 else GoR5Fail NewChat Say 5 Goto
GoRevealBase>
GoR5Fail <NewChat Say 7>
result6 <NewChat Say 8 Goto GoRevealBase>
result7 <NewChat Say 9 AddChat 8 AddChat 9>
result8 <NewChat Say 10 SetQuestStatus 56 -2 AddLawful -5 RandomMecha .mekfac 59>
.mekfac <GENERAL>
result9 <Goto result6>
Msg1 <Hey, can I interest you in some great parts at a low low price?>
Msg2 <Take a look through, I don't even know what all of this stuff is... If you
notice the serial numbers filed off of anything that's just because it's, uh, a
factory second. That's it.>
Msg3 <I've got connections, you know. One of my associates recently came into a
large quantity of, er, swag... I've been helping him find its way to market.>
Msg4 <I didn't steal anything! And if I happen to be selling stolen goods then
that's hardly my fault! Look, I'm sure we can come to some kind of deal...>
Msg5 <I get this stuff from a pirate I know. They've got an asteroid base just
outside the colony. You could try making a deal with him, but I should warn you
that they aren't usually friendly to strangers.>
Msg6 <Jenudap told you there are pirates outside the spinner who may have stolen
Kangthe's materials.>
Msg7 <I'm afraid you're stuck, then. My supplier doesn't deal with the general
public.>
Msg8 <I don't know his name... There are some pirates who have an asteroid base
just outside the station. I get this stuff from them... Now leave me alone, and
don't cause any more headaches.>
Msg9 <Well, look around. I've got a fortune of junk here. If you'll agree to keep
hush about where it came from, I'll let you take your pick of the lot, no charge.>
Msg10 <It's been a pleasure doing business with you.>
Prompt1 <Where did you get all this junk?>
Prompt2 <No, but I'd like to see what else you have.>
Prompt3 <Sure, let me take a look.>
Prompt4 <You stole all this from Kangthe, didn't you?>
Prompt5 <I need to buy more than you have in stock.>
CPrompt5 <if= V2 0 Accept>
Prompt6 <Tell me who your supplier is.>
Prompt7 <What kind of deal are you thinking about?>
Prompt8 <Sounds good. I'll do that.>
Prompt9 <No deal. Tell me who your supplier is.>
requires <*GOODBYE>
GoGreet <ifCHatNPCUnknown else GoOpenShop NewChat Say 1501 AddChat 1501 AddChat
1502>
result1501 <AddSociable d4 Goto GoOpenShop>
result1502 <AddSociable -d8 Goto GoOpenShop>
Msg1501 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg1501_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Welcome to my shop. Nice to meet you.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <This is the best place in town for adventuring gear. The name's
\ChatNPC , and I run the joint. Nice to meet you.>
CMsg1501_6 <ifNPCPassionate Accept>
Prompt1501 <Nice to meet you too.>
Prompt1501_1 <I'm glad to meet you too.>
Prompt1502 <What do you sell here?>
Prompt1502_1 <Show me what you have for sale.>
GoOpenShop <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <EndChat Say 1602 shop .16_wares Goto GoGoodbye>
result1602 <Goto GoGoodbye>
.16_wares <MECHA>
KEYWORDS <MECHA>
Msg1601 <I stock a variety of mecha. I don't know if there's anything you'd like,
but it couldn't hurt to take a look.>
Msg1602 <Take your time. I'll be just over here.>
Prompt1601 <Alright, I'll take a look.>
Prompt1602 <I'm not interested.>
GoGoodbye <EndChat Say 1701>
msg1701 <Good-bye.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <..............1.....&---&>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 8 2 11 3 8 4 15 5 13 6 12 7 9 8 7
0 -1 4 2
0 -12 3 3
0 -12 2 56
0 -8 2 1
0 5 0 225
0 1 23 5
0 1 21 7
0 3 -2 -100
0 2 0 1
0 3 0 1
0 3 1 9
0 3 -4 56
0 3 -7 -15
0 3 -5 -30
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Jenudap>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 109 0 0
Stats 1 -1 2 24 3 15
0 7 16 2
-1
name <Tohru Emergency Center>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content3 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter the Tohru Emergency Center.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 110 0 0
Stats 1 -1 2 20 3 20
0 7 16 3
0 5 2 10
0 21 2 3
-1
name <Jiason Factory>
type <building garage factory public>
entrance <*Garage>
special <ADDEXIT>
start <if= QuestStatus 55 2 else START_1 ifNPCDead 224 else START_1 SetQuestStatus
55 -2 Goto START_1>
GoBeenBefore <Print 1>
Msg1 <You enter Jiason Factory.>
Msg2 <Jiason was the only factory to emerge from the meteor impact undamaged. In
order to promote investment and speed rebuilding, access to Jiason was granted
equally to all three corporations operating in Tohru Spinner.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 2 80 Sub *MECHA_SHOP>
Content3 <Fill Sub *GARAGE_X>
START_1 <if= V1 0 else GoBeenBefore Alert 2 V= 1 1>
Z
0 2 0 0 0
Stats 1 9 2 14 3 9 4 8 5 14 6 8 7 9 8 10
0 -12 2 57
0 5 0 99
0 1 9 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 2 11
0 1 1 11
0 5 12 4
0 1 3 12
0 5 11 3
0 3 -6 62
0 3 1 16
0 3 3 1
0 3 -1 50
0 3 -7 50
0 3 -4 50
0 3 -5 -50
0 3 0 1
0 5 2 10
0 2 0 1
0 1 8 11
0 1 10 11
0 1 15 11
0 1 19 11
0 1 23 11
0 1 33 11
-1
job_desig <LABOR>
JOB <CONSTRUCTION WORKER>
name <McCabe>
home <Foyer>
quest <*:NPCQuest>
SDL_PORTRAIT <por_f_allisonnewver(J--).png>
SDL_COLORS <239 198 58 255 212 195 6 42 120>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 40 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <####################1#2#3>
Z
0 15 5 0 0
Stats 4 111
0 -8 2 1
-1
ROGUECHAR <!>
name <Comet Office>
destination <Jiason Comet Office>
Z
-1
-1
0 15 5 0 0
Stats 4 112
0 -8 2 2
-1
ROGUECHAR <!>
name <Hoeller Office>
destination <Jiason Hoeller Office>
Z
-1
-1
0 15 5 0 0
Stats 4 113
0 -8 2 3
-1
ROGUECHAR <!>
name <MUGL Office>
destination <Jiason MUGL Office>
Z
-1
-1
-1
-1
0 -3 111 0 0
Stats 1 -29 2 25 3 25
0 7 16 2
0 5 2 2
-1
name <Jiason Comet Office>
special <NOEXIT>
type <building public corporate>
start <Print 1>
Msg1 <You enter the Jiason Comet Office.>
Content2 <Some 2 50 Sub *CORP_PUBLIC>
Z
0 2 0 0 0
Stats 1 7 2 11 3 8 4 12 5 16 6 11 7 12 8 7
0 5 0 96
0 3 -6 5
0 3 -5 39
0 3 1 5
0 5 2 2
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Lorphi>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content3 <Some 1 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
0 15 5 0 0
Stats 4 110
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
0 -3 112 0 0
Stats 1 -29 2 25 3 25
0 7 16 2
0 5 2 7
-1
name <Jiason Hoeller Office>
type <building public corporate>
special <NOEXIT>
start <Print 1>
Msg1 <You enter the Jiason Hoeller Office.>
Content2 <Some 2 50 Sub *CORP_PUBLIC>
Z
0 2 0 0 0
Stats 1 6 2 7 3 5 4 12 5 15 6 10 7 13 8 8
0 5 0 97
0 3 -1 -17
0 3 -3 36
0 3 1 12
0 3 0 1
0 5 2 7
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Noub>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content3 <Some 1 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
0 15 5 0 0
Stats 4 110
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
0 -3 113 0 0
Stats 1 -29 2 25 3 25
0 7 16 2
0 5 2 13
-1
name <Jiason MUGL Office>
type <building public corporate>
special <NOEXIT>
start <Print 1>
Msg1 <You enter the Jiason MUGL Office.>
Content2 <Some 2 50 Sub *CORP_PUBLIC>
Z
0 2 0 0 0
Stats 1 5 2 10 3 10 4 9 5 16 6 10 7 11 8 8
0 5 0 98
0 3 -4 -25
0 3 -7 -33
0 3 -5 54
0 5 2 13
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Esterit>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content3 <Some 1 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
0 15 5 0 0
Stats 4 110
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
0 -5 224 0 0
Stats
0 -12 3 2
0 -12 2 55
-1
rumor0 <Kangthe doesn't have enough spare parts to keep the garage in business.>
greeting <if= QuestStatus 56 3 else GREETING_1 ifQEncActive 38 else GREETING_1 if=
V301 0 else GREETING_1 NewChat say 301 AddChat 301>
*GoGreet <*NiceToMeetYou GoCheckFirst>
GoCheckFirst <if= QuestStatus 55 0 else GoCheckClose NewChat Say 2 AddChat 4
AddChat 5>
GoCheckClose <if= QuestStatus 55 -2 else GoRegularService NewChat Say 6>
*GoRegularService <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
Result1 <NewChat Say 3>
result2 <EndChat Say 4 AddChat 6>
result3 <NewChat Say 5 SetQuestStatus 55 -2>
result4 <Goto GoBye>
result5 <NewChat Say 7 QMemo 55 8 SetQuestStatus 56 3 SetQuestStatus 55 2 AddChat
7>
result6 <Goto .4_GoInit>
result7 <NewChat Say 9>
Msg1 <Have you found out what happened to all my missing repair parts yet?>
Msg2 <I usually do service on all kinds of machine. I also sell a variety of new
mecha and replacement parts.>
Msg3 <Three hundred tons of salvage doesn't just disappear... It's got to be
around this place somewhere.>
Msg4 <That's fantastic news! I'll be able to re-open my shop shortly.>
Msg5 <That's serious bad news. My business can't afford a loss like that... I
can't see any way to re-open the shop.>
Msg6 <The shop's closed.>
Msg7 <Well, you see, that's a problem. I'm in a bit of a jam right now- all of my
stock has gone missing. It seems likely that someone stole it, but then again it
seems unlikely that anyone would steal 300 tons of scrap metal.>
Msg8 <Kangthe in \SCENE 110 had to close \PPR 224 garage because all of \PPR 224
stock went missing.>
Msg9 <It'd be great if you could. Without those parts, I won't be able to stay in
business.>
Prompt1 <No, I haven't.>
Prompt2 <Yes, I have.>
CPrompt2 <if= QuestStatus 56 -1 Accept>
Prompt3 <I don't think you'll be getting your parts.>
CPrompt3 <if= QuestStatus 56 -2 Accept>
Prompt4 <Thanks, but I don't need anything now.>
Prompt5 <Let me see what you have.>
Prompt6 <[Continue]>
Prompt7 <I could try to find it for you.>
GREETING_1 <if= QuestStatus 55 2 else GoGreet NewChat Say 1 AddChat 1 AddChat 2
AddChat 3>
result301 <NewChat Say 302 V= 301 1>
msg301 <Any news on those missing supplies, yet?>
msg301_1 <You've been investigating this matter for a while. Have you found any
leads on my missing supplies?>
Cmsg301_1 <ifNPCSociable Accept>
msg301_2 <Do you have anything to report?>
Cmsg301_2 <ifNPCShy Accept>
msg301_3 <So, have you found anything about the stuff I lost yet?>
Cmsg301_3 <ifNPCEasygoing Accept>
msg301_4 <Have you found my things yet? It's vitally important that they be
returned at once...>
Cmsg301_4 <ifNPCPassionate Accept>
msg301_5 <I'm kind of enjoying my unintentional vacation, but have you learned
anything about the goods that disappeared yet?>
Cmsg301_5 <ifNPCCheerful Accept>
msg301_6 <Have you found anything about the stuff I had stolen yet? If the
materials aren't returned soon, I'll be ruined.>
Cmsg301_6 <ifNPCMelancholy Accept>
msg302 <In that case, you should try to find where they've hidden their loot and
see if you can get it back.>
msg302_1 <I don't suppose these pirates will be in any mood to negotiate... and in
any event, doing so would only embolden them to make further attacks. See if you
can locate their base, and take back my property by any means nessecary.>
Cmsg302_1 <ifNPCSociable Accept>
msg302_2 <Locate these pilots and recover our property.>
Cmsg302_2 <ifNPCShy Accept>
msg302_3 <Well, it seems to me that this is a step in the right direction. All you
have to do now is find the pirates and take my things back from them.>
Cmsg302_3 <ifNPCEasygoing Accept>
msg302_4 <In that case, why aren't you out looking for those pirates? Hurry, this
might be the only chance we have to recover my supplies!>
Cmsg302_4 <ifNPCPassionate Accept>
msg302_5 <Great work, \PC ! Now all you have to do is locate these pirates and win
the supplies back from them. It shouldn't be too tough, should it?>
Cmsg302_5 <ifNPCCheerful Accept>
msg302_6 <If only we could find where the pirates are keeping their loot, we might
be able to get some of it back. I suppose it's too late for any of that
already...>
Cmsg302_6 <ifNPCMelancholy Accept>
Prompt301 <I heard they've been stolen by pirates.>
.4_GoInit <NewChat Say 401 RandomMecha .4_factions 62 SetQuestStatus 55 -1>
.4_factions <GENERAL PDASS>
Msg401 <Because you've been such a big help to my business, I'd like for you to
have this company mecha. It's got my logo printed on the sides.>
Msg401_1 <For helping me with my business, I got something for you. It's a new
mecha. I know that cavaliers always need new mecha... I hope you don't mind, but I
had my logo painted onto the side of it. That way it's a business expense.>
CMsg401_1 <ifNPCSociable Accept>
Msg401_2 <That deal went nicely. Here's a perk for your trouble, a new mecha with
my company logo on it.>
CMsg401_2 <ifNPCShy Accept>
Msg401_3 <Thanks. For helping my business, I bought you this new mecha. I know it
seems like an extravagant gift, but since I had my logo painted onto the side it's
actually advertising!>
CMsg401_3 <ifNPCEasygoing Accept>
Msg401_4 <You've been a great help to me, and now I'll be a great help to you! In
thanks for your help, I got you this new mecha. It's got my logo printed right on
the side, so everyone will know how stylish and cool you are.>
CMsg401_4 <ifNPCPassionate Accept>
Msg401_5 <That was great! Say, could you do me one more small favor? I bought this
new mecha for you, and it's got my logo on the side. Just drive it around the city
every once in a while.>
CMsg401_5 <ifNPCCheerful Accept>
Msg401_6 <Hey, I didn't think that was going to work out, but you really came
through. I got something to thank you... unfortunately the guy at the mecha store
thought I was buying this mecha for myself, and stuck the company logo on it.>
CMsg401_6 <ifNPCMelancholy Accept>
requires <*GOODBYE Mechanic>
GoGreet <ifCHatNPCUnknown else GoCheckFirst NewChat Say 1501 AddChat 1501 AddChat
1502>
result1501 <Goto GoCheckFirst>
result1502 <NewChat AddEasygoing -d6 Say 1502 AddChat 1503 AddChat 1504>
result1503 <AddEasygoing d6 Reputation 3 d8 Goto GoCheckFirst>
result1504 <AddSociable -d4 Goto GoCheckFirst>
Msg1501 <My name is \ChatNPC . Who are you?>
Msg1501_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Huh, who are you?>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <I haven't seen you here before. What's your name?>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg1501_6 <ifNPCPassionate Accept>
Msg1502 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg1502_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg1502_1 <ifNPCLawful Accept>
Msg1502_2 <You don't want to answer? What, are you a narc or something?>
CMsg1502_2 <ifNPCCriminal Accept>
Msg1502_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg1502_3 <ifNPCEasygoing Accept>
Msg1502_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg1502_4 <ifNPCMelancholy Accept>
Msg1502_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg1502_5 <ifNPCSociable Accept>
Msg1502_6 <You've got secrets? I can respect that.>
CMsg1502_6 <ifNPCShy Accept>
Msg1502_7 <What's your problem? Do you have something to hide?>
CMsg1502_7 <ifNPCPassionate Accept>
Prompt1501 <I'm \PC .>
Prompt1501_1 <My name is \PC .>
Prompt1501_2 <They call me... \PC !>
CPrompt1501_2 <ifPCPassionate Accept>
Prompt1502 <What's it to you?>
Prompt1502_1 <None of your business.>
Prompt1503 <I'm sorry, my name is \PC .>
Prompt1503_1 <Sorry, I'm a bit defensive.>
Prompt1504 <I don't give my name to just anybody.>
Prompt1504_1 <My name isn't important.>
Prompt1504_2 <Look, just forget about it.>
GoRegularService <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <EndChat Say 1602 shop .16_wares Goto GoBye>
result1602 <Goto GoBye>
.16_wares <MECHA>
KEYWORDS <MECHA>
Msg1601 <I stock a variety of mecha. I don't know if there's anything you'd like,
but it couldn't hurt to take a look.>
Msg1602 <Take your time. I'll be just over here.>
Prompt1601 <Alright, I'll take a look.>
Prompt1602 <I'm not interested.>
GoBye <EndChat Say 1701>
msg1701 <Keep the parts oiled and you won't have any trouble with it.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <..............1.....&---&>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 8 2 11 3 9 4 9 5 11 6 12 7 5 8 10
0 -1 4 2
0 -12 3 2
0 -12 2 55
0 -8 2 1
0 5 0 224
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 1 31 5
0 3 -4 50
0 3 0 1
0 3 1 1
0 3 -5 -35
0 3 -2 26
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Kangthe>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 99 0 0
Stats
0 -12 3 2
0 -12 2 57
-1
rumor0 <McCabe's reconstruction effort has hit a problem.>
greeting <if= QuestStatus 58 3 else GREETING_1 if= NPCVar 226 1 1 else GREETING_1
Goto .3_GoArgue>
GoCheckResult <NewChat Say 3 AddChat 3 AddChat 2>
GoCheckQuest <if= QuestStatus 57 0 else GoChat Goto GoCheckEnemy>
*GoCheckEnemy <*ENEMY_CHECK GoOfferQuest ChatNPCFac GoMakeEnemy>
GoMakeEnemy <SetQuestStatus 57 -2 ifG d20 React PCEnemy 99>
*GoOfferQuest <*NiceToMeetYou GoExplainQuest>
*GoChat <*MISC_CHATTER>
GoExplainQuest <NewChat Say 1 AddChat 4 AddChat 5>
Result1 <Goto .4_GoInit>
Result2 <NewChat Say 4 SetQuestStatus 57 -2>
Result3 <NewChat Say 6>
Result4 <NewChat Say 7 AddCheerful -d10 SetQuestStatus 57 2 SetQuestStatus 58 3
QMemo 57 2>
Result5 <NewChat Say 8 SetQuestStatus 57 2 SetQuestStatus 58 3 QMemo 57 2>
Msg1 <As you probably know, we're still rebuilding from the damage we suffered in
the disaster. I'm in charge of reconstruction efforts in \SCENE 107 .>
Msg2 <McCabe is in charge of the reconstruction of \SCENE 107 . Unfortunately, one
of the projects has hit a problem.>
Msg3 <Do you have any good news for me about the reconstruction work?>
Msg4 <This is just what we need; hasn't \SCENE 107 suffered enough?>
Msg5 <I hear that you've solved our construction problem. Congratulations.>
Msg6 <Please do. The citizens of Tohru Spinner are counting on this.>
Msg7 <Maybe not, but you might be interested to know that there's been a problem
at one of the reconstruction sites. I'm offering a reward to anyone who can get
the project back on track.>
Msg8 <Not so well, I'm afraid. There's been a problem at one of the reconstruction
sites; work has all but halted. If you could find out what's going wrong and fix
it, it would be a great help to us.>
Prompt1 <[Continue]>
Prompt2 <The reconstruction has halted.>
CPrompt2 <if= QuestStatus 58 -2 Accept>
Prompt3 <I'll be back when I have something to report.>
Prompt4 <I don't care; I don't live here.>
CPrompt4 <if# PCHomeTown 107 Accept>
Prompt5 <How is the work coming along?>
GREETING_1 <if= QuestStatus 57 2 else GoCheckQuest if= QuestStatus 58 -1 else
GoCheckResult EndChat Say 5 AddChat 1>
.3_GoArgue <if= v301 0 else .3_GoArgue2 NewChat Say 301 V= 301 1 AddChat 301>
.3_GoArgue2 <NewChat Say 302 AddChat 302>
result301 <NewChat Say 303 AddChat 303>
result302 <NewChat Say 304 AddChat 304 AddChat 305 AddChat 306>
result303 <Goto result302>
result304 <NewChat Say 305>
result305 <NewChat Say 306 NPCVar= 226 1 2>
result306 <NewChat Say 307 NPCVar= 226 1 2>
Msg301 <Have you found out from Oeye why construction has been delayed?>
Msg302 <I'm still waiting for Oeye to finish construction.>
Msg303 <That shouldn't be a big problem. I already provided funds for an
exterminator.>
Msg304 <This project is over budget already. There must be a better way... You're
a cavalier, couldn't you just go kill all the fungus?>
Msg305 <You do that.>
Msg306 <You're probably right... some added expense at this point will save us
headaches down the road. Tell Oeye that I'll arrange for a more thorough
extermination.>
Msg307 <Seriously? In that case, I guess there's nothing I can do... Tell Oeye
that I'll provide extra funds for extermination.>
Prompt301 <There's a fungus infestation at the site.>
Prompt302 <Oeye's still waiting for the exterminator.>
Prompt303 <Apparently, the funds weren't enough.>
Prompt304 <I'll see what I can do.>
Prompt305 <Really, I think we need a professional.>
CPrompt305 <ifConversation 8 Accept>
Prompt306 <Without proper treatment they'll be back in a week.>
CPrompt306 <ifScience 5 Accept>
*.4_GoInit <*MissionWasSuccess&Reward .4_GoFinish ChatNPCFac na>
.4_GoFinish <CashPrize Reward 23 250 SetQuestStatus 57 -1>
requires <*MissionWasSuccess &Reward>
GoCheckEnemy <ifFactionEnemy ChatNPCFac else GoOfferQuest EndChat Say 1501 Goto
GoMakeEnemy>
Msg1501 <You aren't welcome here. You should get out before I call the guards.>
GoOfferQuest <ifChatNPCUnknown else GoExplainQuest NewChat Say 1601 AddChat 1601
AddChat 1602 AddChat 1603 AddChat 1604 AddChat 1605>
result1601 <AddEasygoing -d8 Goto GoExplainQuest>
result1602 <AddEasygoing d8 Goto GoExplainQuest>
result1603 <AddPragmatic -d10 Goto GoExplainQuest>
result1604 <AddCheerful -d10 Goto GoExplainQuest>
result1605 <Goto GoExplainQuest>
Msg1601 <Hi. My name's \ChatNPC . I work around here. What is it that you do?>
Msg1601_1 <Hello. The name's \ChatNPC ... nice to meet you. I haven't seen you
before. Did you just get hired here, or do you do something else?>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <Hey, I haven't seen you around before. What is it that you do?>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I don't believe I've seen you around. Are you working here now, or do
you do something else?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You're new around here. What is it that you do for a living?>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <Hey, look, a new face... My name's \ChatNPC . I work around here. What
is it that you do?>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <You don't look tired enough to be one of the regulars. The name's
\ChatNPC ; I work here. What brings you here?>
CMsg1601_6 <ifNPCMelancholy Accept>
Prompt1601 <I'm an adventurer!>
Prompt1601_1 <I'm an ace mecha pilot!>
Prompt1602 <I do whatever comes along.>
Prompt1602_1 <This and that, you know.>
Prompt1603 <I'm on a mission from god.>
Prompt1603_1 <I'm on a vision quest.>
Prompt1604 <Really, it's not interesting...>
Prompt1604_1 <I do what I have to. That's all.>
Prompt1605 <I'm a cavalier.>
GoChat <NewChat SayAnything>
.4_GoInit <NewChat Say 1801 Goto .4_GoFinish>
Msg1801 <The mission was a success. Here's your reward.>
Msg1801_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You did it. Here's your pay.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1801_7 <ifG 5 React Accept>
Msg1801_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1801_10 <ifFactionExists ChatNPCFac Accept>
Msg1801_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1801_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1801_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1801_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1801_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1801_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1801_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1801_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1801_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1801_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1801_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1801_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1801_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1801_20 <ifFactionExists na Accept>
Msg1801_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1801_21 <ifNPCSociable ifFactionExists na Accept>
Msg1801_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1801_22 <ifNPCShy ifFactionExists na Accept>
Msg1801_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1801_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1801_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1801_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1801_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1801_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1801_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1801_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 114 0 0
Stats 1 -29 2 24 3 19
0 7 16 1
0 5 2 10
-1
name <Meteor Center>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
start <if= V1 1 else GoFirstTime Print 1>
GoFirstTime <Alert 2 V= 1 1>
Msg1 <You enter the Meteor Center.>
Msg2 <After Tohru City Hall was destroyed in the meteor impact, this building was
constructed as a temporary command center.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#---#>
Z
0 2 0 0 0
Stats 1 13 2 17 3 15 4 14 5 9 6 15 7 13 8 13
0 5 0 100
0 5 12 3
0 5 11 18
0 3 -6 98
0 3 1 -5
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 15
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Epin>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 18 2 8 3 15 4 13 5 9 6 9 7 8 8 14
0 5 0 101
0 5 12 1
0 5 11 18
0 3 -6 76
0 3 -7 51
0 3 -3 24
0 3 1 5
0 3 0 1
0 -8 2 3
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 18 13
0 1 26 12
0 1 33 12
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Iagea>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <..2.31..............#&+&#>
Z
0 2 0 0 0
Stats 1 10 2 10 3 13 4 16 5 14 6 15 7 15 8 19
0 5 0 102
0 3 -5 18
0 3 -3 24
0 3 1 7
0 -8 2 1
0 5 2 10
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
JOB <POLITICIAN>
NAME <Redbuck>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 14 3 12 4 11 5 13 6 15 7 11 8 9
0 5 0 103
0 5 12 9
0 5 11 4
0 3 -6 63
0 3 -3 47
0 3 1 8
0 -8 2 3
0 5 2 6
0 -1 4 3
0 2 0 1
0 3 -2 17
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 12
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 13 11
0 1 17 11
0 1 26 11
0 1 42 11
-1
job_desig <MILIT>
JOB <PRIVATEER>
NAME <Yeconjoy>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 13 0 5 0
Stats
0 -8 2 2
-1
name <Meteor Fragment>
desig <DISPLAYCASE-1>
roguechar <=>
SDL_SPRITE <prop_displaycase.png>
Use <Print 1>
Clue14 <Print 4>
Clue22 <Print 3>
Clue29 <Print 2>
Clue34 <Print 5 if= V1 0 ifMysticism 5 XPV 50 V= 1 1 AddPragmatic -d10>
Clue37 <Print 4>
Msg1 <This display houses a fragment of the meteor which struck Tohru Spinner.>
Msg2 <It's possible that the meteor's unusual organic-metallic composition allowed
it to slip past Tohru Spinner's long range sensors.>
Msg3 <This meteor is composed of a metallic alloy interwoven with organic polymer
chains. This was a common building material for bioweapons during the Age of
Superpowers.>
Msg4 <It's a rock, presumably from space.>
Msg5 <You say a short prayer for the people who died in the meteor impact.>
Z
-1
-1
-1
-1
-1
0 -3 115 0 0
Stats 1 -29 2 20 3 21
0 7 16 3
-1
name <Tohru Spaceport>
type <building shuttle spaceport public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Tohru Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content5 <Some 1 100 Sub *MECHANIC_SHOP na>
Content6 <Fill Sub *SPACEPORT_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 116
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Tohru Station Exterior>
Z
-1
-1
-1
0 -3 116 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Tohru Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 115
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Tohru Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 241
0 -12 3 3
0 -12 2 56
0 7 0 38
-1
ROGUECHAR <*>
name <Asteroid Base>
desig <ENTRANCE 241>
Special <NoMSID>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
ATTACK <ifG StatVal STAT_MetaVisibility -1 if= SceneVar 241 2 0 ifG ComTime
SceneVar 241 3 Alert 2 Exit Destination>
Msg2 <You are attacked by pirates!>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 241 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 56
0 -12 1 59
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <Asteroid Station Region>
requires <*BLANK .Space .Mecha>
type <Space>
special <ShowAll>
terrain <SPACE>
HABITAT <SPACE.URBAN>
name_1 <Asteroid Station>
start <if= L1 0 else GoBeenBefore Print 1 L= 1 1>
GoBeenBefore <if= L2 0 Print 2>
nu1 <if= T1 0 Return if= L2 0 AddRenown -1>
nu2 <if= T2 0 if= L2 0 L= 2 1 AddRenown 1 Print 3 XPV 100 Salvage
SetQuestStatus 56 -1>
Msg1 <You spot the asteroid base that Jenudap must have been talking about.>
Msg2 <The pirates have regrouped, and challenge you again.>
Msg3 <You've defeated all the pirates, and can return Kangthe's materials now.>
Z
0 15 0 0 0
Stats 1 1 3 -100
0 -12 3 3
0 -12 2 56
0 7 0 37
-1
desig <DERELICT-1>
roguechar <*>
SDL_SPRITE <prop_derelict.png>
use <Print 1>
Msg1 <This rudimentary station appears to contain all of Kangthe's building
supplies.>
name <Asteroid Station>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -6 0 5
0 -6 1 5
0 -1 2 -1
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 8
0 -6 0 25
0 -6 1 25
0 -1 1 -1
-1
name <Enemies>
Deploy <if= L2 0 WMecha 2 59 100 L= 3 ComTime L+ 3 43200>
Z
-1
-1
-1
-1
-1
0 -3 242 0 0
Stats 1 -31 2 17 3 17
0 -12 2 57
0 -12 1 20
0 21 2 3
0 7 16 2
-1
NAME <Joydam's Workyard>
requires <*ConstructionSite>
type <building workshop>
special <NOEXIT>
content <Fill Sub *CONSTRUCTION_X na>
HABITAT <SPACE.URBAN>
start <if= QuestStatus 58 3 else na ifNPCDead 226 else na SetQuestSTatus 58 -2
Goto na>
end <if= QuestStatus 58 3 else na ifNPCDead 226 else na SetQuestSTatus 58 -2
Goto na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <.......##...1#...##......>
Z
0 15 5 0 0
Stats 4 107
0 -8 2 1
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
-1
-1
0 -3 243 0 0
Stats 1 -24 2 35 3 35
0 -12 2 58
0 -12 1 20
0 21 2 1
0 7 101 15
0 7 16 2
-1
NAME <Hawkubu Basement>
requires <*BLANK .Basement>
type <Basement Private>
terrain <GROUND>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
Start <Print 1 if= L2 0 if= QuestStatus 58 3 L= 2 1 L= 3 20 L+ 3 20 WMonster 2 L3
200>
nu2 <if= t2 0 if= L2 1 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the fungi.>
Z
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 242
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Fungus>
Z
-1
-1
-1
0 -5 226 0 0
Stats
0 -12 3 3
0 -12 2 58
-1
rumor3 <Oeye has been having problems with McCabe's construction project.>
greeting <if= QuestStatus 58 3 else GoChat if= v301 1 else GoFirstTime NewChat
Say 10 AddChat 9 AddChat 10 AddChat 11>
GoFirstTime <NewChat Say 1 AddChat 1 AddChat 2>
*GoChat <*MISC_CHATTER>
result1 <NewChat Say 2 V= 301 1 NPCVar= 226 1 1 QMemo 58 6 AddChat 3 AddChat 4
AddChat 5>
result2 <AddEasygoing -d8 Goto result1>
result3 <NewChat Say 3 AddChat 6 AddChat 7 AddChat 8>
result4 <NewChat Say 4>
result5 <NewChat Say 5>
result6 <NewChat Say 7>
result7 <NewChat Say 8 V= 302 1>
result8 <NewChat Say 9>
result9 <NewChat Say 11>
result10 <NewChat Say 12 XPV 100 SetQuestStatus 58 -1>
result11 <SetQuestStatus 58 -1 if= v302 1 else GoR11Fail NewChat Say 12 XPV 100>
GoR11Fail <NewChat Say 13 XPV 50>
Msg1 <Yes, were you sent here by McCabe? It's about time that something was
done...>
Msg2 <Construction has halted due to a fungus infestation. It's not even safe for
the workbots to go there. McCabe hired an exterminator once, but now the fungi are
back and stronger than ever.>
Msg3 <I don't think that's a good idea. We already tried that, remember? After a
while the fungus came back... What we really need is some kind of quasinatural
organism expert to clear the place out.>
Msg4 <I think that would be best. Let me know what happens.>
Msg5 <Come back and let me know if you find some way to help.>
Msg6 <Oeye revealed that McCabe's construction site is infested with space
fungus.>
Msg7 <Fine. Do whatever you think is best... Come back and let me know when we can
get back to work.>
Msg8 <Really? In that case, you should be qualified to handle the extermination.
Come back and let me know when you're satisfied that the construction zone is
safe.>
Msg9 <I know I am. If only McCabe were as reasonable as you...>
Msg10 <We will be able to begin construction as soon as the fungi are cleared out.
Do you have any progress to report?>
Msg11 <Well, come see me when you do.>
Msg12 <Fantastic. You can tell McCabe that construction will resume as soon as
possible.>
Msg13 <Thanks. Hopefully this time they'll stay gone, at least long enough for us
to finish the work. You can go tell McCabe that construction will resume shortly.>
Prompt1 <Hold on, what's the matter?>
Prompt2 <I'm here. Everything will be fine now.>
Prompt3 <Why don't I just kill the fungi for you?>
Prompt4 <I'll talk to McCabe about the exterminator.>
Prompt5 <Let me see what I can do.>
Prompt6 <We don't need no stinking expert!>
Prompt7 <Hey, I'm an expert on quasinatural organisms.>
CPrompt7 <ifBiotech 5 Accept>
Prompt8 <You're probably right.>
Prompt9 <Nothing yet.>
Prompt10 <McCabe has agreed to provide extra funds.>
CPrompt10 <if= NPCVar 226 1 2 Accept>
Prompt11 <I've exterminated all the fungus myself.>
CPrompt11 <if= SceneVar 243 1 1 Accept>
requires <*MISC_CHATTER>
GoChat <NewChat SayAnything>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#2#........1..>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 8 2 16 3 9 4 6 5 12 6 10 7 8 8 10
0 -1 4 2
0 -12 3 3
0 -12 2 58
0 -8 2 1
0 5 0 226
0 1 33 10
0 1 23 5
0 1 19 5
0 1 15 5
0 1 10 3
0 1 8 5
0 2 0 1
0 3 0 1
0 3 1 -5
0 3 -4 38
0 3 -2 15
-1
job_desig <LABOR>
job <Foreman>
NAME <Oeye>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 15 5 0 0
Stats 4 243
0 -8 2 2
-1
ROGUECHAR <!>
name <Sub-Basement>
desig <Entrance 243>
use <if= V1 1 else GoLocked Print 1 Exit Destination>
Update <if= QuestStatus 58 3 V= 1 1>
GoLocked <Print 2>
Msg2 <There's nothing interesting in here.>
Z
-1
-1
-1
-1
-1
0 -3 117 3 0
Stats 1 -7 2 20 3 10
0 7 29 5
0 0 1 1
0 7 10 754595
0 21 1 754594
0 5 2 10
0 -1 1 1
0 -1 0 30
-1
name <Emerald Spinner>
world <L5 Region>
desc <Emerald Spinner was constructed as an interplanetary banking center. It is
home to the Free Commerce States economic strategy department.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown safe financial
rich>
habitat <SPACE.URBAN>
personatype <city spinner rich>
entrance <*COLONY-1>
factions <FCOMS L5LAW HOELL MUGLE>
desig <EMESP>
context <SPACE>
Quest1 <*:LocalQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Emerald Spinner is an interplanetary banking hub. The competition between
traders is fierce, but for those who make it the rewards are great.>
Msg2 <You enter Emerald Spinner.>
TERRAIN <GROUND>
Z
0 15 10 0 3
Stats 1 3 4 118
0 -1 1 5
0 -1 0 8
0 19 1 12
-1
roguechar <S>
NAME <Emerald Department Store>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 123
0 7 10 746023
0 -1 1 6
0 -1 0 17
0 19 1 10
-1
roguechar <H>
NAME <Prosperity Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 124
0 -1 1 9
0 -1 0 1
-1
ROGUECHAR <&>
NAME <Emerald Bank>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 125
0 7 10 754979
0 -1 1 4
0 -1 0 4
0 19 1 9
-1
roguechar <P>
NAME <Emerald Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 127
0 -1 1 4
0 -1 0 20
-1
ROGUECHAR <&>
NAME <MUGL Financial>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 128
0 -1 1 8
0 -1 0 8
-1
ROGUECHAR <&>
NAME <Hoeller Investments>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 245
0 -1 1 7
0 -1 0 1
0 -12 3 3
0 -12 2 60
0 7 0 40
-1
ROGUECHAR <&>
name <Condemned Building>
desig <ENTRANCE 245>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 250 5 -1 7 50 8 2
0 7 10 754800
0 -1 1 3
0 -1 0 16
0 -12 3 2
0 -12 2 62
0 7 0 41
-1
ROGUECHAR <*>
name <Diplomatic Yacht>
desig <ENTRANCE 250>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 62 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -227 7 2
-1
ROGUECHAR <*>
name <Kepal's Station>
desig <ENCOUNTER-DUEL>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
update <if= P211 1 else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
ATTACK < >
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -229 7 50 8 1
-1
ROGUECHAR <*>
name <Etroi's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 20 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
-1
0 -3 118 0 0
Stats 1 -1 2 22 3 17
0 7 16 2
-1
name <Emerald Department Store>
type <building mall public legit>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Emerald Department Store, ground floor.>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......#1#..2#3..#4#......>
Z
0 15 5 0 0
Stats 4 119
0 -8 2 1
-1
ROGUECHAR <!>
name <To Roof Garden>
destination <Emerald Roof Garden>
Z
-1
-1
0 15 5 0 0
Stats 4 120
0 -8 2 2
-1
ROGUECHAR <!>
name <To Emerald Fashion>
destination <Emerald Fashion>
Z
-1
-1
0 15 5 0 0
Stats 4 121
0 -8 2 3
-1
ROGUECHAR <!>
name <To Emerald Weapons>
destination <Emerald Weapons>
Z
-1
-1
0 15 5 0 0
Stats 4 122
0 -8 2 4
-1
ROGUECHAR <!>
name <To Emerald Life>
destination <Emerald Life>
Z
-1
-1
-1
-1
0 -3 119 0 0
Stats 1 -31 2 17 3 17 5 1
-1
name <Emerald Roof Garden>
type <park public legit meeting>
Special <NOEXIT SHOWALL>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -3 0 0
Stats
-1
minimap <......###..#1#...........>
special <SHAREDPALETTE>
Z
0 15 5 0 0
Stats 4 118
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -8 -3 0 0
Stats
-1
special <SHAREDPALETTE>
minimap <...........123..###......>
Z
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 -8 2 1
0 13 0 3
-1
name <Vending Machine>
Desig <VENDING-1>
rogueChar <&>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 -8 2 2
0 13 0 3
-1
name <Vending Machine>
Desig <VENDING-1>
rogueChar <&>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
Z
-1
-1
0 13 0 5 0
Stats 5 4
0 -6 2 2
0 -8 2 3
0 13 0 3
-1
name <Vending Machine>
Desig <VENDING-1>
rogueChar <&>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
sdl_sprite <tex_electronics.png>
Z
-1
-1
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -9 0 0
Stats
-1
Z
-1
-1
-1
0 -3 120 0 0
Stats 1 -1 2 17 3 17
0 7 16 2
-1
name <Emerald Fashion>
type <building mall public legit>
special <NOEXIT>
start <Print 1>
Msg1 <You enter Emerald Fashion.>
Content3 <Some 2 100 Sub *ARMOR_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......##...#1...##.......>
Z
0 15 5 0 0
Stats 4 118
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
0 -3 121 0 0
Stats 1 -1 2 17 3 17
0 7 16 2
-1
name <Emerald Weapons>
type <building mall public legit>
special <NOEXIT>
start <Print 1>
Msg1 <You enter Emerald Weapons.>
Content3 <Some 2 100 Sub *WEAPON_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
0 2 0 0 0
Stats 1 10 2 10 3 11 4 13 5 8 6 12 7 12 8 19
0 -1 4 2
0 -12 3 2
0 -12 2 59
0 5 0 227
0 3 -2 50
0 1 9 10
0 1 8 10
0 1 2 10
0 5 12 1
0 1 42 11
0 5 11 42
0 3 -6 54
0 3 -3 -36
0 3 -4 76
0 3 3 1
0 1 4 10
0 1 3 10
0 1 7 10
0 1 6 10
0 1 1 10
0 1 10 10
0 1 5 10
0 5 2 10
0 4 2 150000
0 1 39 10
0 1 19 10
0 3 1 6
0 2 0 1
-1
HOMETOWN <Emerald Spinner>
HOMETOWN_FACTIONS <FCOMS L5LAW HOELL MUGLE>
HOMETOWN_GOVERNMENT <FCOMS>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
safe financial rich EMESP FCOMS>
JOB <Politician>
JOB_DESIG <POLIT>
NAME <Sunova>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......##...#1...##.......>
Z
0 15 5 0 0
Stats 4 118
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -5 227 0 0
Stats
0 -12 3 2
0 -12 2 59
-1
rumor0 <Sunova has been very worried about Sunaft.>
greeting <if= QuestStatus 59 2 else GoGiveQuest if= QuestStatus 61 -1 else
GoCheckQuest ifNPCOK 228 else GoCheckQuest EndChat Say 5 AddChat 7>
GoCheckQuest <NewChat Say 4 AddChat 4 AddChat 5 AddChat 6>
GoGiveQuest <if= QuestStatus 59 0 else GoNoQuest ifNPCOK 228 else GoCancelQuest
ifG React d20 else GoNoQuest Goto GoAskHelp>
GoCancelQuest <SetQuestStatus 59 -2 Goto GoNoQuest>
*GoAskHelp <*INeedYourHelp GoAccept GoRefuse>
GoNoQuest <NewChat SayAnything>
GoAccept <NewChat Say 1 QMemo 59 2 SetQuestStatus 59 2 SetQuestStatus 61 4 AddChat
1 AddChat 2 AddChat 3>
GoRefuse <NewChat Say 3 AddReact -React>
Result1 <NewChat Say 6>
Result2 <NewChat Say 7 AddEasygoing -d10>
result3 <NewChat Say 8>
result4 <NewChat Say 8>
result5 <NewChat Say 9 SetQuestStatus 59 -2>
result6 <NewChat Say 9 SetQuestStatus 59 -2>
Result7 <Goto .5_GoInit>
Msg1 <My cousin Sunaft has been missing for a couple of days now. In the past \SPR
228 's had trouble with drugs and gambling, so I dread to think what \SPR 228
might be up to now.>
Msg2 <Sunova in \SCENE 121 is worried that \PPR 227 cousin Sunaft may have fallen
off the wagon.>
Msg3 <Suit yourself, if you don't want to get involved.>
Msg4 <Have you had any news about Sunaft yet?>
Msg5 <Sunaft has returned! This is wonderful. Thank you so much for your help!>
Msg6 <I couldn't say... \SPR 228 always had a thing for drugs, gambling, and
pornography, so wherever you can find those you should be able to find \OPR 228 .>
Msg7 <You may be right, but I can't help but worry... we are family, after all. If
you see Sunaft please tell \OPR 228 to come home.>
Msg8 <Thank you. Please, let me know when you have any information.>
Msg9 <That is terrible news... Thank you for letting me know.>
Prompt1 <Where do you think Sunaft is?>
Prompt2 <What Sunaft wants to do is none of your business.>
Prompt3 <I'll see what I can find out.>
Prompt4 <I'm still working on it.>
Prompt5 <Sunaft has died.>
CPrompt5 <ifNPCDead 228 Accept>
Prompt6 <Sunaft won't be coming back.>
CPrompt6 <if= QuestStatus 61 -2 Accept>
Prompt7 <[Continue]>
.5_GoInit <NewChat Say 501 CashPrize Reward 59 200 SetQuestStatus 59 -1>
Msg501 <Sunaft is now on the right track. Thanks, \PC ... This wouldn't have been
possible without you.>
requires <*INeedYourHelp>
GoAskHelp <NewChat Say 1501 AddChat 1501>
result1501 <Goto GoAccept>
Msg1501 <Excuse me, but you're a cavalier, right? I could really use your help
with something.>
CMsg1501_1 <ifNPCSociable Accept>
CMsg1501_2 <ifNPCShy Accept>
CMsg1501_3 <ifNPCEasygoing Accept>
CMsg1501_4 <ifNPCPassionate Accept>
CMsg1501_5 <ifNPCCheerful Accept>
CMsg1501_6 <ifNPCMelancholy Accept>
Prompt1501 <Tell me what's wrong.>
CPrompt1501_1 <ifPCSociable Accept>
CPrompt1501_2 <ifPCShy Accept>
CPrompt1501_3 <ifPCEasygoing Accept>
CPrompt1501_4 <ifPCPassionate Accept>
CPrompt1501_5 <ifPCCheerful Accept>
CPrompt1501_6 <ifPCMelancholy Accept>
Z
-1
-1
-1
0 -3 122 0 0
Stats 1 -1 2 17 3 17
0 7 16 2
-1
name <Emerald Life>
type <building mall public legit>
special <NOEXIT>
start <Print 1>
Msg1 <You enter Emerald Life.>
Content1 <Some 1 100 Sub *VIDEOARCADE na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......##...#1...##.......>
Z
0 15 5 0 0
Stats 4 118
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
-1
0 -3 123 0 0
Stats 1 -1 2 20 3 10
0 0 801 3
0 7 10 754594
0 -15 117 1
0 21 1 746023
0 7 16 2
-1
name <Prosperity Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
START <V= 801 T2 Goto START_1>
Msg1 <You enter Prosperity Hospital.>
HOME <UZONE_1>
HOME_1 <ZONE_1>
HOME_2 <ZONE_1>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_3>
START_1 <Print 1>
PCAttack <ifSafeArea else .8_GoNotSafe if# V802 -1 else .8_LastHit ifG v801 T2
else .8_GoWarn Goto .8_GoAttack>
.8_GoNotSafe <V= 802 -1>
.8_LastHit <V= 802 0>
.8_GoWarn <if= v802 0 else .8_GoAttack V= 802 1 Print 801>
.8_GoAttack <Print 802 Alarm TeamAttack GuardTeam>
Msg801 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg802 <ALERT: You are not permitted to fire weapons here.>
HOME_6 <UZONE_1>
HOME_7 <UZONE_1>
Z
0 13 0 5 0
Stats 5 12
0 -1 2 2
0 -1 1 2
0 -1 0 16
0 -8 2 2
0 7 0 247
0 -6 2 2
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 2 2
0 -1 1 2
0 -1 0 15
0 -8 2 1
0 7 0 246
0 -6 2 2
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -1 2 4
0 -1 1 5
0 -1 0 13
0 -8 2 8
0 7 0 245
0 -6 2 4
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 2 4
0 -1 1 4
0 -1 0 13
0 -8 2 7
0 7 0 244
0 -6 2 4
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -1 2 4
0 -1 1 3
0 -1 0 13
0 -8 2 6
0 7 0 243
0 -6 2 4
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 2 4
0 -1 1 2
0 -1 0 13
0 -8 2 5
0 7 0 242
0 -6 2 4
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -1 1 5
0 -1 0 9
0 -8 2 4
0 7 0 241
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 1 4
0 -1 0 9
0 -8 2 3
0 7 0 240
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 5 0
Stats 5 12
0 -1 1 3
0 -1 0 9
0 -8 2 2
0 7 0 239
-1
name <End Table>
desig <ENDTABLE-1>
SDL_SPRITE <tex_endtable.png>
ELEMENT <I Prefab>
Z
-1
-1
0 13 0 15 0
Stats 5 13
0 -1 1 2
0 -1 0 9
0 -8 2 1
0 7 0 238
-1
name <Bed>
desig <BED-1>
roguechar <_>
SDL_SPRITE <tex_bed.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 8 2 8 3 9 4 11 5 11 6 12 7 11 8 12
0 -1 2 2
0 -1 4 2
0 -1 1 2
0 -1 0 7
0 5 0 436
0 3 -7 29
0 3 -3 -35
0 3 1 9
0 3 0 1
0 1 27 1
0 1 19 5
0 2 0 1
-1
JOB <CITIZEN>
NAME <Rodhyo>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 5 3 7 4 10 5 19 6 18 7 17 8 8
0 -1 2 2
0 5 8 1
0 5 1 747741
0 5 4 64461
0 5 3 1382562214
0 -1 1 5
0 -1 0 18
0 -1 4 2
0 5 0 435
0 3 -5 42
0 3 -4 41
0 3 1 4
0 3 0 1
0 1 21 5
0 1 20 10
0 1 16 10
0 3 -1 50
0 2 0 1
-1
job_desig <MEDIC>
JOB <DOCTOR>
NAME <Besvis>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 6 3 9 4 14 5 17 6 12 7 17 8 7
0 -1 2 4
0 5 8 2
0 5 1 755888
0 5 4 22103
0 5 3 686133466
0 -1 1 5
0 -1 0 12
0 -1 4 2
0 5 0 434
0 3 -1 -13
0 3 -2 41
0 3 -5 29
0 3 -3 -13
0 3 -6 -30
0 3 1 7
0 1 24 10
0 1 21 5
0 1 20 10
0 1 16 5
0 3 -7 70
0 2 0 1
-1
job_desig <MEDIC>
JOB <CYBERDOC>
NAME <Iama>
ELEMENT <C Prefab>
HOME <ZONE_1>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 746576
0 -1 1 6
0 -1 0 17
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats 3 0
0 7 10 746240
0 -1 1 6
0 -1 0 11
-1
ROGUECHAR <->
NAME <Door>
Z
-1
-1
0 15 0 0 0
Stats 4 117 5 -1
0 -1 1 6
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
0 2 0 0 0
Stats 1 12 2 14 3 14 4 17 5 8 6 13 7 11 8 16
0 -1 4 3
0 5 8 1
0 5 1 746950
0 5 0 437
0 5 12 1
0 5 11 3
0 3 -6 58
0 3 -4 57
0 3 -3 -26
0 3 1 8
0 1 33 10
0 1 26 10
0 1 18 10
0 1 13 10
0 1 12 10
0 1 11 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 10
0 1 4 10
0 1 3 11
0 1 2 10
0 1 1 10
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Etroi>
ELEMENT <C Prefab>
TEAMDATA < SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 1 0
Stats
0 7 27 1
0 2 1 3
0 2 5 -25
-1
Name <Leather Jacket>
desc <A comfortable leather jacket with a zipper down the front.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Elbow Pad>
desc <Protects elbows from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Elbow Pad>
desc <Protects elbows from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 10 0
Stats 2 1 3 6
0 7 27 1
0 2 5 10
0 2 1 -8
-1
Name <MonoSword>
Type <ARMORPIERCING>
desc <A ceram sword with a monomolecularly sharp edge.>
sdl_portrait <item_longsword.png>
category <WEAPON MELEE>
factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Knee Pad>
desc <Protects knees from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 1 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -25
-1
Name <Knee Pad>
desc <Protects knees from grazes and other accidents.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 2 3 6 4 8
-1
desig <EntranceGrid>
Content <Some 2 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
name <UZONE_1>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 9 2 2 3 5 4 5
-1
name <ZONE_1>
SPECIAL < >
MINIMAP <1...52...63...74...8#&+&#>
Z
-1
-1
0 -8 -27 0 0
Stats 1 15 2 2 3 5 4 5
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <12..................#&+&#>
Z
-1
-1
0 -5 434 0 0
Stats
0 7 10 747103
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Cheerful>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE CYBERWARE>
Keywords <MEDICINE CYBERWARE>
Msg201 <I offer a full range of medical and cybernetic services. Whether you are
in need of aid or augmentation I'll do my best to help.>
Msg202 <Rest assured that you will receive the best possible care here.>
Prompt201 <Let me see what you can do.>
Prompt202 <Thankfully, I don't need any of that.>
GoBye <EndChat ifG React 0 else .3_GoFail Say 301>
.3_GoFail <Say 302>
msg301 <It was a real pleasure seeing you!>
msg302 <Good-bye.>
Z
-1
-1
0 -5 435 0 0
Stats
0 7 10 746696
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_DOCTOR GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Easygoing>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <AddReact d3 Goto GoShop>
result102 <AddCheerful -d6 Goto GoShop>
Msg101 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg101_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg101_1 <ifNPCPassionate Accept>
Msg101_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg101_2 <ifNPCEasygoing Accept>
Msg101_3 <I'm \ChatNPC . Nice to meet you.>
CMsg101_3 <ifNPCShy Accept>
Prompt101 <Nice to meet you too.>
Prompt101_1 <Glad to meet you.>
Prompt102 <That remains to be seen.>
Prompt102_1 <What's so nice about it?>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MEDICINE>
Keywords <MEDICINE>
Msg201 <How are you feeling today?>
Msg202 <Hop up on the table and I'll see what's wrong with you.>
Prompt201 <I need some medical help.>
Prompt202 <I'm fine.>
GoBye <EndChat Say 301>
msg301 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
-1
0 -3 124 0 0
Stats 1 -1 2 36 3 21
0 7 16 4
0 21 2 2
0 5 2 10
-1
name <Emerald Bank>
type <building government public bank legit>
entrance <*Building>
special <ADDEXIT>
start <if= QuestStatus 62 2 else START_1 ifNPCDead 108 else START_1 SetQuestStatus
62 -2 Goto START_1>
Msg1 <You enter Emerald Bank.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Some 1 100 Sub *EMESP_EB_Investment na>
Content3 <Some 2 50 Sub *SHOP_RANDOM na>
Content9 <Fill Sub *GOV_MISC na>
START_1 <Print 1>
Z
0 2 0 0 0
Stats 1 13 2 14 3 14 4 14 5 9 6 13 7 10 8 11
0 -1 4 3
0 5 0 104
0 5 12 3
0 1 42 13
0 5 11 42
0 3 -3 16
0 3 -6 78
0 3 -5 18
0 3 -4 -2
0 3 1 4
0 3 0 1
0 -8 2 1
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0 2 0 1
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0 3 -1 50
0 3 3 1
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0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 11 12
0 1 12 12
0 1 13 12
0 1 18 12
0 1 26 12
0 1 33 12
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Hanbes>
TEAMDATA < ally SD>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
Z
0 2 0 0 0
Stats 1 14 2 16 3 14 4 14 5 10 6 13 7 9 8 15
0 5 0 105
0 5 12 2
0 5 11 2
0 3 -6 123
0 3 -4 -10
0 3 -5 27
0 3 1 1
0 -8 2 2
0 5 2 9
0 -1 4 3
0 2 0 1
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0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 16
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0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 15
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Cynjin>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
Z
0 2 0 0 0
Stats 1 14 2 11 3 13 4 10 5 10 6 12 7 9 8 16
0 5 0 106
0 5 12 3
0 5 11 2
0 3 -6 72
0 3 -3 25
0 3 -2 -21
0 3 -5 51
0 3 1 9
0 -8 2 1
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 11
0 1 2 12
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 18 11
0 1 26 11
0 1 33 11
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Rafasbac>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 12 3 17 4 14 5 8 6 7 7 11 8 12
0 5 0 107
0 5 12 1
0 1 12 13
0 5 11 12
0 3 -6 83
0 3 -7 15
0 3 -4 48
0 3 1 -1
0 3 0 1
0 -8 2 2
0 5 2 10
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 18 12
0 1 26 12
0 1 33 12
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Sunja>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 12 2 10 3 13 4 14 5 13 6 16 7 15 8 16
0 -12 2 62
0 5 0 108
0 -8 2 1
0 5 2 10
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
job <Chief Treasurer>
name <Ailefbomm>
quest <*:NPCQuest>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 13 3 16 4 12 5 9 6 14 7 10 8 10
0 5 0 109
0 5 12 9
0 5 11 12
0 3 -6 120
0 3 -7 32
0 3 -5 -26
0 3 1 8
0 3 0 1
0 -8 2 2
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 16
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Ikiodtyb>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 108 0 0
Stats
0 -12 3 2
0 -12 2 62
-1
Rumor0 <Ailefbomm has been trying to convince a visiting diplomat to invest in our
city.>
greeting <if= QuestStatus 62 2 else GoCheckFirst NewChat Say 8 AddChat 4>
GoCheckFirst <if= QuestStatus 62 0 else GoChat Goto GoEnemyCheck>
GoChat <NewChat SayAnything>
*GoEnemyCheck <*ENEMY_CHECK GoMaybeOfferQuest ChatNPCFac GoMakeEnemy>
GoMakeEnemy <SetQuestStatus 62 -2 ifG d20 React PCEnemy 108>
GoMaybeOfferQuest <ifChatNPCAlly else GoCheckRenown NewChat Say 1
Goto GoStartQuest>
GoCheckRenown <ifG PCRenown 36 else GoCheckConversation NewChat Say 2 Goto
GoStartQuest>
GoCheckConversation <ifConversation SkillTar 36 else GoChat NewChat Say 3 Goto
GoStartQuest>
GoStartQuest <QMemo 62 4 SetQuestStatus 62 2 AddChat 1 AddChat 2 AddChat 3>
Result1 <AddCheerful -d6 NewChat Say 5>
Result2 <NewChat Say 6>
Result3 <AddSociable d8 NewChat Say 7>
Result4 <Goto .3_GoInit>
Msg1 <\PC , how would you like to go to a party? There's a diplomat in town and
we're trying to convince \OPR 231 to invest here. There's a reception being held
on a yacht above the city. All public servants have been invited to attend.>
Msg2 <You're a pretty well known pilot, \PC . The city is holding a party for a
visiting diplomat, and I'd like for you to attend. We're hoping to impress \OPR
231 so \SPR 231 'll invest here. Make sure \SPR 231 has a good time and you'll be
rewarded.>
Msg3 <\PC , may I have a moment? There's a diplomat visiting our city and we're
hoping \SPR 231 'll invest here. I'm throwing a party for \OPR 231 tonight which
I'd like for you to attend. Make sure \SPR 231 has a good time and there'll be a
reward.>
Msg4 <You've been invited to a party thrown by Ailefbomm to convince a visiting
diplomat to invest in the city.>
Msg5_1 <Of course you will. I like you, how could Kovis not? You better get over
there soon before all the free booze is gone.>
CMsg5_1 <ifG React 20 Accept>
Msg5_2 <Good point. No, I'm not particularly sure of that... I'm sure it'll be
fine.>
CMsg5_2 <ifG 21 React Accept>
Msg6 <I'm sure there will be food, yes. Just don't eat all of it yourself.>
Msg7 <Great. You can find the yacht floating over \SCENE RootSceneID . Just radio
to them and the shuttle will pick you up.>
Msg8 <I hope that Kovis is enjoying the party...>
Prompt1 <Are you sure I'd make a good impression?>
Prompt2 <Will there be free food?>
Prompt3 <A party? I'm there.>
Prompt4 <I'm here to tell you that \SPR 231 'll invest.>
CPrompt4 <if= SceneVar 250 11 1 Accept>
*.3_GoInit <*MissionWasSuccess&Reward .3_GoFinish ChatNPCFac na>
.3_GoFinish <CashPrize Reward 41 250 SetQuestStatus 62 -1>
requires <*MissionWasSuccess>
GoEnemyCheck <ifFactionEnemy ChatNPCFac else GoMaybeOfferQuest EndChat Say 1501
Goto GoMakeEnemy>
Msg1501 <You aren't welcome here. You should get out before I call the guards.>
.3_GoInit <NewChat Say 1601 Goto .3_GoFinish>
Msg1601 <The mission was a complete success. Good job.>
Msg1601_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <The mission was a success.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That went well. Your mission was a complete success.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You did it! Congratulations on a job well done.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <I can't believe you really did it. The mission was a success.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg1601_10 <ifFactionExists ChatNPCFac Accept>
Msg1601_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg1601_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1601_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg1601_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1601_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg1601_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1601_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg1601_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1601_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg1601_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1601_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1601_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <You defeated \FACTION na . Congratulations.>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 125 0 0
Stats 1 -29 2 25 3 21
0 0 1001 6
0 7 10 756000
0 -15 117 1
0 21 1 754979
0 7 16 4
-1
name <Emerald Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
START <V= 1001 T2 Goto START_1>
Msg1 <You enter Emerald Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content4 <Some 1 25 Sub *MECHA_SHOP na>
Content5 <Fill Sub *SPACEPORT_X>
HOME <Foyer>
HOME_1 <ZONE_1>
HOME_2 <ZONE_2>
HOME_3 <ZONE_3>
HOME_4 <ZONE_3>
HOME_5 <ZONE_5>
HOME_6 <ZONE_5>
HOME_7 <Foyer>
START_1 <Print 1>
PCAttack <ifSafeArea else .10_GoNotSafe if# V1002 -1 else .10_LastHit ifG v1001 T2
else .10_GoWarn Goto .10_GoAttack>
.10_GoNotSafe <V= 1002 -1>
.10_LastHit <V= 1002 0>
.10_GoWarn <if= v1002 0 else .10_GoAttack V= 1002 1 Print 1001>
.10_GoAttack <Print 1002 Alarm TeamAttack GuardTeam>
Msg1001 <ALERT: You are not permitted to fire weapons here. You have been warned.>
Msg1002 <ALERT: You are not permitted to fire weapons here.>
HOME_8 <Foyer>
HOME_9 <Foyer>
HOME_10 <Foyer>
Z
0 13 0 5 0
Stats 5 4
0 -1 2 6
0 -1 1 20
0 -1 0 8
0 -8 2 2
0 7 0 248
0 13 0 2
0 -6 2 2
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name <Video Terminal>
Desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see
what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
sdl_sprite <tex_electronics.png>
ELEMENT <I Prefab>
Z
-1
-1
0 2 0 0 0
Stats 1 11 2 5 3 8 4 9 5 11 6 11 7 10 8 9
0 -1 2 2
0 5 8 1
0 5 1 759521
0 -1 1 20
0 -1 0 11
0 -1 4 2
0 -8 2 1
0 5 0 439
0 3 -5 73
0 3 -4 33
0 3 1 2
0 1 27 5
0 1 19 5
0 2 0 1
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job_desig <CRAFT>
JOB <COOK>
NAME <Redma>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 7 2 7 3 10 4 8 5 12 6 11 7 13 8 13
0 -1 2 2
0 5 8 2
0 5 1 792521
0 -1 1 5
0 -1 0 10
0 -1 4 2
0 -8 2 1
0 5 0 438
0 3 -5 25
0 3 -3 35
0 3 1 13
0 3 0 1
0 1 23 5
0 1 21 7
0 2 0 1
-1
job_desig <TRADE>
JOB <TICKET AGENT>
NAME <Terbes>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 11 2 13 3 15 4 16 5 12 6 12 7 8 8 12
0 -1 2 4
0 5 8 1
0 5 1 759864
0 5 15 20
0 -1 4 3
0 -1 1 7
0 -1 0 4
0 5 0 445
0 5 12 3
0 5 11 2
0 3 -6 66
0 3 -5 47
0 3 1 5
0 1 33 11
0 1 26 11
0 1 18 11
0 1 13 11
0 1 12 11
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 12
0 1 1 11
0 3 3 1
0 3 -1 95
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Roiub>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 -5
-1
Name <Security Vest>
desc <A standard vest issued to security guards.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Bracer>
desc <This forearm armor features a sharp spike that functions as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 3 10 0
Stats 2 1 3 3
0 7 27 1
0 2 1 -6
-1
Name <Laser Rifle>
desc <An advanced combat rifle, powered by a laser generator.>
sdl_portrait <item_laserrifle.png>
category <WEAPON MISSILE>
factions <GENERAL>
Z
0 21 0 4 0
Stats
0 2 1 -2
-1
name <Power Cell 100>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -1
0 2 5 5
-1
Name <Spiked Legging>
desc <This leg armor has a spike that can be used as a weapon.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
0 4 0 5 0
Stats 3 1
0 2 1 -4
-1
Name <Spike>
desc <A sharp spike.>
Z
-1
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 15 3 17 4 14 5 8 6 13 7 11 8 13
0 -1 2 2
0 5 8 1
0 5 1 756485
0 5 15 25
0 -1 4 3
0 -1 1 17
0 -1 0 17
0 5 0 444
0 5 12 3
0 5 11 18
0 3 -6 64
0 3 -3 50
0 3 1 11
0 3 0 1
0 1 33 11
0 1 26 11
0 1 18 12
0 1 13 11
0 1 12 11
0 1 11 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 11
0 3 3 1
0 3 -1 50
0 3 -2 50
0 2 0 1
0 5 2 9
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Nomaca>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 2 5 -10
-1
Name <Combat Helmet>
desc <An armored helmet with an integrated objective-storing system.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 3 0
Stats
0 7 27 1
0 2 5 -10
-1
Name <Flak Jacket>
desc <This jacket is designed to protect against shrapnel.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 3 9 0
Stats 1 6 2 1 3 3
0 7 27 1
0 2 1 -5
0 2 5 -10
-1
Name <Stun Rifle>
Desig <L50>
desc <An electric beamgun. Its shots are intensely painful but rarely lethal.>
category <WEAPON MISSILE>
factions <MAQUI FCOMS L5LAW>
type <NONLETHAL>
Z
0 21 0 3 0
Stats
0 2 1 -2
-1
name <Power Cell 75>
Z
-1
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Sleeve>
desc <Arm armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 3 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -5
-1
Name <Flak Legging>
desc <Leg armor made from a combination of tough cloths and armor plates.>
Category <ARMOR>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 8 2 7 3 12 4 17 5 14 6 15 7 13 8 14
0 -1 2 2
0 -1 4 2
0 -1 1 11
0 -1 0 20
0 5 0 443
0 3 -5 11
0 3 -4 50
0 3 1 9
0 3 0 1
0 1 37 10
0 1 30 5
0 1 25 5
0 1 19 8
0 1 11 10
0 3 -6 50
0 3 -3 50
0 2 0 1
-1
job_desig <MEDIA>
JOB <JOURNALIST>
NAME <Jenaft>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 12 3 16 4 16 5 11 6 15 7 16 8 10
0 -1 2 5
0 -1 4 2
0 -1 1 9
0 -1 0 9
0 5 0 442
0 5 12 9
0 1 12 16
0 5 11 12
0 3 -6 120
0 3 -1 -13
0 3 -4 -34
0 3 1 4
0 1 33 15
0 1 28 15
0 1 26 15
0 1 14 15
0 1 11 15
0 1 10 15
0 1 9 15
0 1 8 15
0 1 7 15
0 1 6 15
0 1 5 15
0 1 4 15
0 1 3 15
0 1 2 15
0 1 1 15
0 3 3 1
0 3 -3 -50
0 3 -7 50
0 3 -5 -50
0 2 0 1
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Maiphi>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
0 11 2 3 0
Stats
0 7 27 1
0 2 1 -5
0 18 1 1
0 18 4 1
0 2 5 -5
-1
Name <Recce Helmet>
desc <Helmet used in reconnaissance missions, capable of transmitting and
receiving data.>
Category <ARMOR>
Factions <GENERAL>
SDL_PORTRAIT <item_lighthelmet.png>
Z
-1
-1
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
0 11 1 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -15
-1
Name <Armorweave Clothes>
desc <Armor mesh has been integrated with these clothes, making them a little
stiff.>
Category <CLOTHING>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
0 4 2 15 0
Stats 2 1 3 5
0 7 27 1
0 2 1 -4
0 2 5 10
-1
name <Combat Shotgun>
caliber <18mm shell>
category <WEAPON MISSILE>
factions <GENERAL>
SDL_PORTRAIT <item_shotgun.png>
Z
-1
0 5 2 15 0
Stats 7 32
-1
name <18mm Shotgun Clip>
caliber <18mm shell>
type <SCATTER>
category <AMMO>
factions <GENERAL>
SDL_PORTRAIT <item_ammoclip.png>
Z
-1
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
0 11 3 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Elbow Pad>
desc <Elbow pad that protects some of the forearm as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
0 4 0 7 0
Stats 2 1 3 4
0 7 27 1
0 2 5 5
0 2 1 -4
-1
Name <Longsword>
desc <A long-bladed sword capable of causing large amounts of damage through its
swing velocity.>
category <WEAPON MELEE>
factions <GENERAL>
SDL_PORTRAIT <item_longsword.png>
Z
-1
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
0 11 4 2 0
Stats
0 7 27 1
0 2 1 -3
0 2 5 -20
-1
Name <Heavy Knee Pad>
desc <Knee pad that protects part of the shins as well.>
Category <CLOTHING SPORTS>
Factions <GENERAL>
Z
-1
-1
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 9 3 7 4 13 5 15 6 11 7 11 8 9
0 -1 2 7
0 5 8 1
0 5 1 756850
0 5 4 51825
0 5 3 552434282
0 -1 1 2
0 -1 0 18
0 -1 4 2
0 5 0 441
0 3 -3 2
0 3 -1 -57
0 3 -5 60
0 3 1 8
0 1 23 5
0 1 21 5
0 3 -2 120
0 2 0 1
0 3 -6 -50
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Kenhar>
ELEMENT <C Prefab>
HOME <ZONE_5>
mecha_colors <152 172 183 199 188 162 200 0 200>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 9 2 10 3 9 4 7 5 16 6 12 7 7 8 7
0 -1 2 2
0 -1 1 18
0 -1 0 14
0 -1 4 2
0 5 0 440
0 3 -3 23
0 3 -2 15
0 3 -6 24
0 3 -5 21
0 3 -7 -25
0 3 -4 -43
0 3 1 10
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 5 2 7
-1
job_desig <CRAFT>
JOB <MECHANIC>
NAME <Ranke Gunmo>
ELEMENT <C Prefab>
HOME <ZONE_3>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 1 5 0
Stats
0 -1 1 3
0 -1 0 14
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 1 5 0
Stats
0 -1 1 19
0 -1 0 18
-1
ROGUECHAR <+>
NAME <Door>
Z
-1
-1
0 15 5 0 0
Stats 4 126
0 -1 1 10
0 -1 0 22
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Emerald Station Exterior>
Z
-1
-1
0 15 0 0 0
Stats 4 117 5 -1
0 -1 1 11
0 -1 0 1
-1
desig <HIDDEN_ENTRANCE>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats 1 2 2 7 3 17 4 7
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 20 2 8 3 5 4 5
0 -1 2 1
-1
minimap <############1###...##...#>
name <UZONE_1>
Z
-1
-1
0 -3 126 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Emerald Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 125
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Emerald Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 -222 7 50 8 1
-1
ROGUECHAR <*>
name <Hanbes's Patrol>
desig <ENCOUNTER-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 else GoTooSmall
ForceChat E3>
GoTooSmall <Print 101>
Attack <ifG StatVal STAT_MetaVisibility -1 ifG PCScale 0 ifNPCArchEnemy E3
ifUStealth HardSkillTar 20 else GoAutoAttack ifYesNo 1 2 3 else GoAvoidAttack
ForceChat E3>
GoAutoAttack <ForceChat E3>
GoAvoidAttack <Print 4 AddSociable -1>
Msg1 <You spot a hostile patrol led by \ELEMENT 3 .>
Msg2 <Confront \ELEMENT 3 .>
Msg3 <Avoid \ELEMENT 3 .>
Msg4 <You slip away unnoticed.>
Msg101 <You fail to attract the attention of the mecha.>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -223 7 50
-1
ROGUECHAR <*>
name <Sunja's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 246 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -224 7 50
-1
ROGUECHAR <*>
name <Ikiodtyb's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 247 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -225 7 50
-1
ROGUECHAR <*>
name <Yanalt's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 249 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -226 7 50
-1
ROGUECHAR <*>
name <Cynjin's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 250 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -228 7 50
-1
ROGUECHAR <*>
name <Nomaca's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 253 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 -230 7 50
-1
ROGUECHAR <*>
name <Eundam's Mission>
desig <PLOT-MECHAMISSION-WANDER>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
update <if= PlotStatus 255 2 else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <S Prefab>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 1 8 2 2 3 5 4 5
-1
name <ZONE_1>
MINIMAP <............1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 8 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_2>
MINIMAP <....2.......1.......#---#>
SPECIAL < >
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 16 3 5 4 5
0 -1 2 2
-1
name <ZONE_3>
SPECIAL < >
MINIMAP <.#...+#.............&---&>
Z
-1
-1
0 -8 -27 0 0
Stats 1 14 2 2 3 5 4 5
-1
name <ZONE_5>
SPECIAL < >
MINIMAP <.#...+#.............&---&>
Z
-1
-1
0 -5 438 0 0
Stats
0 7 10 759111
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_SHUTTLE GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Sociable>
greeting <Goto GoShop>
GoShop <NewChat Say 201 AddChat 201 AddChat 202 AddChat 203>
Keywords <SHUTTLE>
result201 <EndChat Say 202 SHUTTLE Goto GoBye>
result202 <Goto GoBye>
result203 <EndChat Say 203 EXPRESSDELIVERY Goto GoBye>
Msg201 <There are regular flights to all the nearby colonies. Would you like to
book a ticket, or do you need a package shipped?>
Msg202 <Transportation for your mecha and pets is included in the ticket price.>
Msg203 <Certainly. What is it that you need shipped?>
Prompt201 <I need a ticket.>
Prompt202 <Sorry, I don't need anything right now.>
Prompt203 <I need something shipped.>
GoBye <EndChat Say 301>
msg301 <See you again.>
Z
-1
-1
0 -5 439 0 0
Stats
0 7 10 756646
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SERVICE_RESTAURANT GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Easygoing>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102>
result101 <Goto GoShop>
result102 <NewChat AddEasygoing -d6 Say 102 AddChat 103 AddChat 104>
result103 <AddEasygoing d6 Reputation 3 d8 Goto GoShop>
result104 <AddSociable -d4 Goto GoShop>
Msg101 <My name is \ChatNPC . Who are you?>
Msg101_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Huh, who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I haven't seen you here before. What's your name?>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg101_6 <ifNPCPassionate Accept>
Msg102 <It was only a simple question, no reason to be so hostile... unless you've
got something to hide.>
Msg102_1 <No answer? Could it be that you've got some reason to keep your identity
a secret?>
CMsg102_1 <ifNPCLawful Accept>
Msg102_2 <You don't want to answer? What, are you a narc or something?>
CMsg102_2 <ifNPCCriminal Accept>
Msg102_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg102_3 <ifNPCEasygoing Accept>
Msg102_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg102_4 <ifNPCMelancholy Accept>
Msg102_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg102_5 <ifNPCSociable Accept>
Msg102_6 <You've got secrets? I can respect that.>
CMsg102_6 <ifNPCShy Accept>
Msg102_7 <What's your problem? Do you have something to hide?>
CMsg102_7 <ifNPCPassionate Accept>
Prompt101 <I'm \PC .>
Prompt101_1 <My name is \PC .>
Prompt101_2 <They call me... \PC !>
CPrompt101_2 <ifPCPassionate Accept>
Prompt102 <What's it to you?>
Prompt102_1 <None of your business.>
Prompt103 <I'm sorry, my name is \PC .>
Prompt103_1 <Sorry, I'm a bit defensive.>
Prompt104 <I don't give my name to just anybody.>
Prompt104_1 <My name isn't important.>
Prompt104_2 <Look, just forget about it.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
Keywords <FOOD RESTAURANT>
result201 <NewChat ifG PC$ 149 else .2_GoNoMoney ifChatNPCInPlay else .2_GoNotHere
Say 202 PCEat Cash+ -150 PCMoraleDmg -8>
.2_GoNoMoney <NewChat Say 203>
.2_GoNotHere <NewChat Say 204>
result202 <Goto GoBye>
Msg201 <This is \ChatNPC 's Bistro. We offer finely prepared tubesteak in beef,
turkey, salmon, and banana flavors. The price is $150 per entree.>
Msg202 <Please enjoy your meal.>
Msg203 <Sorry, this restaurant is for paying customers only. Come back when you
have some cash.>
Msg204 <We don't do delivery. Why don't you come over here where you can sit and
enjoy your meal?>
Prompt201 <I'll take a steak, please.>
CPrompt201 <ifG PCHunger 10 Accept>
Prompt202 <Maybe some other time.>
GoBye <EndChat Say 301>
msg301 <It's time to go... I'm sure I'll be seeing you again.>
Z
-1
-1
0 -5 440 0 0
Stats
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GoodBye CORP>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101 AddChat 102
AddChat 103>
result101 <Reputation 4 -d8 NewChat Say 102 AddChat 104>
result102 <Reputation 3 -d8 NewChat Say 102 AddChat 104>
result103 <Reputation 4 d8 NewChat Say 102 AddChat 104>
result104 <Goto GoShop>
Msg101 <I haven't seen you around before. My name's \ChatNPC . What brings you
around here?>
Msg102 <Interesting. Well, I've got my own reasons for being here, too.>
Prompt101 <I'm looking for adventure.>
Prompt101_1 <I'm seeking adventure and treasure!>
Prompt102 <That's none of your business.>
Prompt102_1 <None of your business.>
Prompt103 <You know, just hanging out.>
Prompt103_1 <Not much.>
Prompt104 <Uh-huh.>
Prompt104_1 <Okay.>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat ifFaction ChatNPCFac else .3_gonofac Say 301>
.3_gonofac <Say 302>
Msg301 <Remember, think quality- think \FACTION ChatNPCFac .>
Msg302 <Hopefully someday I'll work for a big company...>
Z
-1
-1
0 -5 441 0 0
Stats
0 7 10 755820
-1
*greeting <*NiceToMeetYou GoShop>
*GoShop <*SHOP_MECHA GoBye>
*GoBye <*GOODBYE>
requires <*GOODBYE Shopkeeper>
greeting <ifCHatNPCUnknown else GoShop NewChat Say 101 AddChat 101>
result101 <Goto GoShop>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoShop <NewChat Say 201 AddChat 201 AddChat 202>
result201 <EndChat Say 202 shop .2_wares Goto GoBye>
result202 <Goto GoBye>
.2_wares <MECHA>
KEYWORDS <MECHA>
Msg201 <This shop has all kinds of mecha, from pico-class scouts to giga-class
dreadnoughts.>
Msg202 <Take a look through the catalogues, let me know if you see anything you're
interested in.>
Prompt201 <I'll take a look at your stuff.>
Prompt202 <Maybe I'll come back later.>
GoBye <EndChat Say 301>
msg301 <If you need anything else, you know where to find me.>
Z
-1
-1
0 -5 443 0 0
Stats
-1
*greeting <*NiceToMeetYou GoMiscTalk>
*GoMiscTalk <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifCHatNPCUnknown else GoMiscTalk NewChat Say 101 AddChat 101>
result101 <Goto GoMiscTalk>
Msg101 <Hi, I'm \ChatNPC .>
Msg101_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg101_1 <ifNPCSociable Accept>
Msg101_2 <Hey. Who are you?>
CMsg101_2 <ifNPCShy Accept>
Msg101_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg101_3 <ifNPCCheerful Accept>
Msg101_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg101_4 <ifNPCMelancholy Accept>
Msg101_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg101_5 <ifNPCEasygoing Accept>
Msg101_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg101_6 <ifNPCPassionate Accept>
Prompt101 <My name is \PC .>
Prompt101_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt101_1 <ifPCSociable Accept>
Prompt101_2 <You don't need to know my name.>
CPrompt101_2 <ifPCShy Accept>
Prompt101_3 <I'm \PC . Glad to meet you.>
CPrompt101_3 <ifPCCheerful Accept>
Prompt101_4 <If you must know, I'm \PC .>
CPrompt101_4 <ifPCMelancholy Accept>
Prompt101_5 <I'm \PC .>
CPrompt101_5 <ifPCEasygoing Accept>
Prompt101_6 <My name's \PC ... don't forget it.>
CPrompt101_6 <ifPCPassionate Accept>
GoMiscTalk <NewChat SayAnything>
Z
-1
-1
-1
0 -3 127 0 0
Stats 1 -1 2 15 3 15
0 7 16 3
0 5 2 13
-1
name <MUGL Financial>
type <building public corporate>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the MUGL Financial building.>
Content2 <Fill Sub *CORP_PUBLIC>
Z
0 2 0 0 0
Stats 1 5 2 9 3 8 4 10 5 14 6 11 7 11 8 8
0 5 0 110
0 3 -7 -59
0 3 -2 16
0 3 -5 -13
0 3 -3 23
0 3 1 9
0 3 0 1
0 5 2 13
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Eundam>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 128 0 0
Stats 1 -1 2 15 3 15
0 7 16 3
0 5 2 7
-1
name <Hoeller Investments>
type <building public corporate>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Hoeller Investment building.>
Content2 <Fill Sub *CORP_PUBLIC>
Z
0 2 0 0 0
Stats 1 8 2 7 3 10 4 10 5 13 6 12 7 14 8 10
0 5 0 111
0 3 -7 -31
0 3 -4 47
0 3 1 2
0 5 2 7
0 2 0 1
0 1 19 5
0 1 21 5
-1
job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Yanalt>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 245 0 0
Stats 1 -24 2 30 3 30
0 -12 7 249
0 -12 2 60
0 -12 4 5
0 -12 1 54
0 7 101 30
0 7 102 5
0 7 16 3
-1
name <Rogmo Tower, L1
requires <*Dungeon .UrbanHellhole>
special <NOEXIT>
type <DUNGEON building condemned>
dentrance <*GoUp>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rogmo Tower>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 44
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 117
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 247 0 0
Stats 1 -24 2 30 3 30
0 7 6 1
0 7 16 3
0 7 102 5
0 7 101 30
0 -12 1 54
0 -12 4 5
0 -12 2 60
-1
name <Rogmo Tower, L2
requires <*Dungeon .UrbanHellhole>
special <NOEXIT>
type <DUNGEON building condemned !Md
dentrance <*GoUp>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rogmo Tower>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 46
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 245
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 248 0 0
Stats 1 -24 2 30 3 30
0 -12 2 60
0 -12 4 5
0 -12 1 54
0 7 101 30
0 7 102 5
0 7 16 3
0 7 6 2
-1
name <Rogmo Tower, L3
requires <*Dungeon .UrbanHellhole>
special <NOEXIT>
type <DUNGEON building condemned !Md
dentrance <*GoUp>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rogmo Tower>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 50
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 247
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 249 0 0
Stats 1 -24 2 30 3 30
0 7 6 3
0 7 16 3
0 7 102 5
0 7 101 30
0 -12 1 54
0 -12 4 5
0 -12 2 60
-1
name <Rogmo Tower, L4
requires <*Dungeon .UrbanHellhole>
special <NOEXIT>
type <DUNGEON building condemned !Md
dentrance <*GoUp>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rogmo Tower>
ENTRANCE <*GoUp>
CONTENT <SOME 1 30 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 52
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 248
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 244 0 0
Stats 1 -1 2 15 3 15
0 -12 2 59
0 -12 4 2
0 -12 1 54
0 -12 6 228
0 2 5 15
0 7 16 3
-1
NAME <Sunaft's Black Market>
requires <*BlackMarket>
type <building Sleazy Dangerous BlackMarket>
special <ADDEXIT UNREGULATED>
Content1 <Some 1 100 Sub *BLACKMARKET_SHOP na>
Content2 <Some 1 100 Sub *WEAPON_SHOP na>
Content3 <Fill Sub *BLACKMARKET_X na>
start <if= QuestStatus 61 4 else START_2 ifNPCDead 228 else START_2 SetQuestStatus
61 -2 Goto START_2>
Msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Sunaft>
START_1 <Print 1>
START_2 <if= QuestStatus 60 0 else START_1 SetQuestStatus 60 -1 Goto START_1>
Z
0 2 0 0 0
Stats 1 11 2 11 3 14 4 13 5 14 6 14 7 12 8 12
0 -1 4 2
0 -12 3 2
0 -12 2 59
0 5 0 228
0 1 6 10
0 1 3 10
0 5 12 1
0 5 11 12
0 3 -6 54
0 3 -2 -50
0 3 -4 -50
0 3 3 1
0 1 33 10
0 1 12 11
0 1 9 10
0 1 4 10
0 1 8 10
0 1 7 10
0 1 2 10
0 1 1 10
0 1 10 10
0 1 5 10
0 3 -7 -15
0 4 2 75000
0 1 39 10
0 1 34 10
0 1 19 10
0 3 1 -5
0 2 0 1
-1
HOMETOWN <Emerald Spinner>
HOMETOWN_FACTIONS <FCOMS L5LAW HOELL MUGLE>
HOMETOWN_GOVERNMENT <FCOMS>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
safe financial rich EMESP FCOMS>
JOB <Priest>
JOB_DESIG <FAITH>
NAME <Sunaft>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 6 0 0
Stats 4 246
-1
ROGUECHAR <.>
name <To Altjen's Office>
desig <ENTRANCE 246>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 12 3 14 4 11 5 13 6 15 7 11 8 9
0 -1 4 2
0 -12 3 4
0 -12 2 61
0 5 0 230
0 1 42 10
0 1 26 10
0 1 17 10
0 1 13 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 10
0 1 4 10
0 1 3 10
0 1 2 10
0 1 1 11
0 3 3 1
0 3 -2 -50
0 2 0 1
0 3 1 14
0 3 -3 -48
0 3 -7 45
0 3 -6 54
0 5 11 1
0 5 12 1
-1
job_desig <THIEF>
job <Smuggler>
NAME <Altjen>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 246 0 0
Stats 1 -31 2 17 3 17
0 -12 2 61
0 -12 1 54
0 21 2 1
0 7 16 3
-1
NAME <Kivisho Basement>
requires <*BLANK .BoxBasement>
type <Basement Private>
terrain <GROUND>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
start <Print 1 if= L2 1 if= L4 0 ForceChat 230 L= 4 1>
end <if= QuestStatus 61 4 if= L3 1 if# L1 2 ifNPCOK 230 FreezeNPC 230 PCEnemy 230
DeleteNPC 228 SetQuestStatus 61 -2>
Surrender230 <if= QuestStatus 61 4 ForceChat 230>
Msg1 <You enter Altjen's office.>
Z
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 244
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
-1
name <Citizens>
Z
-1
-1
-1
0 -5 228 0 0
Stats
0 -12 3 2
0 -12 2 59
-1
special <UNLISTED>
greeting <if= QuestStatus 61 4 else GREETING_1 ifG SceneVar 246 1 0 else
.4_GoQuestIntro NewChat Say 408 AddChat 404 AddChat 405 AddChat 406>
rumor4 <Sunaft has been paying off a debt to a smuggler.>
GREETING_1 <NewChat SayAnything>
.4_GoQuestIntro <NewChat Say 401 AddChat 401>
.4_GoWinQuest <QMemo 59 405 MoveNPC 228 121 SetQuestStatus 61 -1>
Result401 <ifNPCOK 230 else .4_GoTrivial NewChat Say 402 SceneVar= 246 1 1 QMemo
61 403 AddCHat 402 AddChat 403>
.4_GoTrivial <NewChat Say 404 Goto .4_GoWinQuest>
Result402 <NewChat Say 406>
Result403 <NewChat Say 407>
Result404 <NewChat Say 409>
Result405 <NewChat Say 410 Goto .4_GoWinQuest>
Result406 <NewChat Say 411 Goto .4_GoWinQuest>
Msg401 <Yes, what is it? I'm really busy right now... I'll get in trouble if I
don't finish this work.>
Msg402 <I'm sorry that I haven't contacted Sunova, but I can't just yet. I want to
get out of this life, I'm really trying, but I still owe some debts to Altjen. I
have to work for \OPR 230 until everything's paid off.>
Msg403 <Sunaft owes a debt to Altjen, and cannot return to Sunova until this debt
is repaid.>
Msg404 <Now that Altjen is dead, there's no reason for me to stay around here.
I'll go back to Sunova.>
Msg405 <Sunaft has been freed from Altjen, and went back to Sunova at \SCENE 121
.>
Msg406 <I don't think it'll do any good, but you can always try... be sure you
don't make \OPR 230 angry, though, or it'll be taken out on me.>
Msg407 <That's not possible, I'd have to spend the rest of my life in hiding. Just
leave me here... it might not be much of a life, but at least I'm alive.>
Msg408 <Did you convince Altjen to let me go?>
Msg409 <I'm stuck here forever, I guess...>
Msg410 <Is that true? I don't know what you did, but thanks! As long as there's no
reason for me to stay here, I'm going to \SCENE 121 and not looking back!>
Msg411 <I wish I could say that I'm sorry, but after all I've been through I
can't... I'll see you back at \SCENE 121 . Thanks for saving me.>
Prompt401 <Sunova sent me to check up on you.>
Prompt402 <I'll speak with Altjen about that.>
Prompt403 <Why don't I just sneak you out of here?>
Prompt404 <No, not yet.>
Prompt405 <Altjen has agreed to release you.>
CPrompt405 <if= SceneVar 246 1 2 Accept>
Prompt406 <Altjen is dead.>
CPrompt406 <ifNPCDead 230 Accept>
Z
-1
-1
0 -5 230 0 0
Stats
0 -12 3 4
0 -12 2 61
-1
special <UNLISTED>
greeting <if= QuestStatus 61 4 else GoChat if= SceneVar 246 1 1 else GoChat if=
SceneVar 246 2 1 else GoPreFight ifChatNPCSurrendered else GoMaybeFight EndChat
Say 10 UnSurrender 230 MoveAndPacifyNPC 230 244 SceneVar= 246 1 2 XPV 100>
GoMaybeFight <ifNPCHeroic else GoStartFight NewChat Say 11 AddChat 7 SceneVar= 246
1 2>
GoStartFight <EndChat Say 13 SoloAttack 230 L= 3 1>
*GoPreFight <*IWantToTalkAboutNPC&YouBadNPC 228 GoExplain>
GoChat <NewChat SayAnything>
GoExplain <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
result1 <NewChat V= 1 Threat 54 8 Say 2 AddChat 4 AddChat 5 AddCHat 2>
result2 <NewChat Say 3 QMemo 61 4 MoveNPC 230 246 SceneVar= 246 2 1>
result3 <NewChat Say 5 AddChat 1 AddChat 2 AddChat 5 AddChat 6>
result4 <NewChat Say 6 SceneVar= 246 1 2 Cash+ -V1>
result5 <NewChat Say 7>
result6 <EndChat Say 8 Print 9 SceneVar= 246 1 2 FacXP+ 9 2 FreezeNPC 230 PCEnemy
230 History 14>
result7 <NewChat Say 12>
Msg1 <Sunaft had a lot of expensive habits, and because of these habits became
very deeply indebted to me. I can't let \OPR 228 go until these debts are paid
off. Since Sunaft has no money, the debt must be paid in work.>
Msg2 <You'd do that? Personally, I don't care who pays, just as long as I get my
money. Sunaft owes me $ \VAL V1 .>
Msg3 <This isn't a good place to speak about that. Come downstairs to my office
and we can discuss things in private.>
Msg4 <Altjen invited you downstairs to \PPR 230 office to discuss Sunaft's
freedom.>
Msg5 <The usual, you know. Narcotics, Vesuvian polywine, vintage Imperator Zeta
pornoreels... of course \SPR 228 's been pretty clean these days, now that I've
cut off \PPR 228 source.>
Msg6 <Ah, a big lump of cash is so much nicer than waiting for a lazy bum like
Sunaft to work off a debt. It's been a pleasure doing business with you.>
Msg7 <Take your time. Sunaft isn't going anywhere.>
Msg8 <Wait, you're a member of L5Law!? Aw crap... well, I guess it's a fair cop.>
Msg9 <You arrest Altjen.>
Msg10 <All right, I give up- Sunaft can go free. I officially cancel \PPR 228
debt.>
Msg11 <I officially cancel Sunaft's debts. You can take \OPR 228 back to Sunova or
wherever \SPR 228 wants to go, with my blessing.>
Msg12 <Honestly speaking, I have no real interest in reclaiming Sunaft's debts. I
just thought that I could frighten \OPR 228 away from \PPR 228 self-destructive
habits. It was fun having a lackey for a while, but it got old really fast.>
Msg13 <You didn't really think you'd be able to talk me out of this, did you? I
just brought you down here so it'll be easier to clean up the blood after you're
dead!>
Msg14 <You arrested the smuggler Altjen.>
Prompt1 <How about I pay off Sunaft's debts?>
Prompt2 <I want you to release Sunaft right away.>
Prompt3 <What kind of services did you provide to \OPR 228 ?>
Prompt4 <I can afford that. [Give money]>
CPrompt4 <ifG PC$ V1 Accept>
Prompt5 <I'll be back later.>
Prompt6 <You admit that? In the name of L5Law, you're under arrest!>
CPrompt6 <if= PCFac 9 Accept>
Prompt7 <Wait, why are you giving up so easily?>
requires <*IWantToTalkAboutNPC>
GoPreFight <NewChat Say 1501 AddChat 1501>
result1501 <Goto GoExplain>
Msg1501 <Yes, may I help you?>
Prompt1501 <I want to talk about \PERSONA 228 .>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <............2............>
special <SHAREDPALETTE>
Z
-1
0 15 3 0 0
Stats 4 244
0 -8 2 2
-1
ROGUECHAR </>
NAME <Stairs Up>
desig <ENTRANCE 244>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 249
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 248
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 247
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -3 250 0 0
Stats 1 -29 2 21 3 21
0 -12 2 62
0 -12 1 36
0 -12 6 231
0 7 16 5
-1
NAME <Kovis's Yacht>
requires <*PartyYacht>
type <Yacht>
special <NOEXIT>
Content1 <Some 5 25 Sub *CLUB_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
HABITAT <SPACE.URBAN>
name_1 <Kovis>
end <if= QuestStatus 62 2 else na ifNPCDead 231 else na SetQuestStatus 62 -2 Goto
na>
Z
0 2 0 0 0
Stats 1 13 2 12 3 10 4 16 5 15 6 14 7 18 8 16
0 -1 4 2
0 -12 3 2
0 -12 2 62
0 5 0 231
0 1 39 10
0 1 28 5
0 1 19 10
0 1 13 5
0 1 12 5
0 1 11 8
0 1 10 5
0 3 -6 60
0 2 0 1
0 3 1 32
0 3 -5 76
0 3 -3 50
0 3 -4 26
-1
job_desig <POLIT>
job <Diplomat>
NAME <Kovis>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Variety 3 5 Here *PartyGames 36>
Content3 <Some 3 55 Here *URBAN_X na>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <#######1###...##...###+##>
Z
0 15 5 0 0
Stats 4 117
0 -8 2 1
-1
ROGUECHAR <!>
name <Exit>
Z
-1
-1
-1
-1
0 -5 231 0 0
Stats
0 -12 3 2
0 -12 2 62
-1
special <UNLISTED>
greeting <if= QuestStatus 62 2 else GoChat if= SceneVar 250 11 0 else GoChat ifG
PartyScore 2 else GoNotYet NewChat Say 1 QMemo 62 2 XPV 100 SceneVar= 250 11 1>
GoChat <NewChat SayAnything>
GoNotYet <NewChat Say 3>
Msg1 <I must say, this is a fine party that Ailefbomm has thrown. I'm more
convinced than ever to proceed with our mutual investment.>
Msg2 <Kovis was impressed by the amusements provided by Ailefbomm. You should go
back to \SCENE 124 and report on your success.>
Msg3 <I heard that the people of \SCENE RootSceneID were hospitable, but so far
I'm just not seeing it.>
Z
-1
-1
-1
-1
0 -3 129 3 0
Stats 1 -7 2 20 3 10
0 5 2 10
0 2 5 -10
0 -1 1 5
0 -1 0 35
-1
name <Theles Spinner>
world <L5 Region>
desc <Theles Spinner is also known as "The Meatyard". It is a place where lives
may be bought and sold.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown dangerous
sleazy dystopia>
habitat <SPACE.URBAN>
personatype <city dystopia spinner>
entrance <*COLONY-1>
factions <PRIVA>
desig <THESP>
context <SPACE>
Quest1 <*:LocalQuest>
Quest2 <*:GuaranteedQuest 35>
Quest3 <*:CHARA_ARENA_BASE>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Theles Spinner is also known as "The Meatyard". It is a place where human
life is cheap, populated by exiles from the other colonies.>
Msg2 <You enter the Theles Spinner lower level.>
Z
0 15 10 0 3
Stats 1 3 4 130
0 19 1 9
-1
roguechar <P>
NAME <Theles Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 132
0 19 1 12
-1
roguechar <S>
NAME <Factory Rejects>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 133
-1
ROGUECHAR <&>
NAME <Kapec's Robots>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 139
-1
ROGUECHAR <&>
NAME <Hovel Manor>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 144
0 19 1 10
-1
roguechar <H>
NAME <Salvation Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 1 4 145
-1
ROGUECHAR <&>
NAME <The Boom Club>
requires <*BUILDING Short>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 255
0 -12 3 2
0 -12 2 66
0 7 0 44
-1
ROGUECHAR <&>
name <Theles Control Office>
desig <ENTRANCE 255>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 6
0 -12 2 69
0 7 0 51
-1
ROGUECHAR <*>
name <Invaders>
Special <NoMSID>
update <if= QuestStatus 69 6 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 50 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 51 1 ComTime
ItemVar+ 51 1 d86400 ItemVar+ 51 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 69 -1 QMemo 66 2 DeleteItem 51>
.msg1 <You have defeated the invaders.>
.msg2 <You have completed Elra Doa's task.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 130 0 0
Stats 1 -29 2 20 3 21
0 7 16 4
-1
name <Theles Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Theles Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content4 <Some 1 100 Sub *THESP_TheSpPo_Content na>
Content5 <Fill Sub *SPACEPORT_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 131
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Theles Station Exterior>
Z
-1
-1
-1
0 -3 131 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Theles Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
start <if= QuestStatus 70 8 else na ifNPCDead 241 else na ifAwareness HardSkillTar
60 else na SetQEncActive 52 SetQuestStatus 70 -1 Goto na>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 130
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Theles Spinner>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 4
0 -12 2 65
0 7 0 43
-1
ROGUECHAR <*>
name <Bandits>
Special <NoMSID>
update <if= QuestStatus 65 4 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 25 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 43 1 ComTime
ItemVar+ 43 1 d86400 ItemVar+ 43 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 65 -1 QMemo 64 2 DeleteItem 43>
.msg1 <You have defeated the bandits.>
.msg2 <You have completed Gertor's task.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 4
0 -12 2 67
0 7 0 49
-1
ROGUECHAR <*>
name <Bandits>
Special <NoMSID>
update <if= QuestStatus 67 4 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 50 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 49 1 ComTime
ItemVar+ 49 1 d86400 ItemVar+ 49 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 67 -1 QMemo 66 2 DeleteItem 49>
.msg1 <You have defeated the bandits.>
.msg2 <You have completed Hawkova's task.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 5
0 -12 2 68
0 7 0 50
-1
ROGUECHAR <*>
name <Stolen Mecha>
Special <NoMSID>
update <if= QuestStatus 68 5 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 50 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 50 1 ComTime
ItemVar+ 50 1 d86400 ItemVar+ 50 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1
SetQuestStatus 68 -1 QMemo 66 2 DeleteItem 50>
.msg1 <You have defeated the mecha thieves.>
.msg2 <You have completed Redershew's task.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 263 8 2
0 -12 3 7
0 -12 2 66
0 7 0 52
-1
ROGUECHAR <*>
name <Rebel Station>
desig <ENTRANCE 263>
Special <NoMSID>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 ShowEncounter
Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
use <ifG StatVal STAT_MetaVisibility -1 if# V1 0 else GoStartCombat Print -1
Exit Destination>
GoStartCombat <Alert 1 SavePos Dynamic 2 60 100 .nu1 .nu2 ComposeD Msg1 .Msg1
DynaVar= 1 SelfNID DynaVar= 3 Destination DynaFaction SelfFac>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 ItemVar= L1 1 1
Alert 1 Exit L3>
.msg1 <You have defeated the mecha.>
Msg1 <You are attacked by mecha as you approach \SCENE Destination !>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 263 0 0
Stats 1 -31 2 17 3 17
0 -12 2 66
0 -12 1 60
0 -12 6 240
-1
NAME <Tebesthe's Lair>
requires <*BLANK .NPCLair>
type <Lair Private>
terrain <GROUND>
special <NOEXIT>
HABITAT <SPACE.URBAN>
name_1 <Tebesthe>
start <Print 1 if= V1 0 ForceChat 240 V= 1 1 WMonster 2 60 150>
nu2 <if= T2 0 if= V2 0 V= 2 1 XPV 100 QMemo 66 2>
Msg1 <You enter the rebel microstation.>
Msg2 <You have defeated the rebels and should report back to Oxher.>
Z
0 2 0 0 0
Stats 1 14 2 16 3 12 4 13 5 6 6 10 7 11 8 10
0 -1 4 2
0 -12 3 7
0 -12 2 66
0 5 0 240
0 1 33 10
0 1 26 10
0 1 12 10
0 1 10 10
0 1 9 10
0 1 8 10
0 1 7 10
0 1 6 10
0 1 5 10
0 1 4 10
0 1 3 11
0 1 2 10
0 1 1 10
0 3 3 1
0 2 0 1
0 3 -5 -50
0 3 -2 -50
0 3 -4 4
0 3 0 1
0 3 1 7
0 3 -6 60
0 5 11 3
0 5 12 1
-1
job_desig <MILIT>
job <Rebel Leader>
NAME <Tebesthe>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 6 0 0
Stats 4 131
-1
ROGUECHAR <.>
NAME <Trapdoor>
Z
-1
-1
-1
0 -5 240 0 0
Stats
0 -12 3 7
0 -12 2 66
-1
special <UNLISTED>
greeting <if= QuestStatus 66 7 else GoCheck if= V1 0 else GoChat
ifChatNPCSurrendered else GoChallenge NewChat Say 1 AddChat 1 AddChat 2>
GoCheck <if= V1 1 else GoChat if= SceneVar RootSceneID 2 1 else GoChat PCAlly 240
NewChat Say 14>
GoChat <NewChat SayAnything>
GoChallenge <NewChat Say 2 AddChat 3 AddChat 4>
Result1 <EndChat Say 3 Print 4 KillNPC 240>
Result2 <EndChat Say 5 History 6 FreezeNPC 240 Trigger0 NU2 ifChatNPCHeroic else
GoMakeEnemy PCAlly 240>
GoMakeEnemy <PCEnemy 240>
Result3 <EndChat Say 7 TeamAttack 2>
Result4 <NewChat Say 8 AddChat 5>
Result5 <NewChat Say 9 AddChat 6 AddChat 7 AddChat 8>
result6 <NewChat Say 10 V= 1 1 QMemo 66 11 ifConversation SkillTar 60 PCFriend
240>
result7 <EndChat Say 12 TeamAttack 2>
result8 <NewChat Say 13 AddChat 3 AddChat 9>
*result9 <*GOODBYE>
Msg1 <Please, you have defeated me, spare my life...>
Msg2 <You've come to a dangerous place. What do you hope to find here?>
Msg3 <Then I'll die of my own free will, and not at the hand of their slave!>
Msg4 <Tebesthe kills \PPR 240 self.>
Msg5 <Thank you... we will probably meet again, though as friends or enemies I
couldn't say.>
Msg6 <You spared the life of rebel leader Tebesthe.>
Msg7 <You aren't the first one they've sent, and I doubt you'll be the last. Kill
the intruder!>
Msg8 <The people of Theles Spinner are regarded as living waste! It's the fault of
the technocrats- these abuses would never be tolerated in any other spinner.>
Msg9 <We have a two part plan. First, the technocracy must be eliminated. Second,
the shipment of criminals and slackers from the other colonies will be stopped.>
Msg10 <Great! We could always use more members. Look, just see what kind of
trouble you can make for the technocrats. I'll be here administrating.>
Msg11 <You joined Tebesthe's rebellion against the technocrats. Oxher isn't going
to be happy.>
Msg12 <Another slave of the technocrats, I should have known... Destroy the
intruder!>
Msg13 <What are you doing asking questions like that!? It's as though you don't
want this rebellion to succeed. Tell me, where do your loyalties lie?>
Msg14 <They say you had something to do with getting rid of the technocrats. I
salute you!>
Prompt1 <No. The technocrats ordered your death.>
Prompt2 <Fine. Leave this place, and never come back.>
Prompt3 <The technocrats sent me to kill you.>
Prompt4 <I want to learn about the rebellion.>
Prompt5 <What do you plan to do about it?>
Prompt6 <I want to join your rebellion!>
Prompt7 <I think it's time that I kill you.>
Prompt8 <But how will you keep the colony operating?>
Prompt9 <I'm not going to oppose you... yet.>
requires <*GOODBYE>
result9 <EndChat Say 1501>
msg1501 <Good-bye.>
Z
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
-1
name <Rebels>
type <Criminal Guard City>
Z
-1
-1
-1
-1
-1
0 -3 132 0 0
Stats 1 -1 2 21 3 20
0 7 16 4
-1
name <Factory Rejects>
type <building mall public sleazy>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Factory Rejects.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content7 <Some 1 100 Sub *THESP_FR_Content na>
Content9 <Fill Sub *SHOP_RANDOM na>
end <if= QuestStatus 65 4 else END_1 ifNPCDead 233 else END_1 SetQuestStatus 65 -2
Goto END_1>
END_1 <if= QuestStatus 64 3 else na ifNPCDead 233 else na SetQuestStatus 64 -2
SetQuestStatus 65 -2 Goto na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 233 0 0
Stats
0 -12 3 3
0 -12 2 64
-1
rumor3 <Gertor really wants to speak with you.>
Greeting <if= QuestStatus 65 4 else GREETING_1 NewChat Say 401>
GoCheckLoss <if= QuestStatus 65 -2 else GoCheckFirst SetQuestStatus 64 -2 Goto
GoEndInLoss>
*GoEndInLoss <*MissionWasFailure na ChatNPCFac na>
GoCheckFirst <NewChat Say 2 AddChat 2 AddChat 3>
*GoChat <*NiceToMeetYou GoShop>
*GoShop <*SHOP_GENERAL GoBye>
*GoBye <*GOODBYE>
result1 <Goto .5_GoInit>
result2 <Goto .4_GoInit>
result3 <NewChat Say 3 SetQuestStatus 64 -2 AddReact -d20>
Msg1 <I knew you were the right person to get the job done.>
Msg2 <Ah, \PC , I was hoping I'd get the chance to speak with you. I have
something you might be able to help with.>
Msg3 <Oh, I see... Well, don't let me keep you, then.>
Prompt1 <[Continue]>
Prompt2 <I'd be happy to help.>
Prompt3 <Sorry, I'm too busy for that now.>
GREETING_1 <if= QuestStatus 64 3 else GoChat if= QUestStatus 65 -1 else
GoCheckLoss EndChat Say 1 AddChat 1>
.4_GoInit <SetQuestStatus 65 4 NewChat Say 402 QMemo 65 403>
Msg401 <The bandits who have been attacking our truckers are still on the loose.>
Msg402 <Several of our truckers have been attacked by bandits in \SCENE 131 . If
you could locate these bandits and eliminate them, I'd have a reward for you.>
Msg403 <Gertor asked you to locate some bandits in \SCENE 131 that have been
attacking truckers.>
*.5_GoInit <*MissionWasSuccess&Reward .5_GoFinish ChatNPCFac na>
.5_GoFinish <CashPrize Reward 28 250 SetQuestStatus 64 -1>
requires <*MissionWasSuccess &Reward>
GoEndInLoss <NewChat Say 1501 Goto na>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
GoChat <ifCHatNPCUnknown else GoShop NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <AddSociable d4 Goto GoShop>
result1602 <AddSociable -d8 Goto GoShop>
Msg1601 <Welcome to my shop. My name is \ChatNPC ; it's nice to meet you.>
Msg1601_1 <Hi, my name is \ChatNPC . Welcome to my shop. It's a pleasure to meet
you.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <Welcome to my shop. Nice to meet you.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <Hello, my name is \ChatNPC and this is my shop. It will be my pleasure
serving you today.>
CMsg1601_3 <ifNPCCheerful Accept>
Msg1601_4 <Sorry about the mess, it's been chaos around here recently. Welcome to
my shop. I'm glad to meet you.>
CMsg1601_4 <ifNPCMelancholy Accept>
Msg1601_5 <Hey, welcome to my shop. It's nice to meet you. My name's \ChatNPC .>
CMsg1601_5 <ifNPCEasygoing Accept>
Msg1601_6 <This is the best place in town for adventuring gear. The name's
\ChatNPC , and I run the joint. Nice to meet you.>
CMsg1601_6 <ifNPCPassionate Accept>
Prompt1601 <Nice to meet you too.>
Prompt1601_1 <I'm glad to meet you too.>
Prompt1602 <What do you sell here?>
Prompt1602_1 <Show me what you have for sale.>
GoShop <NewChat Say 1701 AddChat 1701 AddChat 1702>
result1701 <EndChat Say 1702 shop .17_wares Goto GoBye>
result1702 <Goto GoBye>
.17_wares <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
KEYWORDS <WEAPON CLOTHING FOOD TOOL COMMUNICATIONS MECHA>
Msg1701 <There's no way to keep everything in stock, so I stick to the basics. We
have a variety of adventuring goods.>
Msg1702 <If there's something you need that I don't have, let me know and I'll try
to order it. Might take a week or two to get here.>
Prompt1701 <I'll see what you have.>
Prompt1702 <Thanks, but I don't need anything.>
GoBye <EndChat Say 1801>
msg1801 <If you need anything else, you know where to find me.>
.5_GoInit <NewChat Say 1901 Goto .5_GoFinish>
Msg1901 <The mission was a success. Here's your reward.>
Msg1901_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <You did it. Here's your pay.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1901_6 <ifNPCMelancholy Accept>
Msg1901_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1901_7 <ifG 5 React Accept>
Msg1901_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1901_10 <ifFactionExists ChatNPCFac Accept>
Msg1901_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1901_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1901_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1901_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1901_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1901_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1901_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1901_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1901_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1901_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1901_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1901_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1901_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1901_20 <ifFactionExists na Accept>
Msg1901_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1901_21 <ifNPCSociable ifFactionExists na Accept>
Msg1901_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1901_22 <ifNPCShy ifFactionExists na Accept>
Msg1901_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1901_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1901_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1901_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1901_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <..............1.....&---&>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 9 2 10 3 9 4 12 5 10 6 10 7 12 8 10
0 -1 4 3
0 -12 3 3
0 -12 2 64
0 -8 2 1
0 5 0 233
0 1 23 5
0 1 21 10
0 3 -2 100
0 2 0 1
0 3 1 -3
0 3 -5 44
0 3 -7 -44
0 3 -1 -23
0 3 -4 -26
-1
job_desig <TRADE>
JOB <SHOPKEEPER>
NAME <Gertor>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 133 0 0
Stats 1 -24 2 28 3 21
0 21 2 3
-1
name <Kapec's Robots>
type <building factory>
entrance <*Building>
special <ADDEXIT>
start <if= L1 0 else GoBeenBefore Alert 1 L= 1 1>
GoBeenBefore <Print 2>
Msg1 <You enter the Kapec Robot Factory. Here, human workers build robots and
weapons for export to other colonies.>
Msg2 <You enter the Kapec Robot Factory.>
Content9 <Fill Sub *FACTORY_X na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#..#=#......>
special <SHAREDPALETTE>
Z
0 15 3 0 0
Stats 4 134
0 -8 2 1
-1
ROGUECHAR </>
name <the Robot Mill>
Z
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
use <if= v1 0 else GoJustUse ifYesNo 101 102 103 else GoLeaveDoor V= 1 1 Goto
GoJustUse>
GoJustUse <ifG -99 MetaPass else GoCloseDoor if= StatVal STAT_Lock 0 else
GoDoorLocked Print 1 SetStat STAT_Pass 0 Transform 1>
GoLeaveDoor <Print 104>
Msg101 <WARNING: Factory level guarded by security robots. Unauthorized personnel
will be exterminated.>
Msg102 <Open the door>
Msg103 <Leave it alone>
Msg104 <You leave the door alone.>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
Content <Some 2 50 Here *URBAN_X>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -3 134 0 0
Stats 1 -24 2 35 3 35
0 21 2 3
0 7 16 1
-1
name <The Robot Mill, L1
special <NOEXIT>
type <DUNGEON factory open>
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 70 Sub *THESP_RoMi_WeaponCache>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <The Robot Mill>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 10
0 -1 1 -1
-1
name <Monster>
type <Robot Guard Factory>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 133
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 135 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 1
0 21 2 3
-1
name <The Robot Mill, L2
special <NOEXIT>
type <DUNGEON factory open !Ne
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 70 Sub *THESP_RoMi_WeaponCache>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <The Robot Mill>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 14
0 -1 1 -1
-1
name <Monster>
type <Robot Guard Factory>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 134
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 136 0 0
Stats 1 -24 2 35 3 35
0 21 2 3
0 7 16 1
0 7 6 2
-1
name <The Robot Mill, L3
special <NOEXIT>
type <DUNGEON factory open !Ne
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 70 Sub *THESP_RoMi_WeaponCache>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <The Robot Mill>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 16
0 -1 1 -1
-1
name <Monster>
type <Robot Guard Factory>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 135
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 137 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
0 7 16 1
0 21 2 3
-1
name <The Robot Mill, L4
special <NOEXIT>
type <DUNGEON factory open !Ne
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 70 Sub *THESP_RoMi_WeaponCache>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <The Robot Mill>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 18
0 -1 1 -1
-1
name <Monster>
type <Robot Guard Factory>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 136
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 138 0 0
Stats 1 -24 2 35 3 35
0 21 2 3
0 7 16 1
0 7 6 4
-1
name <The Robot Mill, L5
special <NOEXIT>
type <DUNGEON factory open !Ne
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 70 Sub *THESP_RoMi_WeaponCache>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <The Robot Mill>
ENTRANCE <*GoUp>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 20
0 -1 1 -1
-1
name <Monster>
type <Robot Guard Factory>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 137
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 138
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 137
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 136
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 135
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
-1
0 -3 139 0 0
Stats 1 -1 2 28 3 21
-1
name <Hovel Manor>
type <building residence public poor dangerous>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg2 <You enter the Hovel Manor.>
Content1 <Some 1 100 Sub *RESTAURANT na>
Content9 <Fill Sub *HABITATION_X na>
Z
0 2 0 0 0
Stats 1 5 2 8 3 10 4 6 5 10 6 12 7 11 8 11
0 -1 4 2
0 -12 3 8
0 -12 2 70
0 5 0 241
0 1 27 1
0 1 19 5
0 2 0 1
0 1 10 10
0 3 0 1
0 3 1 -1
0 3 -6 -12
-1
JOB <CITIZEN>
NAME <Redhew>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content1 <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *THESP_HM_Content>
Content3 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <#######1###...##...##...#>
special <SHAREDPALETTE>
Z
0 15 5 0 0
Stats 4 140
0 -8 2 1
-1
ROGUECHAR <!>
name <Dark Hovel>
Z
-1
-1
-1
-1
0 -3 140 0 0
Stats 1 -24 2 35 3 35
0 7 16 3
-1
name <Dark Hovel, L1
special <NOEXIT>
type <DUNGEON building condemned open>
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 50 Sub *DUNGEON_THREAT>
content2 <Some 1 15 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Dark Hovel>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 15
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 139
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 141 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
-1
name <Dark Hovel, L2
special <NOEXIT>
type <DUNGEON building condemned open !Ne
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 50 Sub *DUNGEON_THREAT>
content2 <Some 1 15 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Dark Hovel>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 19
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 140
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 142 0 0
Stats 1 -24 2 35 3 35
0 7 16 3
0 7 6 2
-1
name <Dark Hovel, L3
special <NOEXIT>
type <DUNGEON building condemned open !Lo
terrain <GROUND>
dentrance <*GoUp>
content1 <Some 1 50 Sub *DUNGEON_THREAT>
content2 <Some 1 15 Sub *DUNGEON_DECOR>
content3 <Some 1 5 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
DUNGEONNAME <Dark Hovel>
ENTRANCE <*GoUp>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 23
0 -1 1 -1
-1
name <Monster>
type <City Vermin Criminal>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 141
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 143 0 0
Stats 1 -1 2 15 3 15
0 7 16 3
0 2 5 20
-1
name <Hovel Market>
type <building Sleazy Dangerous BlackMarket>
special <NOEXIT UNREGULATED>
entrance <*GoUp>
Content1 <Some 1 100 Sub *BLACKMARKET_SHOP na>
Content2 <Some 1 100 Sub *MECHA_SHOP na>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Fill Sub *BLACKMARKET_X na>
Start <if= L1 0 else GoBeenBefore L= 1 1 Alert 2>
GoBeenBefore <Print 1>
Msg1 <You enter Hovel Market.>
Msg2 <This level of the hovel seems less rowdy than the previous ones. At the far
end of the room you see people with weapons and other goods for sale.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <......##...#1...##.......>
Z
0 15 5 0 0
Stats 4 142
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 143
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 142
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 141
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -5 241 0 0
Stats
0 -12 3 8
0 -12 2 70
-1
rumor8 <Redhew knows where the Rebel Station is.>
greeting <if# QuestStatus 70 8 else GoMaybeAsk NewChat SayAnything>
GoMayBeAsk <if= v1 0 else GoMakeDeal Goto GoAskInfo>
*GoAskInfo <*LookingForItem 52 GoMakeDeal>
GoMakeDeal <V= 1 Threat 60 10 NewChat Say 1 QMemo 70 2 AddChat 1 AddChat 2 AddChat
3 AddChat 4>
GoReveal <ItemQSubMemo 52 7 3 SetQEncActive 52 SetQuestStatus 70 -1>
Result1 <NewChat Say 4 Cash+ -v1 Goto GoReveal>
Result2 <NewChat Say 5>
Result3 <NewChat Say 7 AddReact d10 AddEasygoing -d4 Goto GoReveal>
Result4 <NewChat Say 6 AddHeroic -1 AddCheerful -d10 Goto GoReveal>
Msg1 <Information doesn't come cheap. I know where the Rebel Station is, but if
you want to know it's going to cost $ \VAL V1 .>
Msg2 <Redhew in \SCENE 139 knows where the Rebel Station is, and will tell you for
$ \VAL V1 .>
Msg3 <Redhew revealed that the Rebel Station is in \SCENE 131 .>
Msg4 <Ah, it's always a pleasure to hear the sound of credits being transferred.
You can find the Rebel Station in \SCENE 131 .>
Msg5 <I'll be here. Come back when you have the money.>
Msg6 <Ulp... knowledge comes at a price, but sometimes there's a discount. You can
find the Rebel Station in \SCENE 131 .>
Msg7 <Well, er, I... oh forget it. You can find the Rebel Station in \SCENE 131 .
These navpoints will lead you straight to it.>
Prompt1 <Sounds reasonable. [Give Money]>
Prompt1_1 <No problem. [Give Money]>
CPrompt1 <ifG PC$ V1 Accept>
Prompt2 <I'll be back later.>
Prompt2_1 <Let me think about that.>
Prompt3 <Are you only interested in money, or...?>
CPrompt3 <ifChatNPCSexy ifFlirtation SkillTar 60 Accept>
Prompt4 <Tell me now and I let you live.>
CPrompt4 <ifIntimidation HardSkillTar 60 Accept>
requires <*LookingForItem>
GoAskInfo <NewChat Say 1501 AddChat 1501>
Result1501 <Goto GoMakeDeal>
Msg1501 <Yes, may I help you?>
Prompt1501 <I'm looking for the \ITEM 52 .>
Z
-1
-1
-1
0 -3 144 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
-1
name <Salvation Hospital>
type <Building hospital public>
entrance <*Hospital>
special <ADDEXIT>
Content1 <Some 1 100 Sub *THESP_SH_Content na>
Content2 <Fill Sub *HOSPITAL_X na>
start <Print 1>
Msg1 <You enter Salvation Hospital.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 251 0 0
Stats 1 -24 2 30 3 30
0 -12 7 254
0 -12 2 63
0 -12 4 5
0 -12 1 25
0 -12 6 232
0 7 101 20
0 7 102 20
0 21 2 1
0 7 16 3
-1
name <the Catacombs of Terke, L1
requires <*Dungeon .Catacombs>
special <NOEXIT>
type <DUNGEON Catacombs>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Terke>
DUNGEONNAME <the Catacombs of Terke>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 15
0 -1 1 -1
-1
name <Monster>
type <Dark Ruins Mutant Devo>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 144
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 253 0 0
Stats 1 -24 2 30 3 30
0 7 6 1
0 7 16 3
0 21 2 1
0 7 102 20
0 7 101 20
0 -12 6 232
0 -12 1 25
0 -12 4 5
0 -12 2 63
-1
name <the Catacombs of Terke, L2
requires <*Dungeon .Catacombs>
special <NOEXIT>
type <DUNGEON Catacombs !Ne
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Terke>
DUNGEONNAME <the Catacombs of Terke>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 16
0 -1 1 -1
-1
name <Monster>
type <Dark Ruins Mutant Devo>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 251
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 254 0 0
Stats 1 -24 2 30 3 30
0 -12 2 63
0 -12 4 5
0 -12 1 25
0 -12 6 232
0 7 101 20
0 7 102 20
0 21 2 1
0 7 16 3
0 7 6 2
-1
name <the Catacombs of Terke, L3
requires <*Dungeon .Catacombs>
special <NOEXIT>
type <DUNGEON Catacombs !Ne
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Terke>
DUNGEONNAME <the Catacombs of Terke>
ENTRANCE <*GoDown>
CONTENT <SOME 1 20 SUB *DUNGEON_GOAL>
Surrender232 <Alert 11 xpv 100 MoveAndPacifyNPC 232 144 SceneVar= 252 11 1>
Msg11 <Terke appears to regain \PPR 232 senses, and returns to the surface.>
Z
0 2 0 0 0
Stats 1 12 2 4 3 9 4 12 5 14 6 14 7 14 8 8
0 -1 4 2
0 -12 3 2
0 -12 2 63
0 5 0 232
0 1 21 6
0 1 20 6
0 1 16 6
0 3 -1 77
0 2 0 1
0 3 3 1
0 3 1 41
0 3 -5 -50
0 3 -4 -37
0 3 0 1
0 3 -2 19
0 3 -6 25
0 3 -7 22
0 5 11 12
0 1 12 7
0 5 12 6
0 1 1 6
0 1 2 6
0 1 3 6
0 1 4 6
0 1 5 6
0 1 6 6
0 1 7 6
0 1 8 6
0 1 9 6
0 1 10 6
-1
job_desig <MEDIC>
JOB <DOCTOR>
CHAT_ATTACK1 <After you die I can patch you back up!>
CHAT_ATTACK2 <Flesh for the experiments! Always so much blood.>
CHAT_ATTACK3 <Wrong, wrong... maybe you were happier dead.>
NAME <Terke>
ELEMENT <C Prefab>
Z
-1
0 1 2 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 2 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 2 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 2 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 18
0 -1 1 -1
-1
name <Monster>
type <Dark Ruins Mutant Devo>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 253
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -3 252 0 0
Stats 1 -31 2 17 3 17
0 -12 2 63
0 -12 1 25
0 21 2 1
0 7 16 3
-1
NAME <Terke's Monster Basement>
requires <*BLANK .BoxBasement>
type <Basement Private>
terrain <GROUND>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
HABITAT <SPACE.URBAN>
name_1 <Terke's Monster>
Start <if= L1 0 else GoBeenBefore Alert 2 SetQuestStatus 63 2>
GoBeenBefore <Print 3>
nu2 <if= T2 0 if= L2 0 L= 2 1 Alert 1 XPV 100 SetQuestStatus 63 -1 SetQuestStatus
64 3>
Msg1 <With a sickening cry the monster slumps over, and returns once more to
death.>
Msg2 <The air here is thick with the smell of death. On the other side of the room
you see something that shouldn't be alive, yet it moves...>
Msg3 <You enter the monster's lair.>
Z
0 2 0 0 0
Stats 1 13 2 15 3 12 4 13 5 10 6 11 7 7 8 10
0 -1 4 2
0 -12 3 2
0 -12 2 63
0 7 0 42
0 2 0 1
0 1 6 2
0 1 7 1
0 1 8 5
0 1 9 4
0 1 10 5
0 1 13 7
-1
rumor0 <there have been a lot of mysterious deaths lately. People say that a
monster is on the loose.>
name <Terke's Monster>
job <ANIMAL>
roguechar <M>
sdl_sprite <monster_morlock.png>
sdl_colors <105 115 85 170 160 130 80 120 150>
update <ItemLevel 42 25>
ELEMENT <I Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
0 4 3 4 0
Stats
0 2 0 1
-1
name <Corrupted Spew>
type <Brutal SICKNESS>
Z
-1
-1
0 21 0 8 0
Stats
0 2 0 1
-1
name <Plague Heart>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
name <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
Z
0 4 0 9 0
Stats
0 2 4 5000
-1
name <Bone Saw>
Z
-1
-1
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
name <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
name <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
name <Left Leg>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 254
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monster>
Z
-1
-1
-1
0 -5 232 0 0
Stats
0 -12 3 2
0 -12 2 63
-1
special <UNLISTED>
rumor0 <mad doctor Terke created something terrible, and buried it beneath the
hospital.>
greeting <if= SceneVar 252 11 1 else GoChat ifItemOK 42 else GoMonsterDead EndChat
Say 1>
GoMonsterDead <EndChat Say 2 SceneVar= 252 11 0>
GoChat <NewChat SayAnything>
Msg1 <I should never have created it, but then when it broke free from its
prison... It must be stopped before it can kill again!>
Msg2 <It's gone now, poor creature, but nothing will make up for what it or I have
done... the blood on my hands will never wash off.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
special <SHAREDPALETTE>
Z
-1
0 15 6 0 0
Stats 4 252
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <Entrance 252>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 254
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 253
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
special <SHAREDPALETTE NOGO>
minimap <######...##.2.##...###+##>
Z
-1
0 15 6 0 0
Stats 4 251
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <Entrance 251>
Z
-1
-1
-1
-1
0 -3 145 0 0
Stats 1 -29 2 20 3 19
0 7 16 3
-1
name <The Boom Club>
type <building nightclub meeting public sleazy ArenaSite>
entrance <*Building Short>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Boom Club.>
Content2 <Some 1 100 Sub *BAR_SERVICE>
Content3 <Some 2 70 Sub *CLUB_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 65 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 274 0 0
Stats 1 -31 2 32 3 32
0 -12 2 71
0 -12 1 26
-1
NAME <the Gladiator Pit>
requires <*Arena_ThelesSpinner>
terrain <GROUND>
special <SHOWALL SOLO ARENA NOPILLAGE>
start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle Alert 1
SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0
ForceChat SelfChallengerID>
GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
GoBoringStart <Print 3 Return>
nu1 <if= T1 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Loss Alert 5 AddRenown -5 Goto GoEndBattle>
nu2 <if= T2 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Win Alert 6 Print 6 AddSelfArenaWin AddSelfArenaThreat d10 XPV 100
FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat
SelfChallengerID Goto GoEndBattle>
GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID
SelfChallengerHome ClearSelfChallengerID>
Msg1 <You enter the pit. Prepare to battle.>
Msg2 <The arena battle rages on.>
Msg3 <You enter the pit. There's no battle happening now.>
Msg5 <You have lost the battle.>
Msg6 <You have won the battle.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 5
0 -6 1 5
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 5
0 -1 1 -1
0 -6 0 25
0 -6 1 25
-1
name <Enemies>
type <CRIMINAL ROBOT CITY>
Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMonster 2
SelfArenaThreat SelfArenaForces>
Z
-1
-1
-1
0 -5 243 0 0
Stats
0 -12 3 2
0 -12 2 71
-1
greeting <if= QuestStatus 71 -1 else GoCheckProgress NewChat Say 5>
GoCheckProgress <if# QuestStatus 71 0 else GoPreQuest if= ArenaState 274
NAV_AS_Win else GoCheckLoss Goto GoArenaWin>
GoCheckLoss <if= ArenaState 274 NAV_AS_Loss else GoCheckReady Goto GoArenaLoss>
GoCheckReady <if= ArenaState 274 NAV_AS_Vacant else GoArenaFull ifG ComTime
ArenaRecharge 274 else GoArenaBusy Goto GoOfferFight>
GoArenaWin <if= ArenaWins 274 10 else GoMinorWin Goto GoBigWin>
*GoMinorWin <*CharaArenaWin 274 GoResetArena>
*GoArenaLoss <*CharaArenaLoss 274 GoResetArena>
GoResetArena <ResetArena 274>
*GoArenaFull <*ArenaIsFull 274>
*GoArenaBusy <*ArenaIsBusy 274>
*GoChooseBattle <*StartCharaBattle 274 GoStartFight>
GoStartFight <SavePos PrepArena 274 100 Jump 274>
*GoRefuseBattle <*RefuseArenaFight 274>
GoStartQuest <SetQuestStatus 71 2 SetArenaThreat 274 26>
GoOfferFight <NewChat Say 1 AddChat 1 AddChat 2>
GoBigWin <NewChat Say 2 History 3 GiveItem 54 XPV 100 SetQuestStatus 71 -1 Goto
GoResetArena>
*GoPreQuest <*NiceToMeetYou GoArenaIntro>
GoArenaIntro <NewChat Say 4 AddChat 3 AddChat 4>
result1 <Goto GoChooseBattle>
result2 <Goto GoRefuseBattle>
result3 <NewChat Say 6 AddChat 1 AddChat 2 Goto GoStartQuest>
result4 <NewChat Say 7>
Msg1 <Welcome back. Are you ready to fight?>
Msg2 <In honor of your tenth victory, I'd like to present you with this Thracian
helmet.>
Msg3 <You were crowned champion of the Gladiator Pit.>
Msg4 <Hey, are you looking to make some cash? I've got a great deal. We have a
gladiator pit just below here. Take part in the games and you could make big
money. Lose, and you don't have to worry about being poor ever again.>
Msg5 <Champions like you get retired from the games. We used to let them just keep
on fighting, but that screwed with the betting odds.>
Msg6 <All matches are to the death. You could try surrendering but nobody can hear
you over the screams. If you want, you can have your first match right away.>
Msg7 <Look around you. When violence is a way of life, the only entertainment
possible becomes megaviolence.>
Prompt1 <I'm all set to go.>
CPrompt1 <ifChatNPCInPlay Accept>
Prompt2 <Not right now, no.>
Prompt3 <That sounds like something I'd like.>
Prompt4 <You've got to be kidding.>
requires <*NiceToMeetYou HasMecha>
GoMinorWin <NewChat Say 1501 CashPrize Reward ArenaThreat 274 400 Goto
GoResetArena>
Msg1501 <You've emerged victorious from the arena. Come back tomorrow and I'll
give you another shot.>
Msg1501_1 <You survived the battle. Here's your reward. Come see me again tomorrow
and I'll line up another fight.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You won the match.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Just between you and me, the arena's profits are highest when no-one
survives a battle. Here's your prize money.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <A gladiator's life is hard, but the cash makes things easier.
Congratulations.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <That was a fantastic match! Here's the prize money you earned.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You've eluded death, this time. Here's your pay.>
CMsg1501_6 <ifNPCMelancholy Accept>
GoArenaLoss <NewChat Say 1601 Goto GoResetArena>
Msg1601 <Strange to see you again, I could have sworn they took you to bits in the
arena. We'll be having another game tomorrow.>
Msg1601_1 <Didn't you get killed in the arena? No matter... we've got another game
coming up tomorrow.>
Msg1601_2 <Look at this, the living dead... There's no match going on right now,
but we'll have another one tomorrow if you're interested.>
GoArenaFull <NewChat Say 1701>
Msg1701 <What are you doing talking to me? Shouldn't you be fighting now?>
GoArenaBusy <NewChat Say 1801>
Msg1801 <There's no battle taking place right now. Come back tomorrow and there
should be another match.>
Msg1801_1 <All of our battle for today have concluded. You can come back tomorrow
and we should have something else lined up then.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <The arena's closed. Come back tomorrow for another fight.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Sorry, but we don't have any more matches going on today. I could let
you go into the arena by yourself but that would hardly be very exciting.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <We're closed. Come back tomorrow if you want to fight.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <I'm sorry but the arena is closed for today. We'll have another match
tomorrow, though!>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You're out of luck, the arena is closed. Come back later if you want to
fight.>
CMsg1801_6 <ifNPCMelancholy Accept>
GoChooseBattle <EndChat Say 1901 Goto GoStartFight>
Msg1901 <Fight hard. Remember, you can't leave the arena until either your
opponents are dead or you are.>
Msg1901_1 <Survive this match and the crowd will love you. Lose, and it won't
matter whether they love you or not.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Good luck. You'll need it.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <If you win the match come back here for the prize money. If you lose
the match I'll make sure you get a decent funeral.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <This battle is to the death. Don't take it likely, or you won't make it
back.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <I'm sure you'll give us a most impressive show. Fight hard!>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <From this point on your only options are victory or death. Fight hard.>
CMsg1901_6 <ifNPCMelancholy Accept>
GoRefuseBattle <NewChat Say 2001>
Msg2001 <That's too bad. Come back later if you change your mind.>
Msg2001_1 <I see. I'm disappointed that you won't take part this time, but you can
always come back later.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <So that's how it is.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <Oh well. If you should happen to change your mind, come back whenever.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter? You don't have the guts for it?>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Aw, that's no fun.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You have a well-developed sense of self-preservation. I can respect
that.>
CMsg2001_6 <ifNPCMelancholy Accept>
GoPreQuest <ifChatNPCUnknown else GoArenaIntro NewChat Say 2101 AddChat 2101
AddChat 2102 AddChat 2103>
result2101 <AddSociable d10 Goto GoArenaIntro>
result2102 <ifG PCRenown ChatNPCRenown else .21_GoR2TryCon ifG PCRenown d50 else
.21_GoR2TryCon AddReact d10 NewChat Say 2102 AddChat 2104 AddChat 2105>
.21_GoR2TryCon <ifConversation ChatNPCEgo else .21_GoR2Fail NewChat Say 2104
AddRenown 1 AddReact d10 AddChat 2104 AddChat 2105>
.21_GoR2Fail <AddEasygoing -d10 NewChat Say 2103 AddChat 2104 AddChat 2105>
result2103 <AddSociable -d10 Goto GoArenaIntro>
result2104 <Goto GoArenaIntro>
result2105 <AddCheerful -d20 AddReact -d5 Goto GoArenaIntro>
Msg2101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg2101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <You there... You're a pilot, aren't you?>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg2101_6 <ifNPCMelancholy Accept>
Msg2101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg2101_7 <ifNPCPragmatic Accept>
Msg2101_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg2101_8 <ifNPCSpiritual Accept>
Msg2102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg2102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg2102_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg2103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg2103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg2103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg2104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg2104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg2104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt2101 <That's right. My name's \PC .>
Prompt2101_1 <Absolutely right. My name's \PC .>
Prompt2102 <You've probably heard of me; the name's \PC .>
Prompt2102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt2103 <That's none of your business, thanks.>
Prompt2103_1 <I'd rather not talk about it.>
Prompt2104 <Nice to meet you too.>
Prompt2105 <It's not all that nice.>
CPrompt2105 <IfPCMelancholy Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Manager's Office>
special <SHAREDPALETTE>
minimap <.......2.....1......&---&>
Z
0 15 6 0 0
Stats 4 274
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 274>
Z
-1
-1
0 2 0 0 0
Stats 1 16 2 14 3 14 4 15 5 5 6 9 7 8 8 6
0 -1 4 2
0 -12 3 2
0 -12 2 71
0 -8 2 1
0 5 0 243
0 1 33 6
0 1 26 6
0 1 13 6
0 1 10 6
0 1 9 6
0 1 8 6
0 1 7 6
0 1 6 6
0 1 5 6
0 1 4 6
0 1 3 6
0 1 2 6
0 1 1 6
0 3 3 1
0 3 -2 -50
0 3 -1 -50
0 2 0 1
0 3 0 1
0 3 1 -3
0 3 -4 32
0 3 -5 25
0 3 -6 26
0 5 11 42
0 1 42 7
0 5 12 3
-1
job_desig <THIEF>
job <Arena Manager>
NAME <Ybo>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 255 0 0
Stats 1 -1 2 15 3 15
0 -12 2 66
0 -12 1 35
0 -12 6 234
0 7 16 2
-1
NAME <Theles Control Office>
requires <*THESP_FirstRung>
type <building public>
special <ADDEXIT>
content <Some 2 70 Sub *GOV_MILITARY na>
HABITAT <SPACE.URBAN>
name_1 <Meerssep>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -3 256 0 0
Stats 1 -24 2 35 3 35
0 -12 7 269
0 -12 2 66
0 -12 4 5
0 -12 1 35
0 7 101 30
0 7 102 5
0 21 2 3
0 7 16 3
-1
name <Koru Spire, L1
requires <*THESP_IndustrialSpire>
special <NOEXIT NORESCUE>
type <DUNGEON Industrial>
dentrance <*GoUp>
content1 <Some 2 35 Sub *DUNGEON_THREAT>
content2 <Some 1 10 Sub *DUNGEON_DECOR>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Koru Spire>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 25
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 255
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 266 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 5
0 7 101 30
0 -12 1 35
0 -12 4 5
0 -12 2 66
-1
name <Koru Spire, L2
requires <*THESP_IndustrialSpire>
special <NOEXIT NORESCUE>
type <DUNGEON Industrial !Lo
dentrance <*GoUp>
content1 <Some 2 35 Sub *DUNGEON_THREAT>
content2 <Some 1 10 Sub *DUNGEON_DECOR>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Koru Spire>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 26
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 256
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 267 0 0
Stats 1 -24 2 35 3 35
0 -12 2 66
0 -12 4 5
0 -12 1 35
0 7 101 30
0 7 102 5
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <Koru Spire, L3
requires <*THESP_IndustrialSpire>
special <NOEXIT NORESCUE>
type <DUNGEON Industrial !Lo
dentrance <*GoUp>
content1 <Some 2 35 Sub *DUNGEON_THREAT>
content2 <Some 1 10 Sub *DUNGEON_DECOR>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Koru Spire>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 30
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 266
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 268 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 5
0 7 101 30
0 -12 1 35
0 -12 4 5
0 -12 2 66
-1
name <Koru Spire, L4
requires <*THESP_IndustrialSpire>
special <NOEXIT NORESCUE>
type <DUNGEON Industrial !Lo
dentrance <*GoUp>
content1 <Some 2 35 Sub *DUNGEON_THREAT>
content2 <Some 1 10 Sub *DUNGEON_DECOR>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Koru Spire>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 31
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 267
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 269 0 0
Stats 1 -24 2 35 3 35
0 -12 2 66
0 -12 4 5
0 -12 1 35
0 7 101 30
0 7 102 5
0 21 2 3
0 7 16 3
0 7 6 4
-1
name <Koru Spire, L5
requires <*THESP_IndustrialSpire>
special <NOEXIT NORESCUE>
type <DUNGEON Industrial !Lo
dentrance <*GoUp>
content1 <Some 2 35 Sub *DUNGEON_THREAT>
content2 <Some 1 10 Sub *DUNGEON_DECOR>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Koru Spire>
ENTRANCE <*GoUp>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 35
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 268
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <............2............>
special <SHAREDPALETTE>
Z
0 15 3 0 0
Stats
0 -8 2 2
-1
ROGUECHAR </>
NAME <Stairs Up>
use <Print 1 Exit 257 SeekGate 255>
update <SetDestination 257>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 269
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 268
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 267
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 266
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -3 257 3 0
Stats 1 -7 2 15 3 8
0 -12 2 66
0 -12 1 35
-1
NAME <Theles Spinner Second Level>
requires <*THESP_SecondLevel>
type <Private>
start <if= QuestStatus 66 0 else START_1 SetQuestStatus 66 3 Alert 11 XPV 100 Goto
START_1>
Msg1 <You enter the Theles Spinner second layer.>
HABITAT <SPACE.URBAN>
START_1 <Print 1>
Msg11 <[Voice]: You have proven yourself worthy of level two clearance. Please
report to Ascension Complex immediately or face termination.>
Z
0 15 10 0 3
Stats 1 2 4 255
-1
ROGUECHAR <&>
name <Theles Control Office>
desig <BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 258
0 -12 3 3
0 -12 2 66
0 7 0 45
-1
ROGUECHAR <&>
name <Ascension Complex>
desig <ENTRANCE 258>
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 259
0 -12 3 3
0 -12 2 66
0 7 0 46
-1
ROGUECHAR <&>
name <Second Tier Armory>
desig <ENTRANCE 259>
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 260
0 -12 3 3
0 -12 2 66
0 7 0 47
-1
ROGUECHAR <&>
name <Theles Industrial>
desig <ENTRANCE 260>
ELEMENT <I Prefab>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 262
0 -12 3 3
0 -12 2 66
0 7 0 48
-1
ROGUECHAR <&>
name <Population Control>
desig <ENTRANCE 262>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 258 0 0
Stats 1 -1 2 15 3 15
0 -12 2 66
0 -12 1 50
0 -12 6 235
-1
NAME <Ascension Complex>
requires <*THESP_AscensionComplex>
type <building private>
special <ADDEXIT>
start <if= L11 1 else START_1 ifNPCOK 235 else START_1 Monologue 235 11 L= 11 2>
Msg1 <You enter the Ascension Complex.>
HABITAT <SPACE.URBAN>
name_1 <Lycho>
START_1 <Print 1>
Msg11 <Well, there's a first time for everything!>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 1 20 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -3 261 0 0
Stats
0 -12 2 66
0 -12 1 50
0 2 5 15
-1
NAME <Theles Spinner Third Level>
requires <*THESP_ThirdLevel>
type <building private>
map <MAP_Theles3F.txt>
special <NOEXIT UNREGULATED NORESCUE SOLO UNSAFE>
start <if= L11 0 else START_1 L= 11 1 SetQuestStatus 66 7 Monologue 239 11 Goto
START_1>
Msg1 <You enter the Theles Spinner third level.>
5Min <ifTeamHostile 3 MonsterUp 3 d10>
HABITAT <SPACE.URBAN>
START_1 <Print 1>
Surrender239 <Print 12 KillNPC 239>
Msg11 <It's about time you arrived. Get over here.>
Msg12 <Oxher suddenly drops dead!>
Z
0 15 5 0 0
Stats 4 258
0 -1 0 2
0 -1 1 9
-1
ROGUECHAR <!>
NAME <Elevator>
use <if# L1 0 else GoNoElevator Print 1 Exit Destination>
GoNoElevator <Print 11>
Msg11 <This elevator doesn't respond.>
Z
-1
-1
0 15 5 0 0
Stats
0 -1 0 3
0 -1 1 3
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ELEVATOR_TO_NOWHERE>
use <Print 1>
Msg1 <This elevator doesn't respond.>
Z
-1
-1
0 15 5 0 0
Stats
0 -1 0 3
0 -1 1 16
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ELEVATOR_TO_NOWHERE>
use <Print 1>
Msg1 <This elevator doesn't respond.>
Z
-1
-1
0 15 5 0 0
Stats
0 -1 0 36
0 -1 1 4
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ELEVATOR_TO_NOWHERE>
use <Print 1>
Msg1 <This elevator doesn't respond.>
Z
-1
-1
0 15 1 5 0
Stats 6 14
0 -1 0 30
0 -1 1 14
-1
ROGUECHAR <+>
NAME <Door>
desig <ONESHOTDOOR>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked ifCodeBreaking StatVal STAT_Lock
else GoNoUnlock Mental Print 3 SetStat STAT_Lock 0>
Msg4 <This lock is beyond your ability to pick.>
update <if# L2 0 SetStat STAT_Lock 0>
Z
-1
-1
0 15 5 0 0
Stats 4 264
0 -1 0 38
0 -1 1 12
-1
ROGUECHAR <!>
NAME <Elevator>
desig <Entrance 264>
Z
-1
-1
0 18 0 30 0
Stats 3 1
0 -1 0 37
0 -1 1 13
-1
name <Boxed Lunch>
desig <FOOD-1>
Z
-1
-1
0 18 0 30 0
Stats 3 1
0 -1 0 37
0 -1 1 14
-1
name <Boxed Lunch>
desig <FOOD-1>
Z
-1
-1
0 18 0 30 0
Stats 3 1
0 -1 0 39
0 -1 1 13
-1
name <Boxed Lunch>
desig <FOOD-1>
Z
-1
-1
0 18 0 30 0
Stats 3 1
0 -1 0 39
0 -1 1 14
-1
name <Boxed Lunch>
desig <FOOD-1>
Z
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 3 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats 2 50
0 -1 2 1
-1
name <Guards>
type <ROBOT>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -3 264 0 0
Stats 1 -24 2 40 3 40
0 -12 7 273
0 -12 2 66
0 -12 4 5
0 -12 1 60
0 7 101 5
0 7 102 15
0 21 2 3
0 7 16 3
-1
name <Rodsun Spire, L1
requires <*THESP_FinalSpire>
special <SOLO NOEXIT NORESCUE>
type <DUNGEON Industrial>
dentrance <*GoUp>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rodsun Spire>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 50
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 261
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 270 0 0
Stats 1 -24 2 40 3 40
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 15
0 7 101 5
0 -12 1 60
0 -12 4 5
0 -12 2 66
-1
name <Rodsun Spire, L2
requires <*THESP_FinalSpire>
special <SOLO NOEXIT NORESCUE>
type <DUNGEON Industrial !Md
dentrance <*GoUp>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rodsun Spire>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 52
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 264
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 271 0 0
Stats 1 -24 2 40 3 40
0 -12 2 66
0 -12 4 5
0 -12 1 60
0 7 101 5
0 7 102 15
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <Rodsun Spire, L3
requires <*THESP_FinalSpire>
special <SOLO NOEXIT NORESCUE>
type <DUNGEON Industrial !Md
dentrance <*GoUp>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rodsun Spire>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 54
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 270
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 272 0 0
Stats 1 -24 2 40 3 40
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 15
0 7 101 5
0 -12 1 60
0 -12 4 5
0 -12 2 66
-1
name <Rodsun Spire, L4
requires <*THESP_FinalSpire>
special <SOLO NOEXIT NORESCUE>
type <DUNGEON Industrial !Md
dentrance <*GoUp>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rodsun Spire>
ENTRANCE <*GoUp>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 56
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 271
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 273 0 0
Stats 1 -24 2 40 3 40
0 -12 2 66
0 -12 4 5
0 -12 1 60
0 7 101 5
0 7 102 15
0 21 2 3
0 7 16 3
0 7 6 4
-1
name <Rodsun Spire, L5
requires <*THESP_FinalSpire>
special <SOLO NOEXIT NORESCUE>
type <DUNGEON Industrial !Md
dentrance <*GoUp>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <Rodsun Spire>
ENTRANCE <*GoUp>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 60
0 -1 1 -1
-1
name <Monster>
type <Robot Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 272
-1
ROGUECHAR <\>
NAME <Stairs Down>
Z
-1
-1
-1
0 -3 265 0 0
Stats 1 -31 2 32 3 22 5 1
0 -12 2 66
0 -12 1 60
0 21 2 2
-1
NAME <Theles Spinner Fourth Level>
requires <*THESP_FourthLevel>
type <building private>
Special <NOEXIT SHOWALL>
HABITAT <SPACE.URBAN>
Faint242 <SetQuestStatus 66 -1 Alert 5 History 3 XPV 100 L= 2 1 L= 3 0
ActivateMeme 53 RootSceneID SceneVar= 261 1 1 SceneVar= RootSceneID 2 1 SceneVar=
261 12 1>
Surrender242 <Print 4 KillNPC 242>
start <if= L1 0 else GoBeenBefore L= 1 1 SetQuestStatus 66 9 Alert 1>
GoBeenBefore <Print 2>
Msg1 <You enter the fourth level. The area is brightly illuminated by reflected
sunlight. In the distance, an old man tends to the plants.>
Msg2 <You enter Theles Spinner fourth level.>
Msg3 <You killed the gardener of Theles Spinner.>
Msg4 <-18/0/0 crumples over and dies.>
Msg5 <With the gardener gone, you wonder what is going to happen to Theles
Spinner. Is this the beginning of a better tomorrow, or of a new age of chaos?>
Z
0 2 0 0 0
Stats 1 11 2 17 3 15 4 13 5 6 6 11 7 11 8 9
0 -1 4 2
0 -12 3 9
0 -12 2 66
0 5 0 242
0 1 33 11
0 1 26 11
0 1 12 11
0 1 10 11
0 1 9 11
0 1 8 11
0 1 7 11
0 1 6 11
0 1 5 11
0 1 4 11
0 1 3 11
0 1 2 11
0 1 1 11
0 3 3 1
0 2 0 2
0 3 1 21
0 3 -4 31
0 3 -2 6
0 3 -6 65
0 5 11 42
0 1 42 12
0 5 12 1
-1
job_desig <ACADE>
job <Gardener>
CHAT_ATTACK <It's strange fruit we grow in Theles Spinner... very strange.>
CHAT_SAFE <It's strange fruit we grow in Theles Spinner... very strange.>
NAME <Mairod>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 2
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 2
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 2
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 2
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 2
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 2
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 2
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 2
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 3 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -3 0 0
Stats
-1
minimap <......###..#1#...........>
special <SHAREDPALETTE>
Z
0 15 5 0 0
Stats 4 273
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
use <Print 11>
Msg11 <This elevator doesn't respond.>
Z
-1
-1
-1
-1
0 -8 -3 0 0
Stats
-1
minimap <......1#2..###..3#4......>
special <SHAREDPALETTE>
Z
0 13 0 15 0
Stats
0 -8 2 1
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 2
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 3
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 4
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
-1
-1
0 -8 -3 0 0
Stats
-1
minimap <......1#2..###..3#4......>
special <SHAREDPALETTE>
Z
0 13 0 15 0
Stats
0 -8 2 1
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 2
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 3
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 4
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
-1
-1
0 -8 -3 0 0
Stats
-1
minimap <......1#2..###..3#4......>
special <SHAREDPALETTE>
Z
0 13 0 15 0
Stats
0 -8 2 1
-1
name <Empty Biotank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <if= L3 0 else GoMaybeDie Print 1>
GoMaybeDie <ifYesNo 2 3 4 else GoDontDie Alert 5 Alert 6 History 8 KillPC>
GoDontDie <Print 7>
Msg1 <This tank appears to be empty.>
Msg2 <You find the empty tank that the gardener mentioned.>
Msg3 <Enter the container.>
Msg4 <Don't do it.>
Msg5 <You climb inside the biotank and close the door. Relaxing music begins to
play as a pleasantly smelling gas fills the chamber.>
Msg6 <You drift into a strange dream from which you never awaken.>
Msg7 <You leave it alone.>
Msg8 <You became part of the collective consciousness which runs Theles Spinner.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 2
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 3
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
0 13 0 15 0
Stats
0 -8 2 4
-1
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_biotank.png>
use <Print 1>
Msg1 <This tank contains a human being floating in a foetal position.>
Z
-1
-1
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -4 0 0
Stats
-1
Z
-1
-1
0 -8 -9 0 0
Stats
-1
Z
-1
-1
0 -8 -9 0 0
Stats
-1
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Z
0 15 6 0 0
Stats
-1
ROGUECHAR <.>
NAME <Trapdoor>
use <if# L2 0 else GoAccessDenied Print 1 Exit RootSceneID>
GoAccessDenied <Print 101>
Msg101 <You can't open this trapdoor right now.>
Z
-1
-1
-1
-1
0 -5 242 0 0
Stats
0 -12 3 9
0 -12 2 66
-1
special <UNLISTED NOPLOTS>
greeting <if= V1 1 else GoFirstTime NewChat Say 1 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 2 AddChat 3>
result1 <NewChat Say 3>
result2 <EndChat Say 4 SoloAttack 242>
result3 <NewChat Say 5 AddChat 4>
result4 <NewChat Say 6 AddChat 5>
result5 <NewChat Say 7 AddChat 6>
result6 <NewChat Say 8 AddChat 7>
result7 <NewChat Say 9 QMemo 66 10 V= 1 1 AddChat 8 AddChat 9 AddChat 10>
result8 <NewChat Say 11 L= 3 1>
result9 <NewChat Say 12 L= 3 1>
result10 <EndChat Say 13 SoloAttack 242>
Msg1 <Yes, are you having trouble finding the cell?>
Msg2 <Hello \PC . I've been watching you, watching you from way up here. I see
that you've bloomed into a beautiful flower.>
Msg3 <You really shouldn't dawdle. The administration of Theles Spinner is a
serious business... it makes me glad that I'm simply a gardener.>
Msg4 <My, but that was the wrong answer. Wilted flowers must be pruned, before
they infect the rest of the garden. I'm so sorry.>
Msg5 <This is the fourth level of Theles Spinner, the home of the supreme
technocrats. I am merely a humble gardener. My purpose is to keep everything
running.>
Msg6 <They are the technocrats, of course, the fruits of Theles Spinner, those
people who have proven themselves smarter, more competitive, far more ruthless
than the rabble below.>
Msg7 <Leaders such as these, giants if I may say, cannot be expected to work
together under normal circumstances. Luckily we've found a way to let them share.
They are dreaming.>
Msg8 <Yes, dreaming. Their subconscious minds send orders to the levels below. If
their orders result in energy profit for the colony, their brains are granted
exquisite pleasure. If they result in energy loss... well, let's not mention
that.>
Msg9 <Why, to add you to the garden, of course! You have proven that you belong
here.>
Msg10 <Mairod offered you a position as technocrat of Theles Spinner, as long as
you don't mind spending the rest of your life in a tube.>
Msg11 <There's an empty biotank around here someplace. Just climb inside, and all
the worries of this life will pass from your mind.>
Msg12 <Don't be so hasty. Take a look around the garden, see how peaceful they
are. Make your decision then.>
Msg13 <Oh, so you are a weed, not a flower at all. I think we both know what
happens to them.>
Prompt1 <I'll go there in a minute.>
Prompt2 <I've decided that I don't want to.>
Prompt3 <Who are you? What is this place?>
Prompt4 <Who are these people in the tanks?>
Prompt5 <Why are they in those containment tanks?>
Prompt6 <Dreaming?>
Prompt7 <Why did you call me here?>
Prompt8 <I accept your offer.>
Prompt9 <I'm not going to spend my life in a fishtank.>
Prompt10 <Actually I came here to destroy the technocracy.>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
Z
0 15 3 0 0
Stats 4 265
-1
ROGUECHAR </>
NAME <Stairs Up>
desig <Entrance 265>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 273
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 272
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 271
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 3 0 0
Stats 4 270
-1
ROGUECHAR </>
NAME <Stairs Up>
requires <*GoUp>
Z
-1
-1
-1
-1
0 -5 239 0 0
Stats
0 -12 3 7
0 -12 2 66
-1
special <UNLISTED NOPLOTS>
greeting <if= QuestStatus 66 7 else GoChat if# V1 2 else GoChat if= V1 1 else
GoOfferMission NewChat Say 2 AddChat 1 AddChat 2 AddChat 3>
GoChat <NewChat SayAnything>
GoStartMission <V= 1 1 SceneVar= 261 1 1 SetQuestStatus 70 8 QMemo 66 1>
GoOfferMission <NewChat Say 3 AddChat 4 AddChat 5>
GoAttack <TeamAttack 2 QMemo 66 0 TeamAttack 3 SceneVar= 261 12 1 SceneVar= 261 1
0>
result1 <NewChat Say 4>
result2 <NewChat Say 5 AddChat 6 AddChat 7>
result3 <EndChat Say 6 AddChat 8 SceneVar= 261 1 0>
result4 <NewChat Say 7 AddChat 9 AddChat 10>
result5 <NewChat Say 8 Goto GoStartMission>
result6 <NewChat Say 4>
result7 <EndChat Say 9 Goto GoAttack>
result8 <NewChat Say 10 QMemo 66 11 SceneVar= 261 2 1 SceneVar= 261 1 0 V= 1 2
UpdateProps AddChat 11 AddChat 12>
result9 <Goto result5>
result10 <NewChat Say 12 QMemo 66 0 SceneVar= 261 1 1 SceneVar= 261 12 1>
result11 <NewChat Say 13>
result12 <NewChat Say 14>
Msg1 <Technocrat Oxher sent you back to the lower levels to find and eliminate a
rebel movement.>
Msg2 <Have you dealt with the insurgents yet? The Technocrats demand progress.>
Msg3 <We've been waiting for a long time. Let me give you the details of your
task...>
Msg4 <Don't come back until the rebels have been dealt with.>
Msg5 <I don't have time to play games, \PC , so I'd advise that you think very
carefully about what you say. Are you going to complete this mission or will we
find some other purpose for you?>
Msg6 <So, I guess you really are as good as the tests indicated. You've even
attracted the attention of the fourth level.>
Msg7 <You? A technocrat? Don't make me laugh. You were brought here because we
intend to use your abilities, though if you prove yourself there's a chance that
you could be promoted to join our ranks.>
Msg8 <There's a rebellion brewing on the lower levels. Certain residents dislike
the way Theles Spinner is run. Your task is to destroy their mecha and eliminate
their leader. Return here when the task has been completed.>
Msg9 <You were given every chance. If you will not serve your purpose in life,
then your body will serve us in death.>
Msg10 <The door in the southeast corner of the room will now be open to you. I
suppose I should warn you that... no, it will be more fun if you discover on your
own.>
Msg11 <Technocrat Oxher informed you that you've been granted access to Theles
level four.>
Msg12 <I can see that the testing has been for nothing. You are not suited to be
one of us; you may leave any time you desire.>
Msg13 <It doesn't make any difference what I was going to say. Your fate from this
point onwards is sealed.>
Msg14 <You are ignorant of how things operate in Theles. What would be the point
of a third level, if not for a fourth?>
Prompt1 <I'm still working on it.>
Prompt2 <I've decided that I'm not going to help you.>
CPrompt2 <if= SceneVar 263 2 0 Accept>
Prompt3 <The rebels have been dealt with.>
CPrompt3 <if= SceneVar 263 2 1 Accept>
Prompt4 <Wait, I'm a technocrat now, you can't order me...>
Prompt5 <Tell me what I must do.>
Prompt6 <I'll do the mission.>
Prompt7 <You can take this mission and burn it.>
Prompt8 <[Continue]>
Prompt9 <Fine. Tell me what you want.>
Prompt10 <I'm not your slave to boss around.>
Prompt11 <Wait, what were you going to say?>
Prompt12 <There's a fourth level? Isn't this the top?>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <.......1............#---#>
special <SHAREDPALETTE>
Z
0 2 0 0 0
Stats 1 10 2 8 3 10 4 13 5 17 6 8 7 20 8 11
0 -1 4 2
0 -12 3 7
0 -12 2 66
0 -8 2 1
0 5 0 239
0 1 31 10
0 1 29 10
0 1 22 10
0 1 17 10
0 1 15 10
0 1 11 10
0 2 0 1
0 3 3 1
0 3 -5 -50
0 3 -1 -50
0 3 -3 -89
0 3 1 2
0 3 -4 39
0 3 -6 60
0 5 11 5
0 1 5 11
0 5 12 8
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
-1
job_desig <ACADE>
job <Technocrat>
NAME <Oxher>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -5 235 0 0
Stats
0 -12 3 3
0 -12 2 66
-1
rumor3 <people granted access to level three never return to the lower levels.>
greeting <if= QuestStatus 66 3 else GoChat NewChat Say 1 AddChat 1 AddChat 2>
GoChat <NewChat SayAnything>
result1 <NewChat Say 2 AddChat 3>
result2 <NewChat Say 3 v= 1 1 AddChat 4>
result3 <NewChat Say 4 AddChat 4>
result4 <NewChat Say 5 AddChat 5>
result5 <NewChat Say 6>
Msg1 <This is the Ascension Complex. It is our job to enact the orders of the
technocrats above on the city floor below.>
Msg2 <All residents of level two are expected to file periodic reports for the
technocrat council. You can enclose your questions or comments with this report.>
Msg3 <Let me check the databoard... No specific orders for you have come from
level three, but if you ask around I'm sure you'll find things which need doing.>
Msg4 <I'm afraid that's not possible. The technocrats never come down to the lower
levels. When they choose to interact directly with the rest of us, which isn't
very often, they do so via phone or holopresence.>
Msg5 <Sometimes residents of the second level are promoted into the ranks of the
technocrats. If you want to advance you should work hard and prove your value to
Theles Spinner, though I should warn you that it might not be a good idea.>
Msg6 <I've seen loads of people go into that door, but I've never seen anyone come
back out. I don't know what happens to the people who become technocrats but I do
know that they never leave.>
Prompt1 <I want to speak with the technocrats.>
Prompt2 <I was told you'd have some work for me?>
CPrompt2 <if= V1 0 Accept>
Prompt3 <No, I mean I want to speak with them in person.>
Prompt4 <How do I gain access to level three myself?>
Prompt5 <Why do you say that?>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <##2##............1..#---#>
special <SHAREDPALETTE NOGO>
Z
0 15 5 0 0
Stats 4 261
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ENTRANCE 261>
use <if= V1 1 else GoCheckEligibility if= SceneVar 261 12 0 else GoAccessDenied
Print -1 Exit Destination>
GoCheckEligibility <ifG PCRenown 60 else GoCheckM1 ifG PC$ 1000000 else GoCheckM1
Goto GoAccessGranted>
GoCheckM1 <if= QuestStatus 67 -1 else GoAccessDenied if= QuestStatus 68 -1 else
GoAccessDenied if= QuestStatus 69 -1 else GoAccessDenied Goto GoAccessGranted>
GoAccessGranted <ifYesNo 2 3 4 V= 1 1 XPV 100 SetQuestSTatus 66 7 L= 11 1 Print -1
Exit Destination>
GoAccessDenied <Print 1>
Msg1 <You have not been authorized to use this elevator.>
Msg2 <The door of the elevator opens as you approach. You think back on the
stories you've heard- people who go to level three never return to the lower
levels.>
Msg3 <Go to level three.>
Msg4 <Stay right here.>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 17 3 17 4 10 5 6 6 10 7 7 8 9
0 -1 4 2
0 -12 3 3
0 -12 2 66
0 -8 2 1
0 5 0 235
0 1 33 9
0 1 26 9
0 1 12 9
0 1 10 9
0 1 9 9
0 1 8 9
0 1 7 9
0 1 6 9
0 1 5 9
0 1 4 9
0 1 3 9
0 1 2 10
0 1 1 9
0 3 3 1
0 2 0 1
0 3 0 1
0 3 1 14
0 3 -3 30
0 3 -5 -55
0 3 -2 -21
0 3 -1 14
0 3 -6 50
0 5 11 2
0 5 12 1
-1
job_desig <MILIT>
job <Gateman>
NAME <Lycho>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 259 0 0
Stats 1 -1 2 15 3 15
0 -12 2 66
0 -12 1 50
0 -12 6 236
0 2 5 10
0 7 16 2
-1
NAME <Second Tier Armory>
requires <*THESP_Armory>
type <building private>
special <ADDEXIT UNREGULATED>
Start <Print 1>
Msg1 <You enter the Second Tier Armory.>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
HABITAT <SPACE.URBAN>
name_1 <Hawkova>
end <if= QuestStatus 67 4 else na ifNPCDead 236 else na SetQuestStatus 67 -2 Goto
na>
Z
0 2 0 0 0
Stats 1 5 2 9 3 6 4 14 5 12 6 11 7 14 8 10
0 -1 4 2
0 -12 3 3
0 -12 2 66
0 5 0 236
0 1 23 5
0 1 21 10
0 3 -2 120
0 2 0 1
0 3 0 1
0 3 1 12
0 3 -7 25
0 3 -5 -38
0 3 -1 20
-1
job_desig <TRADE>
job <Production Manager>
NAME <Hawkova>
ELEMENT <C Prefab>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -5 236 0 0
Stats
0 -12 3 3
0 -12 2 66
-1
Greeting <if= QuestStatus 67 4 else GREETING_1 NewChat Say 401>
GoCheckLoss <if= QuestStatus 67 -2 else GoCheckFirst Goto GoLose>
GoCheckFirst <if= QuestStatus 67 0 else GoChat if= QuestStatus 66 3
else GoChat Goto GoOfferMission>
*GoOfferMission <*AreYouHereAboutJob .4_GoInit>
GoEnd <SetQuestStatus 67 -3>
GoChat <NewChat SayAnything>
*GoLose <*MissionWasFailure GoEnd na na>
*GoWin <*MissionWasSuccess&Reward GoEnd na na>
GREETING_1 <if= QuestStatus 67 -1 else GoCheckLoss if= v301 0 else
GoWin v= 301 1 CashPrize Reward 50 200 QMemo 66 0 Goto GoWin>
.4_GoInit <SetQuestStatus 67 4 NewChat Say 402 QMemo 67 403>
Msg401 <The bandits who have been attacking our truckers are still on the loose.>
Msg402 <Several of our truckers have been attacked by bandits in \SCENE 131 . If
you could locate these bandits and eliminate them, I'd have a reward for you.>
Msg403 <Hawkova asked you to locate some bandits in \SCENE 131 that have been
attacking truckers.>
requires <*MissionWasSuccess>
GoOfferMission <NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto .4_GoInit>
result1502 <NewChat Say 1502 AddChat 1503>
result1503 <Goto .4_GoInit>
Msg1501 <Hello. You must be here about the job, is that correct?>
Msg1502 <So you're not here about that? Well, any port in a storm, I guess... I
need a cavalier for a mission right away.>
Prompt1501 <Yes I am.>
Prompt1501_1 <That's right.>
Prompt1502 <Job? What job?>
Prompt1502_1 <What job? I don't know what you're talking about.>
Prompt1503 <Tell me the details.>
GoLose <NewChat Say 1601 Goto GoEnd>
Msg1601 <The mission was a failure.>
Msg1601_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You failed.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1601_10 <ifFactionExists na Accept>
Msg1601_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1601_11 <ifNPCSociable ifFactionExists na Accept>
Msg1601_12 <You've failed \FACTION na ...>
CMsg1601_12 <ifNPCShy ifFactionExists na Accept>
Msg1601_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1601_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1601_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1601_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1601_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <You were beaten by \FACTION na .>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
GoWin <NewChat Say 1701 Goto GoEnd>
Msg1701 <The mission was a complete success. Good job.>
Msg1701_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <The mission was a success.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <That went well. Your mission was a complete success.>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <You did it! Congratulations on a job well done.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <I can't believe you really did it. The mission was a success.>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_10 <You've secured a victory for \FACTION na . The mission was a success.>
CMsg1701_10 <ifFactionExists na Accept>
Msg1701_11 <You've done a good job on behaf of \FACTION na , \PC . Hopefully we
will work together again in the future.>
CMsg1701_11 <ifNPCSociable ifFactionExists na Accept>
Msg1701_12 <Thanks to you, \FACTION na is victorious. Good work.>
CMsg1701_12 <ifNPCShy ifFactionExists na Accept>
Msg1701_13 <That was easy. This mission for \FACTION na has been a complete
success.>
CMsg1701_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_14 <You've done a great service for \FACTION na , \PC . Thank you.>
CMsg1701_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_15 <Once again, \FACTION na wins the day. Good job out there \PC .>
CMsg1701_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_16 <There are some in \FACTION na who don't believe in you, but you've
managed to pull this off. Congratulations.>
CMsg1701_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1701_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1701_20 <ifFactionExists na Accept>
Msg1701_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1701_21 <ifNPCSociable ifFactionExists na Accept>
Msg1701_22 <You defeated \FACTION na . Congratulations.>
CMsg1701_22 <ifNPCShy ifFactionExists na Accept>
Msg1701_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1701_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1701_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1701_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1701_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 260 0 0
Stats 1 -1 2 15 3 15
0 -12 2 66
0 -12 1 50
0 -12 6 237
0 2 5 10
0 7 16 2
-1
NAME <Theles Industrial>
requires <*THESP_IndustrialControl>
type <building private>
special <ADDEXIT UNREGULATED>
Start <Print 1>
Msg1 <You enter the Theles Industrial Control Center.>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
HABITAT <SPACE.URBAN>
name_1 <Redershew>
end <if= QuestStatus 68 5 else na ifNPCDead 237 else na SetQuestStatus 68 -2 Goto
na>
Z
0 2 0 0 0
Stats 1 8 2 10 3 7 4 6 5 16 6 14 7 6 8 6
0 -1 4 2
0 -12 3 3
0 -12 2 66
0 5 0 237
0 1 23 7
0 1 21 4
0 1 15 8
0 1 5 3
0 2 0 1
0 3 0 1
0 3 1 7
0 3 -5 26
0 3 -1 38
0 3 -3 -49
0 3 -7 24
-1
job_desig <CRAFT>
job <Production Manager>
NAME <Redershew>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -5 237 0 0
Stats
0 -12 3 3
0 -12 2 66
-1
Greeting <if= QuestStatus 68 5 else GREETING_1 NewChat Say 501>
GoCheckLoss <if= QuestStatus 68 -2 else GoCheckFirst Goto GoLose>
GoCheckFirst <if= QuestStatus 68 0 else GoChat if= QuestStatus 66 3
else GoChat Goto GoOfferMission>
*GoOfferMission <*AreYouHereAboutJob .5_GoInit>
GoEnd <SetQuestStatus 68 -3>
GoChat <NewChat SayAnything>
*GoLose <*MissionWasFailure GoEnd na na>
*GoWin <*MissionWasSuccess&Reward GoEnd na na>
GREETING_1 <if= QuestStatus 68 -1 else GoCheckLoss if= v301 0 else
GoWin v= 301 1 CashPrize Reward 50 200 QMemo 66 0 Goto GoWin>
.5_GoInit <SetQuestStatus 68 5 NewChat Say 502 QMemo 68 503>
Msg501 <Those mecha thieves have not yet been brought to justice.>
Msg502 <Recently, a number of mecha have been stolen. The thieves are thought to
be somewhere in the \SCENE 131 area. If you could catch them, I'd have a reward
for you.>
Msg503 <Redershew asked you to catch a gang of mecha thieves in \SCENE 131 .>
requires <*MissionWasSuccess &Reward>
GoOfferMission <NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto .5_GoInit>
result1502 <NewChat Say 1502 AddChat 1503>
result1503 <Goto .5_GoInit>
Msg1501 <Hello. You must be here about the job, is that correct?>
Msg1502 <So you're not here about that? Well, any port in a storm, I guess... I
need a cavalier for a mission right away.>
Prompt1501 <Yes I am.>
Prompt1501_1 <That's right.>
Prompt1502 <Job? What job?>
Prompt1502_1 <What job? I don't know what you're talking about.>
Prompt1503 <Tell me the details.>
GoLose <NewChat Say 1601 Goto GoEnd>
Msg1601 <The mission was a failure.>
Msg1601_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You failed.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1601_10 <ifFactionExists na Accept>
Msg1601_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1601_11 <ifNPCSociable ifFactionExists na Accept>
Msg1601_12 <You've failed \FACTION na ...>
CMsg1601_12 <ifNPCShy ifFactionExists na Accept>
Msg1601_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1601_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1601_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1601_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1601_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <You were beaten by \FACTION na .>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
GoWin <NewChat Say 1701 Goto GoEnd>
Msg1701 <The mission was a success. Here's your reward.>
Msg1701_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <You did it. Here's your pay.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1701_7 <ifG 5 React Accept>
Msg1701_10 <You've scored a victory for \FACTION na . Here's the reward you
earned.>
CMsg1701_10 <ifFactionExists na Accept>
Msg1701_11 <Chalk one up for \FACTION na . That was a good fight... I certainly
hope we'll be able to work together again sometime in the future.>
CMsg1701_11 <ifNPCSociable ifFactionExists na Accept>
Msg1701_12 <Score one for \FACTION na . Here's your reward.>
CMsg1701_12 <ifNPCShy ifFactionExists na Accept>
Msg1701_13 <You win some, you lose some... Today \FACTION na wins. Here's your
money, \PC .>
CMsg1701_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_14 <You've made all of \FACTION na proud! Here's your reward for winning
the battle.>
CMsg1701_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_15 <You really came through for \FACTION na . Here's your pay.>
CMsg1701_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_16 <It's a victory snatched from the jaws of defeat for \FACTION na .
Here's your reward.>
CMsg1701_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1701_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1701_20 <ifFactionExists na Accept>
Msg1701_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1701_21 <ifNPCSociable ifFactionExists na Accept>
Msg1701_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1701_22 <ifNPCShy ifFactionExists na Accept>
Msg1701_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1701_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1701_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1701_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1701_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 262 0 0
Stats 1 -1 2 15 3 15
0 -12 2 66
0 -12 1 50
0 -12 6 238
0 2 5 10
0 7 16 2
-1
NAME <Population Control>
requires <*THESP_Population>
type <building private>
special <ADDEXIT UNREGULATED>
Start <Print 1>
Msg1 <You enter the Theles Industrial Control Center.>
Content2 <Fill Sub *HOSPITAL_X>
HABITAT <SPACE.URBAN>
name_1 <Elra Doa>
end <if= QuestStatus 69 6 else na ifNPCDead 238 else na SetQuestStatus 69 -2 Goto
na>
Z
0 2 0 0 0
Stats 1 11 2 12 3 13 4 13 5 13 6 16 7 15 8 16
0 -1 4 2
0 -12 3 3
0 -12 2 66
0 5 0 238
0 1 39 10
0 1 28 5
0 1 19 10
0 1 13 5
0 1 12 5
0 1 11 8
0 1 10 5
0 3 -6 50
0 2 0 1
0 3 0 1
0 3 1 16
0 3 -4 -49
0 3 -3 25
0 3 -7 17
-1
job_desig <POLIT>
job <Security Chief>
NAME <Elra Doa>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>
Z
-1
-1
0 -5 238 0 0
Stats
0 -12 3 3
0 -12 2 66
-1
Greeting <if= QuestStatus 69 6 else GREETING_1 NewChat Say 601>
GoCheckLoss <if= QuestStatus 69 -2 else GoCheckFirst Goto GoLose>
GoCheckFirst <if= QuestStatus 69 0 else GoChat if= QuestStatus 66 3
else GoChat Goto GoOfferMission>
*GoOfferMission <*AreYouHereAboutJob .6_GoInit>
GoEnd <SetQuestStatus 69 -3>
GoChat <NewChat SayAnything>
*GoLose <*MissionWasFailure GoEnd na na>
*GoWin <*MissionWasSuccess&Reward GoEnd na na>
GREETING_1 <if= QuestStatus 69 -1 else GoCheckLoss if= v301 0 else
GoWin v= 301 1 CashPrize Reward 50 200 QMemo 66 0 Goto GoWin>
.6_GoInit <SetQuestStatus 69 6 NewChat Say 602 QMemo 69 603>
Msg601 <The infiltrators in \SCENE 129 have not yet been dealt with.>
Msg602 <A team of unknown mecha has been detected in \SCENE 129 . We don't yet
know their intentions, but they must be stopped before they have a chance to do
any damage.>
Msg603 <Elra Doa asked you to locate and eliminate some mecha infiltrators in
\SCENE 129 .>
requires <*MissionWasSuccess &Reward>
GoOfferMission <NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto .6_GoInit>
result1502 <NewChat Say 1502 AddChat 1503>
result1503 <Goto .6_GoInit>
Msg1501 <Hello. You must be here about the job, is that correct?>
Msg1502 <So you're not here about that? Well, any port in a storm, I guess... I
need a cavalier for a mission right away.>
Prompt1501 <Yes I am.>
Prompt1501_1 <That's right.>
Prompt1502 <Job? What job?>
Prompt1502_1 <What job? I don't know what you're talking about.>
Prompt1503 <Tell me the details.>
GoLose <NewChat Say 1601 Goto GoEnd>
Msg1601 <The mission was a failure.>
Msg1601_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You failed.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1601_10 <ifFactionExists na Accept>
Msg1601_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1601_11 <ifNPCSociable ifFactionExists na Accept>
Msg1601_12 <You've failed \FACTION na ...>
CMsg1601_12 <ifNPCShy ifFactionExists na Accept>
Msg1601_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1601_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1601_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1601_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1601_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <You were beaten by \FACTION na .>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
GoWin <NewChat Say 1701 Goto GoEnd>
Msg1701 <The mission was a success. Here's your reward.>
Msg1701_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <You did it. Here's your pay.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1701_7 <ifG 5 React Accept>
Msg1701_10 <You've scored a victory for \FACTION na . Here's the reward you
earned.>
CMsg1701_10 <ifFactionExists na Accept>
Msg1701_11 <Chalk one up for \FACTION na . That was a good fight... I certainly
hope we'll be able to work together again sometime in the future.>
CMsg1701_11 <ifNPCSociable ifFactionExists na Accept>
Msg1701_12 <Score one for \FACTION na . Here's your reward.>
CMsg1701_12 <ifNPCShy ifFactionExists na Accept>
Msg1701_13 <You win some, you lose some... Today \FACTION na wins. Here's your
money, \PC .>
CMsg1701_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_14 <You've made all of \FACTION na proud! Here's your reward for winning
the battle.>
CMsg1701_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_15 <You really came through for \FACTION na . Here's your pay.>
CMsg1701_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_16 <It's a victory snatched from the jaws of defeat for \FACTION na .
Here's your reward.>
CMsg1701_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1701_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1701_20 <ifFactionExists na Accept>
Msg1701_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1701_21 <ifNPCSociable ifFactionExists na Accept>
Msg1701_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1701_22 <ifNPCShy ifFactionExists na Accept>
Msg1701_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1701_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1701_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1701_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1701_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1701_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1701_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1701_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
-1
0 -5 234 0 0
Stats
0 -12 3 2
0 -12 2 66
-1
greeting <if= QuestStatus 66 0 else GoChat NewChat Say 1 AddChat 1 AddChat 2>
GoChat <NewChat SayAnything>
result1 <ifG PCRenown 10 else GoR1Fail ifG PCLaw -1 else GoR1Fail NewChat Say 2
AddChat 3 AddChat 4 AddChat 5>
GoR1Fail <NewChat Say 3 AddChat 4>
result2 <NewChat Say 4>
result3 <NewChat Say 5 SetQuestStatus 66 3 XPV 100 Cash+ -500000>
result4 <NewChat Say 6 V= 1 1>
result5 <NewChat Say 7>
Msg1 <Access to the second level is restricted to those with SecTag Beta. I'm
afraid that I can't let you pass.>
Msg2 <In order to weed out the scum and the riffraff, applicants for SecTag Beta
must perform a demonstration of their industriousness and determination. This
demonstration takes the form of a $500,000 fee.>
Msg3 <I'm sorry, but you are strictly inelgible for this security clearance. The
technocrats only allow those who have proven their ability, drive, and strength of
character to advance.>
Msg4 <Of course not! You don't think the technocrats would be stupid enough to
allow that, do you? Even just wondering about such things is treasonous...>
Msg5 <This money proves your worth to Theles Spinner. When you step into the
elevator, your brain-pattern will be scanned and added to the database. On level
two you should head to the Ascension Complex; they'll probably have work for you
there.>
Msg6 <It's not up to me, I just explain how things work. The real decision is made
by the Ascension Complex. If an unauthorized person attempts to board the
elevator, instead of going to the second level it goes straight to a plasma
furnace.>
Msg7 <Be seeing you.>
Prompt1 <How do I get this "SecTag Beta"?>
Prompt2 <Isn't there any other way up there?>
Prompt3 <No problem. [Give $500000]>
CPrompt3 <ifG PC$ 499999 Accept>
Prompt4 <Let me in now, or else.>
CPrompt4 <if= V1 0 Accept>
Prompt5 <I'll be back later.>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <##2##............1..#---#>
special <SHAREDPALETTE NOGO>
Z
0 15 5 0 0
Stats 4 257
0 -8 2 2
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ENTRANCE 257>
use <if# QuestStatus 66 0 else GoAccessDenied Print -1 Exit Destination>
GoAccessDenied <Print 1>
Msg1 <You have not been authorized to use this elevator.>
Z
-1
-1
0 2 0 0 0
Stats 1 13 2 18 3 17 4 10 5 10 6 10 7 10 8 6
0 -1 4 2
0 -12 3 2
0 -12 2 66
0 -8 2 1
0 5 0 234
0 1 33 8
0 1 26 8
0 1 12 8
0 1 10 8
0 1 9 8
0 1 8 8
0 1 7 8
0 1 6 8
0 1 5 8
0 1 4 8
0 1 3 9
0 1 2 8
0 1 1 8
0 3 3 1
0 2 0 1
0 3 1 8
0 3 -4 -34
0 3 -3 5
0 3 -6 35
0 5 11 3
0 5 12 2
-1
job_desig <MILIT>
job <Gateman>
NAME <Meerssep>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <##2###...###?###3.4###=##>
special <SHAREDPALETTE NOGO>
Z
0 15 5 0 0
Stats 4 256
0 -8 2 2
-1
ROGUECHAR <!>
NAME <Elevator>
desig <ENTRANCE 256>
Z
-1
-1
0 13 0 10 0
Stats 5 4
0 13 0 4
0 -8 2 3
-1
name <Crate>
Desig <CRATE>
roguechar <=>
sdl_sprite <tex_electronics.png>
use <if= StatVal STAT_Lock 0 else GoLocked Print -5 OpenInv>
GoLocked <Print -4>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked Mental ifCodeBreaking StatVal
STAT_Lock else GoNoUnlock Print -1 SetStat STAT_Lock 0>
GoNoUnlock <Print -2>
GoNotLocked <Print -3>
Msg-1 <You unlock the crate.>
Msg-2 <You cannot unlock this crate at your current skill level.>
Msg-3 <This crate isn't locked.>
Msg-4 <The crate is locked.>
Msg-5 <You open the crate.>
Z
-1
-1
0 13 0 10 0
Stats 5 4
0 13 0 4
0 -8 2 4
-1
name <Crate>
Desig <CRATE>
roguechar <=>
sdl_sprite <tex_electronics.png>
use <if= StatVal STAT_Lock 0 else GoLocked Print -5 OpenInv>
GoLocked <Print -4>
CLUE32 <if# StatVal STAT_Lock 0 else GoNotLocked Mental ifCodeBreaking StatVal
STAT_Lock else GoNoUnlock Print -1 SetStat STAT_Lock 0>
GoNoUnlock <Print -2>
GoNotLocked <Print -3>
Msg-1 <You unlock the crate.>
Msg-2 <You cannot unlock this crate at your current skill level.>
Msg-3 <This crate isn't locked.>
Msg-4 <The crate is locked.>
Msg-5 <You open the crate.>
Z
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
use <if= StatVal STAT_Lock 0 else GoDoorLocked if= v1 0 else GoJustUse ifYesNo 101
102 103 else GoLeaveDoor V= 1 1 Goto GoJustUse>
GoJustUse <ifG -99 MetaPass else GoCloseDoor if= StatVal STAT_Lock 0 else
GoDoorLocked Print 1 SetStat STAT_Pass 0 Transform 1>
GoLeaveDoor <Print 104>
Msg101 <Central life support and mechanicals. Access strictly prohibited.>
Msg102 <Open the door>
Msg103 <Leave it alone>
Msg104 <You leave the door alone.>
Z
-1
-1
-1
-1
-1
0 -3 146 3 0
Stats 1 -7 2 27 3 10
0 5 2 11
0 -1 1 42
0 -1 0 14
-1
name <Yatate Spinner>
world <L5 Region>
desc <Yatate Spinner is known for its exciting night life and extreme fashion. It
is home to the Rocket Stars.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown culture>
personatype <city spinner>
habitat <SPACE.URBAN>
entrance <*COLONY-1>
factions <RISHI ROCKE HOELL L5LAW>
desig <YATSP>
context <SPACE>
Quest1 <*:LocalQuest>
Quest2 <*:MECHA_ARENA_BASE>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Yatate Spinner is the home port of the Rocket Stars. Aspiring mecha pilots
from all over come here hoping to make it big.>
Msg2 <You enter Yatate Spinner.>
Z
0 15 10 0 3
Stats 1 2 4 147
-1
ROGUECHAR <&>
NAME <Style Maker>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 148
0 19 1 10
-1
roguechar <H>
NAME <Albion Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 149
-1
ROGUECHAR <&>
NAME <Rocket Base One>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 151
0 19 1 11
-1
roguechar <G>
NAME <Gunpal Service>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 152
-1
ROGUECHAR <&>
NAME <Yatate Tower>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 153
0 19 1 9
-1
roguechar <P>
NAME <Yatate Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 155
-1
ROGUECHAR <&>
NAME <Hoeller Mecha Works>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 156
-1
ROGUECHAR <&>
NAME <Aurora Night>
requires <*BUILDING>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 4
0 -12 2 80
0 7 0 60
-1
ROGUECHAR <*>
name <Invaders>
Special <NoMSID>
update <if= QuestStatus 80 4 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 31 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 60 1 ComTime
ItemVar+ 60 1 d86400 ItemVar+ 60 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 80 -1 QMemo 79 2 DeleteItem 60>
.msg1 <You have defeated the invaders.>
.msg2 <You have completed Vannis Abdiel's task.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 147 0 0
Stats 1 -1 2 26 3 20
0 7 16 5
-1
name <Style Maker>
type <building mall public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Style Maker.>
Content3 <Some 2 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
0 2 0 0 0
Stats 1 14 2 16 3 12 4 15 5 14 6 11 7 13 8 9
0 -1 4 2
0 -12 3 5
0 -12 2 76
0 5 0 247
0 1 33 8
0 1 23 8
0 1 19 8
0 1 15 8
0 1 10 8
0 1 8 8
0 1 5 8
0 1 4 8
0 1 1 8
0 3 3 1
0 2 0 1
0 3 -3 -50
0 3 -4 50
0 3 -2 50
0 3 1 22
0 5 12 2
0 5 11 2
0 5 2 5
0 1 11 8
0 1 18 8
0 16 24 1
0 16 15 1
0 3 -6 42
0 1 2 9
-1
job_desig <LABOR>
JOB <TRUCKER>
name <Carter>
SDL_Portrait <por_m_comiccarter(OUY).png>
SDL_Colors <25 80 100 255 212 195 122 82 65>
ELEMENT <C Prefab>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 247 0 0
Stats
0 -12 3 5
0 -12 2 76
-1
greeting <if= QuestStatus 76 6 else GREETING_1 SetQuestStatus 76 -1 ifG React d20
else .6_GoFail PCFriend ChatNPCID NewChat Say 601>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 6>
GoCheckStatus <if= ArenaState 284 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 284 NAV_AS_Win else GoCheckChallenge ifNPCOK 245 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 76 -1 ResetArena 284>
GoCheckChallenge <ResetArena 284 ifG ComTime ArenaRecharge 284 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
GoFirstTime <NewChat Say 5 V= 1 1 AddChat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 284 247 SetChallengerHome 284 147 MoveNPC 247 284
PrepArena 284 0 SetNPCTeam 247 2>
*result1 <*MeetMeAtArena 284 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <You're wasting valuable time. Get your arse over to the arena and fight me!>
Msg2 <Good match. Theub should have a reward waiting for you.>
Msg3 <Did you hear about Theub? That's a real shame.>
Msg4 <So, you ready to fight?>
Msg5_1 <Good to meet yeh. You must be the young pilot they sent to challenge me...
The name's Carter. Are you ready to go right now?>
CMsg5_1 <ifChatNPCUnknown Accept>
Msg5_2 <Good to see you again, \PC . This should be a good fight. Are you all
ready for the match?>
CMsg5_2 <ifChatNPCKnown Accept>
Msg6 <This probably isn't gonna take too long.>
Msg6_1 <Let's see if this old dog can teach you something.>
Prompt1 <As ready as I'll ever be.>
Prompt2 <Give me some time to get ready first.>
GREETING_1 <if= QuestStatus 76 5 else GoNoMatch if= ArenaState 284 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.6_GoFail <*IConcedeDefeat&Battle>
Msg601 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg601_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg601_1 <ifNPCSociable Accept>
Msg601_2 <I like you. Let's get together again someday.>
CMsg601_2 <ifNPCShy Accept>
Msg601_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg601_3 <ifNPCEasygoing Accept>
Msg601_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg601_4 <ifNPCPassionate Accept>
Msg601_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg601_5 <ifNPCCheerful Accept>
Msg601_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg601_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <It's time for another match... Only one of us can make it to the next
rank.>
Prompt1501 <That's gonna be me.>
GoLater <NewChat Say 1601>
Msg1601 <Come back tomorrow and you can challenge me again.>
Msg1601_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I'm busy. Come back later.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <I'd rather not fight now. How about tomorrow?>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <If you come back tomorrow, we can have more fun then.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoNoMatch <ifChatNPCUnknown else GoChat NewChat Say 1701 AddChat 1701 AddChat 1702
AddChat 1703>
result1701 <AddSociable d10 Goto GoChat>
result1702 <ifG PCRenown ChatNPCRenown else .17_GoR2TryCon ifG PCRenown d50 else
.17_GoR2TryCon AddReact d10 NewChat Say 1702 AddChat 1704 AddChat 1705>
.17_GoR2TryCon <ifConversation ChatNPCEgo else .17_GoR2Fail NewChat Say 1704
AddRenown 1 AddReact d10 AddChat 1704 AddChat 1705>
.17_GoR2Fail <AddEasygoing -d10 NewChat Say 1703 AddChat 1704 AddChat 1705>
result1703 <AddSociable -d10 Goto GoChat>
result1704 <Goto GoChat>
result1705 <AddCheerful -d20 AddReact -d5 Goto GoChat>
Msg1701 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg1701_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <You there... You're a pilot, aren't you?>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg1701_6 <ifNPCMelancholy Accept>
Msg1701_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg1701_7 <ifNPCPragmatic Accept>
Msg1701_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg1701_8 <ifNPCSpiritual Accept>
Msg1702 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg1702_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg1702_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg1703 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg1703_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg1703_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg1704 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg1704_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg1704_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt1701 <That's right. My name's \PC .>
Prompt1701_1 <Absolutely right. My name's \PC .>
Prompt1702 <You've probably heard of me; the name's \PC .>
Prompt1702_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt1703 <That's none of your business, thanks.>
Prompt1703_1 <I'd rather not talk about it.>
Prompt1704 <Nice to meet you too.>
Prompt1705 <It's not all that nice.>
CPrompt1705 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
result1 <EndChat Say 1901 Goto GoStartCombat>
Msg1901 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg1901_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 284 .>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <Let's do it. I'll see you at \SCENE 284 .>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <I'll be waiting for you at \SCENE 284 . Don't make me wait long.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Meet me at \SCENE 284 . This is going to be so much fun!>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Come to \SCENE 284 when you're ready to die. I'll be waiting.>
CMsg1901_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2001>
Msg2001 <Come back when you're ready, then.>
Msg2001_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <Let me know when you're ready.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <No worries. Get back to me when you're ready to go.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <I'm looking forward to starting the fight!>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2001_6 <ifNPCMelancholy Accept>
.6_GoFail <NewChat Say 2101>
Msg2101 <You won that fight. I concede defeat.>
Z
-1
-1
-1
0 -3 148 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
-1
name <Albion Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter Albion Hospital.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 149 0 0
Stats 1 -29 2 25 3 25
0 7 16 3
0 21 2 2
0 5 2 14
-1
name <Rocket Base One>
type <building military>
entrance <*Building>
special <ADDEXIT>
Content1 <Some 1 100 Sub *MIL_RECRUITER>
Content2 <Variety 2 2 Sub *YATSP_RB1_Content>
Content3 <Fill Sub *GOV_MILITARY>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
start <Print 1>
Msg1 <You enter Rocket Base One.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
Deploy <ifTeamHostile 3 if= V1 0 V= 1 1 MonsterUp 3 10>
type <Guard Robot>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#---#>
Z
0 2 0 0 0
Stats 1 15 2 11 3 9 4 12 5 12 6 16 7 8 8 18
0 5 0 112
0 5 12 9
0 1 18 14
0 5 11 18
0 3 -6 85
0 3 -3 -28
0 3 1 6
0 -8 2 1
0 -1 4 3
0 2 0 1
0 3 3 1
0 3 -4 -10
0 3 -1 50
0 5 2 14
0 1 1 13
0 1 2 13
0 1 3 13
0 1 4 13
0 1 5 13
0 1 6 13
0 1 7 13
0 1 8 13
0 1 9 13
0 1 10 13
0 1 12 13
0 1 17 13
0 1 26 13
0 1 33 13
0 1 42 13
-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Koeva>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 7 3 12 4 12 5 10 6 17 7 9 8 14
0 5 0 113
0 5 12 1
0 5 11 3
0 3 -6 33
0 3 1 11
0 -8 2 2
0 -1 4 3
0 2 0 1
0 3 3 1
0 3 -4 -50
0 3 -1 50
0 5 2 14
0 1 1 7
0 1 2 7
0 1 3 8
0 1 4 7
0 1 5 7
0 1 6 7
0 1 7 7
0 1 8 7
0 1 9 7
0 1 10 7
0 1 12 7
0 1 17 7
0 1 26 7
0 1 33 7
0 1 42 7
-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Rogran>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
special <NOGO>
minimap <##1##...............##=##>
Z
0 15 5 0 0
Stats 4 150
0 -8 2 1
-1
ROGUECHAR <!>
name <Rocket Penthouse>
use <if= PCFac 14 else GoNoAccess Print 1 Exit Destination>
GoNoAccess <Print 101>
Msg1 <You board the elevator.>
Msg101 <This elevator doesn't respond to you.>
Z
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= PCFac 14 SetStat 6 0>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content2 <Some 3 20 Here *URBAN_X>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -3 150 0 0
Stats 1 -29 2 25 3 25
0 7 16 6
0 21 2 2
0 5 2 14
-1
name <Rocket Penthouse>
type <building private military>
special <NOEXIT>
Content <Variety 3 3 Sub *YATSP_RB2_Content>
Content2 <Some 3 75 Sub *GOV_MILITARY>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
start <Print 1>
Msg1 <You enter the Rocket Penthouse.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 3 1
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
type <Guard Robot>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#...........>
Z
0 15 5 0 0
Stats 4 149
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
-1
-1
0 -3 151 0 0
Stats 1 -1 2 20 3 20
0 7 16 4
0 21 2 3
-1
name <Gunpal Service>
type <building garage public legit>
entrance <*Garage>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Gunpal Service Station.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 2 90 Sub *MECHA_SHOP>
Content3 <Fill Sub *GARAGE_X>
Z
0 2 0 0 0
Stats 1 15 2 11 3 14 4 13 5 13 6 17 7 10 8 16
0 -1 4 2
0 -12 3 3
0 -12 2 75
0 5 0 246
0 1 42 7
0 1 33 7
0 1 26 7
0 1 17 7
0 1 12 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 7
0 1 2 7
0 1 1 7
0 5 2 14
0 3 -1 50
0 3 -4 -60
0 3 3 1
0 2 0 1
0 3 -3 50
0 3 -7 50
0 3 1 -1
0 5 12 3
0 5 11 18
0 1 18 8
0 1 28 7
0 1 35 7
0 3 -6 30
-1
job_desig <MILIT>
JOB <ROCKET STAR>
name <Aran>
SDL_PORTRAIT <por_m_aran(JC-).png>
SDL_COLORS <56 30 81 255 212 195 245 213 160>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 14 3 14 4 13 5 12 6 11 7 14 8 10
0 -1 4 2
0 -12 3 7
0 -12 2 77
0 5 0 248
0 1 8 10
0 5 12 3
0 1 18 11
0 5 11 18
0 3 -6 54
0 3 -5 43
0 3 3 1
0 1 21 10
0 1 30 10
0 1 9 10
0 1 7 10
0 1 6 10
0 1 19 10
0 1 10 10
0 4 2 25000
0 1 5 10
0 1 4 10
0 1 3 10
0 1 2 10
0 1 1 10
0 3 1 11
0 3 0 1
0 2 0 1
-1
HOMETOWN <Yatate Spinner>
HOMETOWN_FACTIONS <RISHI ROCKE HOELL L5LAW>
HOMETOWN_GOVERNMENT <RISHI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
culture YATSP RISHI>
JOB <Combat Pilot>
JOB_DESIG <MILIT>
NAME <Redleo>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 12 2 16 3 14 4 7 5 16 6 10 7 9 8 13
0 -1 4 2
0 -12 3 9
0 -12 2 78
0 5 0 249
0 1 7 11
0 5 12 4
0 5 11 5
0 3 -6 66
0 3 -5 -1
0 3 -4 -34
0 3 3 1
0 1 9 11
0 1 8 11
0 1 3 11
0 1 2 11
0 1 6 11
0 1 1 11
0 1 19 11
0 1 10 11
0 4 2 25000
0 1 33 11
0 1 23 11
0 1 13 11
0 1 5 12
0 1 4 11
0 3 1 8
0 2 0 1
-1
HOMETOWN <Yatate Spinner>
HOMETOWN_FACTIONS <RISHI ROCKE HOELL L5LAW>
HOMETOWN_GOVERNMENT <RISHI>
HOMETOWN_CONTEXT <city town spinner target outdoors urban destination hometown
culture YATSP RISHI>
JOB <Construction Worker>
JOB_DESIG <LABOR>
NAME <Zeemo>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 0 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 40 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 246 0 0
Stats
0 -12 3 3
0 -12 2 75
-1
greeting <if# v401 1 else .4_GoSchool if= QuestStatus 75 4 else GREETING_1
SetQuestStatus 75 -1 ifG React d30 else .4_GoFail ifG ChatNPCDAge PCDAge else
.4_GoMakeAlly if= d2 1 else .4_GoMakeAlly V= 401 1 NewChat Say 402 History 403
PCFriend 246
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
GoThemeInfo <EndChat Say 6>
GoCheckStatus <if= ArenaState 284 NAV_AS_Ready else GoCheckWin EndChat Say 1>
GoCheckWin <if= ArenaState 284 NAV_AS_Win else GoCheckChallenge ifNPCOK 245 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 75 -1 ResetArena 284>
GoCheckChallenge <ResetArena 284 ifG ComTime ArenaRecharge 284 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
*GoFirstTime <*PCChallengeNPC GoMakeChallenge GoWussOut>
GoMakeChallenge <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
*GoWussOut <*GodImBored>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 284 246 SetChallengerHome 284 151 MoveNPC 246 284
PrepArena 284 0 SetNPCTeam 246 2>
*result1 <*MeetMeAtArena 284 GoStartCombat>
*result2 <*RejectChallenge>
Msg1 <Hey, did you forget about our match? I'm waiting in \SCENE 284 .>
Msg2 <It seems I still have a lot to learn. Go tell Theub that you won our fight.>
Msg3 <Our duel is off. Something happened to Theub.>
Msg4 <I've been waiting to start our duel. Are you ready yet?>
Msg5 <Finally. I was getting bored waiting for a new challenger. My last fight
wasn't very tough at all. Are you ready to start or did you just come here now to
tease me?>
Msg6 <I'll try not to humiliate you too badly, but I can't make any promises.>
Prompt1 <Let's go to \SCENE 284 .>
Prompt2 <Sorry, I need some time to prepare.>
GREETING_1 <if= QuestStatus 75 3 else GoNoMatch if= ArenaState 284 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
.4_GoSchool <NewChat Say 404 AddChat 401>
.4_GoMakeAlly <PCAlly 246 NewChat Say 401>
*.4_GoFail <*IConcedeDefeat&Battle>
result401 <EndChat Say 405 School .4_Skills Goto .4_GoBye>
.4_Skills <1 2 3 4 5 6 7 8 9 10 18>
*.4_GoBye <*GoodBye>
Msg401 <You're a great pilot. The next time we meet on the battlefield, I plan to
be on your side.>
CMsg401_1 <ifNPCSociable Accept>
CMsg401_2 <ifNPCShy Accept>
CMsg401_3 <ifNPCEasygoing Accept>
CMsg401_4 <ifNPCPassionate Accept>
CMsg401_5 <ifNPCCheerful Accept>
CMsg401_6 <ifNPCMelancholy Accept>
Msg402 <You did pretty well out there, but if you don't mind me saying so, there
are still a couple of things you could learn. I can teach you a few new tricks.>
CMsg402_1 <ifNPCSociable Accept>
CMsg402_2 <ifNPCShy Accept>
CMsg402_3 <ifNPCEasygoing Accept>
CMsg402_4 <ifNPCPassionate Accept>
CMsg402_5 <ifNPCCheerful Accept>
CMsg402_6 <ifNPCMelancholy Accept>
Msg403 <Aran in \SCENE RootSceneID offered to become your mentor.>
Msg404 <Hello, \PC . I hope that your adventure's been going well.>
CMsg404_1 <ifNPCSociable Accept>
CMsg404_2 <ifNPCShy Accept>
CMsg404_3 <ifNPCEasygoing Accept>
CMsg404_4 <ifNPCPassionate Accept>
CMsg404_5 <ifNPCCheerful Accept>
CMsg404_6 <ifNPCMelancholy Accept>
Msg405 <I'll show you some of the things that have helped me in the arena.>
CMsg405_1 <ifNPCSociable Accept>
CMsg405_2 <ifNPCShy Accept>
CMsg405_3 <ifNPCEasygoing Accept>
CMsg405_4 <ifNPCPassionate Accept>
CMsg405_5 <ifNPCCheerful Accept>
CMsg405_6 <ifNPCMelancholy Accept>
Prompt401 <I'd like to train.>
Prompt401_1 <Let's do some training now.>
Prompt401_2 <I'd like to study now.>
requires <*GOODBYE Sociable>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoFirstTime <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <Goto GoMakeChallenge>
result1602 <Goto GoWussOut>
Msg1601 <Yes, may I help you? What do you want?>
Prompt1601 <I'm here to challenge you to combat!>
Prompt1602 <Uh, I'd just like to chat for a bit.>
GoWussOut <NewChat Say 1701>
Msg1701 <I wish I had something to do right now.>
Msg1701_1 <This place wouldn't be nearly so boring if only there were some decent
people to talk with...>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <The tedium would be bearable if only I had some solitude to go along
with it.>
CMsg1701_2 <ifNPCShy Accept>
CMsg1701_3 <ifNPCEasygoing Accept>
CMsg1701_4 <ifNPCPassionate Accept>
CMsg1701_5 <ifNPCCheerful Accept>
CMsg1701_6 <ifNPCMelancholy Accept>
CMsg1701_7 <ifNPCPragmatic Accept>
Msg1701_8 <God, I'm bored.>
CMsg1701_8 <ifNPCSpiritual Accept>
GoLater <NewChat Say 1801>
Msg1801 <Come back tomorrow and you can challenge me again.>
Msg1801_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <I'm busy. Come back later.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <I'd rather not fight now. How about tomorrow?>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <If you come back tomorrow, we can have more fun then.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1801_6 <ifNPCMelancholy Accept>
GoNoMatch <Goto GoChat>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2101 Goto GoStartCombat>
Msg2101 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2101_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 284 .>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <Let's do it. I'll see you at \SCENE 284 .>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <I'll be waiting for you at \SCENE 284 . Don't make me wait long.>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <Meet me at \SCENE 284 . This is going to be so much fun!>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <Come to \SCENE 284 when you're ready to die. I'll be waiting.>
CMsg2101_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2201>
Msg2201 <Come back when you're ready, then.>
Msg2201_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <Let me know when you're ready.>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <No worries. Get back to me when you're ready to go.>
CMsg2201_3 <ifNPCEasygoing Accept>
Msg2201_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2201_4 <ifNPCPassionate Accept>
Msg2201_5 <I'm looking forward to starting the fight!>
CMsg2201_5 <ifNPCCheerful Accept>
Msg2201_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2201_6 <ifNPCMelancholy Accept>
.4_GoFail <NewChat Say 2301>
Msg2301 <You win. I concede defeat.>
.4_GoBye <EndChat Say 2401>
msg2401 <See you again.>
Z
-1
-1
0 -5 248 0 0
Stats
0 -12 3 7
0 -12 2 77
-1
greeting <if# v801 1 else .8_GoSchool if= QuestStatus 77 8 else GREETING_1
SetQuestStatus 77 -1 ifG React d30 else .8_GoFail ifG ChatNPCDAge PCDAge else
.8_GoMakeAlly if= d2 1 else .8_GoMakeAlly V= 801 1 NewChat Say 802 History 803
PCFriend 248
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 284 NAV_AS_Ready else GoCheckWin Goto GoWaiting>
*GoWaiting <*WaitingForDuel 284>
GoCheckWin <if= ArenaState 284 NAV_AS_Win else GoCheckChallenge ifNPCOK 245 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 77 -1 ResetArena 284>
GoCheckChallenge <ResetArena 284 ifG ComTime ArenaRecharge 284 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1 AddChat 2>
*GoFirstTime <*PCChallengeNPC GoMakeChallenge GoWussOut>
GoMakeChallenge <NewChat Say 5 V= 1 1 AddCHat 1 AddChat 2>
GoWussOut <AddEasygoing d10 NewChat Say 6 V= 1 1 AddCHat 1 AddChat 2>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 284 248 SetChallengerHome 284 151 MoveNPC 248 284
PrepArena 284 0 SetNPCTeam 248 2>
*result1 <*MeetMeAtArena 284 GoStartCombat>
*result2 <*RejectChallenge>
Msg2 <You win... Go speak with Theub about the prize money.>
Msg3 <Too bad about what happened to Theub...>
Msg4 <It's time for our match to begin. Are you ready?>
Msg5 <You must be my next challenger. I'm eager to get started. Are you ready for
the match?>
Msg6 <There's no need to be bashful. I already know that you're my next
compeditor. Are you ready for the match?>
Prompt1 <I'm always ready.>
Prompt2 <Maybe I'll be ready later.>
GREETING_1 <if= QuestStatus 77 7 else GoNoMatch if= ArenaState 284 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
.8_GoSchool <NewChat Say 804 AddChat 801>
.8_GoMakeAlly <PCAlly 248 NewChat Say 801>
*.8_GoFail <*IConcedeDefeat&Battle>
result801 <EndChat Say 805 School .8_Skills Goto .8_GoBye>
.8_Skills <1 2 3 4 5 6 7 8 9 10 18>
*.8_GoBye <*GoodBye>
Msg801 <You're a great pilot. The next time we meet on the battlefield, I plan to
be on your side.>
CMsg801_1 <ifNPCSociable Accept>
CMsg801_2 <ifNPCShy Accept>
CMsg801_3 <ifNPCEasygoing Accept>
CMsg801_4 <ifNPCPassionate Accept>
CMsg801_5 <ifNPCCheerful Accept>
CMsg801_6 <ifNPCMelancholy Accept>
Msg802 <You did pretty well out there, but if you don't mind me saying so, there
are still a couple of things you could learn. I can teach you a few new tricks.>
CMsg802_1 <ifNPCSociable Accept>
CMsg802_2 <ifNPCShy Accept>
CMsg802_3 <ifNPCEasygoing Accept>
CMsg802_4 <ifNPCPassionate Accept>
CMsg802_5 <ifNPCCheerful Accept>
CMsg802_6 <ifNPCMelancholy Accept>
Msg803 <Redleo in \SCENE RootSceneID offered to become your mentor.>
Msg804 <Hello, \PC . I hope that your adventure's been going well.>
CMsg804_1 <ifNPCSociable Accept>
CMsg804_2 <ifNPCShy Accept>
CMsg804_3 <ifNPCEasygoing Accept>
CMsg804_4 <ifNPCPassionate Accept>
CMsg804_5 <ifNPCCheerful Accept>
CMsg804_6 <ifNPCMelancholy Accept>
Msg805 <I'll show you some of the things that have helped me in the arena.>
CMsg805_1 <ifNPCSociable Accept>
CMsg805_2 <ifNPCShy Accept>
CMsg805_3 <ifNPCEasygoing Accept>
CMsg805_4 <ifNPCPassionate Accept>
CMsg805_5 <ifNPCCheerful Accept>
CMsg805_6 <ifNPCMelancholy Accept>
Prompt801 <I'd like to train.>
Prompt801_1 <Let's do some training now.>
Prompt801_2 <I'd like to study now.>
requires <*GOODBYE Cheerful>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <You don't stand a chance against my \ChatNPCMecha !>
GoWaiting <EndChat Say 1701>
Msg1701 <I'm waiting for you in \SCENE 284 .>
GoFirstTime <NewChat Say 1801 AddChat 1801 AddChat 1802>
result1801 <Goto GoMakeChallenge>
result1802 <Goto GoWussOut>
Msg1801 <Yes, may I help you? What do you want?>
Prompt1801 <I'm here to challenge you to combat!>
Prompt1802 <Uh, I'd just like to chat for a bit.>
GoLater <NewChat Say 1901>
Msg1901 <Come back tomorrow and you can challenge me again.>
Msg1901_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <I'm busy. Come back later.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <I'd rather not fight now. How about tomorrow?>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <If you come back tomorrow, we can have more fun then.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg1901_6 <ifNPCMelancholy Accept>
GoNoMatch <ifCHatNPCUnknown else GoChat NewChat Say 2001 AddChat 2001 AddChat
2002>
result2001 <AddReact d3 Goto GoChat>
result2002 <AddCheerful -d6 Goto GoChat>
Msg2001 <Hello, my name is \ChatNPC . It's nice to meet you.>
Msg2001_1 <Hi! My name's \ChatNPC . It's nice to meet you.>
CMsg2001_1 <ifNPCPassionate Accept>
Msg2001_2 <Hi there. I'm \ChatNPC . It's nice to meet you.>
CMsg2001_2 <ifNPCEasygoing Accept>
Msg2001_3 <I'm \ChatNPC . Nice to meet you.>
CMsg2001_3 <ifNPCShy Accept>
Prompt2001 <Nice to meet you too.>
Prompt2001_1 <Glad to meet you.>
Prompt2002 <That remains to be seen.>
Prompt2002_1 <What's so nice about it?>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2201 Goto GoStartCombat>
Msg2201 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2201_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 284 .>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <Let's do it. I'll see you at \SCENE 284 .>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2201_3 <ifNPCEasygoing Accept>
Msg2201_4 <I'll be waiting for you at \SCENE 284 . Don't make me wait long.>
CMsg2201_4 <ifNPCPassionate Accept>
Msg2201_5 <Meet me at \SCENE 284 . This is going to be so much fun!>
CMsg2201_5 <ifNPCCheerful Accept>
Msg2201_6 <Come to \SCENE 284 when you're ready to die. I'll be waiting.>
CMsg2201_6 <ifNPCMelancholy Accept>
result2 <NewChat Say 2301>
Msg2301 <Come back when you're ready, then.>
Msg2301_1 <It's always best to make sure everything is in order before you enter
the arena. I'll take this opportunity to go over my own stuff, too.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <Let me know when you're ready.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <No worries. Get back to me when you're ready to go.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <What's the matter, you don't have the nerve to face me? Ha!>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <I'm looking forward to starting the fight!>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <Do you need to prepare for this fight, or are you simply afraid? I
wonder...>
CMsg2301_6 <ifNPCMelancholy Accept>
.8_GoFail <NewChat Say 2401>
Msg2401 <You won that fight. I concede defeat.>
.8_GoBye <EndChat ifG React 0 else .25_GoFail Say 2501>
.25_GoFail <Say 2502>
msg2501 <It was a real pleasure seeing you!>
msg2502 <Good-bye.>
Z
-1
-1
0 -5 249 0 0
Stats
0 -12 3 9
0 -12 2 78
-1
greeting <if= QuestStatus 78 10 else GREETING_1 SetQuestStatus 78 -1 ifG React d20
else .10_GoFail PCFriend ChatNPCID NewChat Say 1001>
*GoTrashTalk <*ArenaChallenge GoThemeInfo>
*GoThemeInfo <*THEME_EXPO&Enemy NA>
GoCheckStatus <if= ArenaState 284 NAV_AS_Ready else GoCheckWin Goto GoWaiting>
*GoWaiting <*WaitingForDuel 284>
GoCheckWin <if= ArenaState 284 NAV_AS_Win else GoCheckChallenge ifNPCOK 245 else
GoManagerDied NewChat Say 2>
GoManagerDied <NewChat Say 3 SetQuestStatus 78 -1 ResetArena 284>
GoCheckChallenge <ResetArena 284 ifG ComTime ArenaRecharge 284 else GoLater if= V1
1 else GoFirstTime NewChat Say 4 AddChat 1>
*GoFirstTime <*PCChallengeNPC GoMakeChallenge GoWussOut>
GoMakeChallenge <NewChat Say 5 V= 1 1 AddCHat 1>
*GoWussOut <*GodImBored>
*GoLater <*ChallengeMeLater>
*GoNoMatch <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
GoStartCombat <SetChallengerID 284 249 SetChallengerHome 284 151 MoveNPC 249 284
PrepArena 284 0 SetNPCTeam 249 2>
*result1 <*MeetMeAtArena 284 GoStartCombat>
Msg2 <I concede... Go let Theub know that you won the match.>
Msg3 <Too bad about what happened to Theub...>
Msg4 <I've been waiting. Meet me at and we can begin the match.>
Msg5 <I accept your challenge. Meet me at and we can begin the match.>
Prompt1 <I'll see you there.>
GREETING_1 <if= QuestStatus 78 9 else GoNoMatch if= ArenaState 284 NAV_AS_Battle
else GoCheckStatus Goto GoTrashTalk>
*.10_GoFail <*IConcedeDefeat&Battle>
Msg1001 <That was a great battle. Maybe we'll see each other again, next time away
from the battlefield.>
Msg1001_1 <I have to admit, you're a formidible warrior. Maybe some time later we
can get together again and swap stories. I'd like to do that very much.>
CMsg1001_1 <ifNPCSociable Accept>
Msg1001_2 <I like you. Let's get together again someday.>
CMsg1001_2 <ifNPCShy Accept>
Msg1001_3 <I admit it, you're way better than me. Let's get together again later
and swap stories.>
CMsg1001_3 <ifNPCEasygoing Accept>
Msg1001_4 <It's very rare for me to meet someone I can call an equal. I feel that
there's a bond between the two of us.>
CMsg1001_4 <ifNPCPassionate Accept>
Msg1001_5 <Wow, you are an excellent pilot. I want to invite you and your team out
for dinner sometime.>
CMsg1001_5 <ifNPCCheerful Accept>
Msg1001_6 <As much as I hate to admit it, you beat me... but let's not have any
hard feelings over any of that. I'd like to meet with you again.>
CMsg1001_6 <ifNPCMelancholy Accept>
requires <*IConcedeDefeat &Battle>
GoTrashTalk <EndChat Say 1501 AddChat 1501>
result1501 <Goto GoThemeInfo>
Msg1501 <Are you ready to fight?>
Prompt1501 <More ready than you.>
GoThemeInfo <EndChat Say 1601 Goto NA>
Msg1601 <It's time to get to work.>
GoWaiting <EndChat Say 1701>
Msg1701 <I'm waiting for you in \SCENE 284 .>
GoFirstTime <NewChat Say 1801 AddChat 1801 AddChat 1802>
result1801 <Goto GoMakeChallenge>
result1802 <Goto GoWussOut>
Msg1801 <Yes, may I help you? What do you want?>
Prompt1801 <I'm here to challenge you to combat!>
Prompt1802 <Uh, I'd just like to chat for a bit.>
GoWussOut <NewChat Say 1901>
Msg1901 <I wish I had something to do right now.>
Msg1901_1 <This place wouldn't be nearly so boring if only there were some decent
people to talk with...>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <The tedium would be bearable if only I had some solitude to go along
with it.>
CMsg1901_2 <ifNPCShy Accept>
CMsg1901_3 <ifNPCEasygoing Accept>
CMsg1901_4 <ifNPCPassionate Accept>
CMsg1901_5 <ifNPCCheerful Accept>
CMsg1901_6 <ifNPCMelancholy Accept>
CMsg1901_7 <ifNPCPragmatic Accept>
Msg1901_8 <God, I'm bored.>
CMsg1901_8 <ifNPCSpiritual Accept>
GoLater <NewChat Say 2001>
Msg2001 <Come back tomorrow and you can challenge me again.>
Msg2001_1 <I'd love to fight you again right now, but arena regulations say there
can only be one fight a day. Come see me later and then we'll have a rematch.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <I'm busy. Come back later.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <I'd rather not fight now. How about tomorrow?>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <I only fight one match per day. If you want to challenge me again
you'll have to come back tomorrow.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <If you come back tomorrow, we can have more fun then.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <So, you want me to beat you one more time? I don't feel like it right
now. Ask me again tomorrow.>
CMsg2001_6 <ifNPCMelancholy Accept>
GoNoMatch <ifChatNPCUnknown else GoChat NewChat Say 2101 AddChat 2101 AddChat 2102
AddChat 2103>
result2101 <AddSociable d10 Goto GoChat>
result2102 <ifG PCRenown ChatNPCRenown else .21_GoR2TryCon ifG PCRenown d50 else
.21_GoR2TryCon AddReact d10 NewChat Say 2102 AddChat 2104 AddChat 2105>
.21_GoR2TryCon <ifConversation ChatNPCEgo else .21_GoR2Fail NewChat Say 2104
AddRenown 1 AddReact d10 AddChat 2104 AddChat 2105>
.21_GoR2Fail <AddEasygoing -d10 NewChat Say 2103 AddChat 2104 AddChat 2105>
result2103 <AddSociable -d10 Goto GoChat>
result2104 <Goto GoChat>
result2105 <AddCheerful -d20 AddReact -d5 Goto GoChat>
Msg2101 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg2101_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <You there... You're a pilot, aren't you?>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg2101_6 <ifNPCMelancholy Accept>
Msg2101_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg2101_7 <ifNPCPragmatic Accept>
Msg2101_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg2101_8 <ifNPCSpiritual Accept>
Msg2102 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg2102_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg2102_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg2103 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg2103_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg2103_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg2104 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg2104_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg2104_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt2101 <That's right. My name's \PC .>
Prompt2101_1 <Absolutely right. My name's \PC .>
Prompt2102 <You've probably heard of me; the name's \PC .>
Prompt2102_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt2103 <That's none of your business, thanks.>
Prompt2103_1 <I'd rather not talk about it.>
Prompt2104 <Nice to meet you too.>
Prompt2105 <It's not all that nice.>
CPrompt2105 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
result1 <EndChat Say 2301 Goto GoStartCombat>
Msg2301 <Meet me at the arena. We'll find out who the superior pilot is.>
Msg2301_1 <So, do you really think you can take me? I'll be waiting for you at
\SCENE 284 .>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <Let's do it. I'll see you at \SCENE 284 .>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <I'll head over to the arena first, and you can meet me there when
you're ready.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <I'll be waiting for you at \SCENE 284 . Don't make me wait long.>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <Meet me at \SCENE 284 . This is going to be so much fun!>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <Come to \SCENE 284 when you're ready to die. I'll be waiting.>
CMsg2301_6 <ifNPCMelancholy Accept>
.10_GoFail <NewChat Say 2401>
Msg2401 <You won that fight. I concede defeat.>
Z
-1
-1
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0 -3 152 0 0
Stats 1 -29 2 24 3 21
0 7 16 2
0 21 2 2
0 5 2 11
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name <Yatate Tower>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Yatate Tower.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
end <if= QuestStatus 80 4 else na ifNPCDead 118 else na SetQuestStatus 80 -2 Goto
na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
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0 -4 2 0 0
Stats 1 3
0 -1 1 1
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name <Citizens>
Z
-1
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0 -4 3 0 0
Stats
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name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
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name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
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0 -8 -27 0 0
Stats
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name <Garrison>
minimap <2...31..............#---#>
Z
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0 5 11 3
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job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Alet>
Z
-1
0 1 2 5 0
Stats
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Z
-1
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Stats
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Z
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Stats
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NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
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NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 11 3 14 4 12 5 9 6 16 7 10 8 15
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0 5 12 7
0 5 11 4
0 3 -6 118
0 3 -5 45
0 3 -3 23
0 3 1 6
0 3 0 1
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-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Suners>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
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Z
-1
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Z
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NAME <Right Arm>
Z
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0 7 0 1 0
Stats
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NAME <Right Hand>
Z
-1
-1
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0 1 3 4 0
Stats
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-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
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NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 17 2 11 3 14 4 10 5 11 6 14 7 8 8 15
0 5 0 116
0 5 12 9
0 5 11 1
0 3 -6 105
0 3 -7 21
0 3 -5 11
0 3 1 4
0 -8 2 3
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0 2 0 1
0 3 3 1
0 3 -4 -31
0 3 -1 50
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-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Neyan>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <....31..............#&+&#>
Z
0 2 0 0 0
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0 3 -3 9
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0 3 1 8
0 3 0 1
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job_desig <POLIT>
JOB <POLITICIAN>
NAME <Jiniasun>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
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NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 15 2 11 3 11 4 11 5 10 6 14 7 9 8 15
0 -12 2 79
0 5 0 118
0 5 12 7
0 5 11 3
0 -1 4 3
0 -8 2 3
0 3 -3 50
0 3 0 1
0 3 -6 140
0 3 1 34
0 2 0 1
0 3 3 1
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0 3 -1 50
0 5 2 14
0 1 1 15
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0 1 4 15
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0 1 10 15
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-1
job_desig <MILIT>
job <Star Commander>
name <Vannis Abdiel>
quest <*:NPCQuest>
SDL_PORTRAIT <por_f_vannis(ACY).png>
SDL_COLORS <200 30 90 255 212 195 49 91 141>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
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Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 118 0 0
Stats
0 -12 3 2
0 -12 2 79
-1
rumor0 <there are enemy mecha infiltrating our city; Vannis Abdiel will protect
us.>
Greeting <if= QuestStatus 80 4 else GREETING_2 NewChat Say 401>
*GoQuestInProgress <*ENEMY_CHECK GoCheckSuccess ChatNPCFac GoLoseQuest>
GoCheckSuccess <NewChat Say 3 AddChat 1>
GoLoseQuest <DeleteItem 59 SetQuestStatus 79 -2>
GoNoQuest <if= QuestStatus 79 0 else GoBasicChat Goto GoStartQuest>
*GoStartQuest <*ENEMY_CHECK GoFirstGreeting ChatNPCFac GoLoseQuest>
*GoFirstGreeting <*DoYouWantAJob&Mecha GoOfferMission>
GoOfferMission <NewChat Say 1 SetQuestStatus 79 2 QMemo 79 2>
*GoBasicChat <*MISC_CHATTER>
result1 <Goto .3_GoInit>
Msg1 <Enemy infiltrators have penetrated our city's defenses. I suspect they were
sent by the Blades of Crihna, but have no direct confirmation of this. If you were
to locate and destroy them I could guarantee a generous reward.>
Msg2 <Vannis Abdiel in \SCENE 152 told you that there are enemy infiltrators in
\SCENE rootsceneid . There's a reward for defeating them.>
Msg3 <My troops are continuing to search for the enemy infiltrators. So far, our
efforts have led to nothing.>
Prompt1 <I've found them myself.>
CPrompt1 <if# NPCVar 118 1 0 Accept>
Prompt1_1 <Call off the search, they've been stopped.>
GREETING_1 <if= QuestStatus 79 2 else GoNoQuest Goto GoQuestInProgress>
.3_GoCheckLoss <if= QuestStatus 80 -2 else GoChooseMission SetQuestStatus 79 -2
Goto .3_GoEndInLoss>
*.3_GoEndInLoss <*MissionWasFailure na na na>
.3_GoInit <IFCHATNPCARCHENEMY else .3_GoOfferNew Goto .3_GoJustEnd>
.3_GoOfferNew <CashPrize Reward 31 250 SetQuestStatus 79 3 Goto
.3_GoChooseMission>
*.3_GoJustEnd <*MissionWasSuccess&Reward .3_GoTrivial ChatNPCFac na>
.3_GoTrivial <CashPrize Reward 31 250 SetQuestStatus 79 -1>
.3_GoChooseMission <NewChat Say 302 AddChat 302 AddChat 303>
.3_GoEnd <AddRenown -1 SetQuestStatus 79 -1>
result301 <Goto .5_GoInit>
result302 <QMemo 79 0 Goto .4_GoInit>
*result303 <*RejectMission .3_GoEnd>
Msg301 <You did a good job on that mission, \PC .>
Msg302 <You've been a great help, \PC . How would you like to do another mission
for me?>
Prompt301 <[Continue]>
Prompt302 <I'd like that, yes.>
Prompt303 <Sorry, this is where I call it quits.>
GREETING_2 <if= QuestStatus 79 3 else GREETING_1 if= QuestStatus 80 -1 else
.3_GoCheckLoss EndChat Say 301 AddChat 301>
.4_GoInit <SetQuestStatus 80 4 NewChat Say 402 QMemo 80 403>
Msg401 <The infiltrators in \SCENE 146 have not yet been dealt with.>
Msg402 <A team of unknown mecha has been detected in \SCENE 146 . We don't yet
know their intentions, but they must be stopped before they have a chance to do
any damage.>
Msg403 <Vannis Abdiel asked you to locate and eliminate some mecha infiltrators in
\SCENE 146 .>
*.5_GoInit <*MissionWasSuccess&Reward .5_GoFinish ChatNPCFac na>
.5_GoFinish <CashPrize Reward 32 250 SetQuestStatus 79 -1>
requires <*MissionWasSuccess &Reward>
GoQuestInProgress <ifFactionEnemy ChatNPCFac else GoCheckSuccess EndChat Say 1501
Goto GoLoseQuest>
Msg1501 <You've got a lot of nerve showing up here at a time like this...>
Msg1501_1 <You shouldn't be here...>
Msg1501_2 <I have nothing to say to you...>
GoStartQuest <ifFactionEnemy ChatNPCFac else GoFirstGreeting EndChat Say 1601
Goto GoLoseQuest>
Msg1601 <You've got a lot of nerve showing up here at a time like this...>
Msg1601_1 <You shouldn't be here...>
Msg1601_2 <I have nothing to say to you...>
GoFirstGreeting <NewChat Say 1701 AddChat 1701>
Result1701 <Goto GoOfferMission>
Msg1701 <Hey there. Are you looking for work? If so, I have a mission you could be
interested in...>
Msg1701_1 <I've heard tell that you're between jobs at the moment. If you're
interested, I have a mission available and I need a cavalier to run it.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <Do you want a job? I may have something available...>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <Hey, \PC . Are you busy right now? If not, I've got a mission that
might interest you.>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I need to find somebody right away for an urgent mission. You
interested?>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <This is your lucky day. I need a cavalier to help with a special
project. Are you interested in taking part?>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <Out of work? Maybe I can help... I need a cavalier for an upcoming
mission.>
CMsg1701_6 <ifNPCMelancholy Accept>
Prompt1701 <Give me the details.>
Prompt1701_1 <Tell me about it.>
Prompt1701_2 <I'd like to hear more.>
GoBasicChat <NewChat SayAnything>
.3_GoEndInLoss <NewChat Say 1901 Goto na>
Msg1901 <The mission was a failure.>
Msg1901_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <You failed.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1901_6 <ifNPCMelancholy Accept>
Msg1901_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1901_10 <ifFactionExists na Accept>
Msg1901_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1901_11 <ifNPCSociable ifFactionExists na Accept>
Msg1901_12 <You've failed \FACTION na ...>
CMsg1901_12 <ifNPCShy ifFactionExists na Accept>
Msg1901_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1901_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1901_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1901_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1901_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1901_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1901_20 <ifFactionExists na Accept>
Msg1901_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1901_21 <ifNPCSociable ifFactionExists na Accept>
Msg1901_22 <You were beaten by \FACTION na .>
CMsg1901_22 <ifNPCShy ifFactionExists na Accept>
Msg1901_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1901_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1901_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1901_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1901_26 <ifNPCMelancholy ifFactionExists na Accept>
.3_GoJustEnd <NewChat Say 2001 Goto .3_GoTrivial>
Msg2001 <The mission was a success. Here's your reward.>
Msg2001_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <You did it. Here's your pay.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2001_6 <ifNPCMelancholy Accept>
Msg2001_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2001_7 <ifG 5 React Accept>
Msg2001_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2001_10 <ifFactionExists ChatNPCFac Accept>
Msg2001_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2001_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2001_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2001_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2001_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2001_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2001_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2001_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2001_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2001_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2001_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2001_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2001_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2001_20 <ifFactionExists na Accept>
Msg2001_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2001_21 <ifNPCSociable ifFactionExists na Accept>
Msg2001_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2001_22 <ifNPCShy ifFactionExists na Accept>
Msg2001_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2001_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2001_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2001_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2001_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2001_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2001_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2001_26 <ifNPCMelancholy ifFactionExists na Accept>
result303 <NewChat Say 2101 Goto .3_GoEnd>
Msg2101 <That's too bad. I'll have to find someone else, then.>
Msg2101_1 <Maybe we can work together some other time.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <I see. Well, I should get back to work.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg2101_3 <ifNPCCheerful Accept>
Msg2101_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg2101_4 <ifNPCMelancholy Accept>
Msg2101_5 <Don't worry about it. I'll find someone else for the job.>
CMsg2101_5 <ifNPCEasygoing Accept>
Msg2101_6 <So that's how it is... Don't think I won't remember this.>
CMsg2101_6 <ifNPCPassionate Accept>
.5_GoInit <NewChat Say 2201 Goto .5_GoFinish>
Msg2201 <The mission was a success. Here's your reward.>
Msg2201_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <You did it. Here's your pay.>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2201_3 <ifNPCEasygoing Accept>
Msg2201_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2201_4 <ifNPCPassionate Accept>
Msg2201_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2201_5 <ifNPCCheerful Accept>
Msg2201_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2201_6 <ifNPCMelancholy Accept>
Msg2201_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2201_7 <ifG 5 React Accept>
Msg2201_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2201_10 <ifFactionExists ChatNPCFac Accept>
Msg2201_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2201_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2201_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2201_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2201_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2201_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2201_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2201_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2201_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2201_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2201_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2201_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2201_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2201_20 <ifFactionExists na Accept>
Msg2201_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2201_21 <ifNPCSociable ifFactionExists na Accept>
Msg2201_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2201_22 <ifNPCShy ifFactionExists na Accept>
Msg2201_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2201_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2201_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2201_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2201_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2201_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2201_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2201_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 153 0 0
Stats 1 -29 2 20 3 21
0 7 16 4
-1
name <Yatate Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Yatate Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content5 <Some 1 100 Sub *MECHANIC_SHOP na>
Content6 <Fill Sub *SPACEPORT_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 154
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Yatate Station Exterior>
Z
-1
-1
-1
0 -3 154 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Yatate Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 153
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Yatate Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 275 8 2
0 -12 3 2
0 -12 2 72
0 7 0 55
-1
ROGUECHAR <*>
name <Dust Cloud>
desig <ENTRANCE 275>
Special <NoMSID>
update < >
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 5
0 -12 2 73
0 7 0 57
-1
ROGUECHAR <*>
name <Bandits>
Special <NoMSID>
update <if= QuestStatus 73 5 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 26 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 57 1 ComTime
ItemVar+ 57 1 d86400 ItemVar+ 57 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 73 -1 QMemo 72 2 DeleteItem 57>
.msg1 <You have defeated the bandits.>
.msg2 <You have completed Kunjo's task.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 284 8 2
0 -12 3 2
0 -12 2 74
0 7 0 58
-1
ROGUECHAR <*>
name <Rocket Arena>
desig <ENTRANCE 284>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 74 2 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 ShowEncounter Goto
GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 2
0 -12 2 79
0 7 0 59
-1
ROGUECHAR <*>
name <Infiltrators>
Special <NoMSID>
update <if= QuestStatus 79 2 else GoHide ifG ComTime V1 else GoHide Goto
GoSetVisible>
GoSetVisible <SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto Use>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 0 SavePos Dynamic 2 28 100 .nu1 .nu2 ComposeD Msg1 .Msg1
DynaFaction 8>
.nu1 <if= T1 0 Return if= L1 0 L= 1 1 AddRenown -5 ItemVar= 59 1 ComTime
ItemVar+ 59 1 d86400 ItemVar+ 59 1 43200>
.nu2 <if= T2 0 if= L1 0 L= 1 1 Print 1 XPV 100 AddRenown 1 NPCVar=
118 1 1 DeleteItem 59 QMemo 79 1>
Msg-1 <You attack the infiltrators!>
Msg-2 <You are attacked by infiltrators!>
.Msg1 <You have defeated the infiltrators and should report to Vannis Abdiel in
\SCENE 152 .>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 275 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 72
0 -12 1 21
0 -12 6 244
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <Kunjo Region>
requires <*BLANK .Space .Mecha>
type <Space>
special <ShowAll>
terrain <SPACE>
HABITAT <SPACE.URBAN>
name_1 <Kunjo>
start <if= L1 0 ForceChat 244 L= 1 1>
nu1 <if= T1 0 Return if= L2 0 L= 2 -1 DeleteNPC 244 SetQuestStatus 72 -2>
nu2 <if= T2 0 if= L2 0 XPV 100 L= 2 1 if= L3 0 else GoFightE1
ifNPCOK 244 Print 2 ForceChat 244 MoveAndPacifyNPC 244 151>
GoFightE1 <L= 2 -1 L= 4 Reward 21 500 Alert 1 AddLawful -5 SetQuestStatus 72 -2
CashPrize L4 ifNPCOK 244 FreezeNPC 244 PCEnemy 244>
Faint244 <SetQuestStatus 72 -2>
Msg1 <You recover $ \VAL L4 from Kunjo's cargo.>
end <if= QuestStatus 73 5 else na ifNPCDead 244 else na SetQuestStatus 73 -2 Goto
na>
Z
0 2 0 0 0
Stats 1 10 2 14 3 9 4 7 5 11 6 11 7 10 8 10
0 -12 3 2
0 -12 2 72
0 5 0 244
0 1 33 6
0 1 23 6
0 1 19 6
0 1 15 6
0 1 10 6
0 1 8 6
0 1 5 6
0 1 4 6
0 1 1 6
0 3 3 1
0 2 0 1
0 -1 4 3
0 3 1 6
0 3 -4 33
0 3 -7 17
0 3 -2 -17
0 3 -3 25
0 3 -6 21
0 5 11 12
0 1 12 7
0 5 12 5
0 1 2 6
0 1 3 6
0 1 6 6
0 1 7 6
0 1 9 6
-1
job_desig <LABOR>
JOB <TRUCKER>
NAME <Kunjo>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 15 0 0 0
Stats 1 1 3 -100 4 276
-1
desig <ENTRANCE 276>
roguechar <*>
SDL_SPRITE <prop_derelict.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the spaceship.>
name <the S.S. #>
update <if= QuestStatus 72 3 else GoMaybeHide V= 1 1 SetStat STAT_MetaVisibility
0>
GoMaybeHide <if= V1 0 SetSTat STAT_MetaVisibility -1>
Z
-1
-1
-1
0 -3 276 0 0
Stats 1 -24 2 35 3 35
0 -12 7 283
0 -12 2 72
0 -12 4 5
0 -12 1 24
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
-1
name <the S.S. Yred, L1
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict>
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 14
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 275
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 277 0 0
Stats 1 -24 2 35 3 35
0 7 6 1
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 24
0 -12 4 5
0 -12 2 72
-1
name <the S.S. Yred, L2
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Ne
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 17
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 276
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 278 0 0
Stats 1 -24 2 35 3 35
0 -12 2 72
0 -12 4 5
0 -12 1 24
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 2
-1
name <the S.S. Yred, L3
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Ne
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 19
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 277
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 279 0 0
Stats 1 -24 2 35 3 35
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 24
0 -12 4 5
0 -12 2 72
-1
name <the S.S. Yred, L4
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
CONTENT <SOME 1 30 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 23
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 278
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -3 280 0 0
Stats 1 -24 2 35 3 35
0 7 7 1
0 7 6 3
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 24
0 -12 4 5
0 -12 2 72
-1
name <the S.S. Yred, L4a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 21
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 278
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 281 0 0
Stats 1 -24 2 35 3 35
0 -12 2 72
0 -12 4 5
0 -12 1 24
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 4
0 7 7 1
-1
name <the S.S. Yred, L5a
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
CONTENT <SOME 1 40 SUB *DUNGEON_GOAL>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 24
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 280
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
0 -3 282 0 0
Stats 1 -24 2 35 3 35
0 -12 2 72
0 -12 4 5
0 -12 1 24
0 22 2 1
0 7 101 25
0 7 102 10
0 21 2 3
0 7 16 3
0 7 6 4
0 7 7 2
-1
name <the S.S. Yred, L5b
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 24
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 280
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -3 283 0 0
Stats 1 -24 2 35 3 35
0 7 7 2
0 7 6 5
0 7 16 3
0 21 2 3
0 7 102 10
0 7 101 25
0 22 2 1
0 -12 1 24
0 -12 4 5
0 -12 2 72
-1
name <the S.S. Yred, L6b
requires <*Dungeon .Derelict>
special <NOEXIT>
type <DUNGEON ruin derelict !Lo
terrain <SPACE>
dentrance <*GoDown>
content1 <Some 1 40 Sub *DUNGEON_THREAT>
content2 <Some 1 30 Sub *DUNGEON_DECOR>
content3 <Some 1 20 Sub *DUNGEON_REWARD>
start <Print 1>
msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
DUNGEONNAME <the S.S. Yred>
ENTRANCE <*GoDown>
CONTENT <SOME 1 50 SUB *DUNGEON_GOAL>
get56 <if= L1 0 XPV 100 L= 1 1>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats 2 26
0 -1 1 -1
-1
name <Monster>
type <Fungus Exorg Ruin PreZero>
Z
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 5 0 0
Stats 4 282
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
0 -8 -27 0 0
Stats
-1
special <SharedPalette>
minimap <......#+#..#1#..###......>
Z
0 4 0 10 0
Stats 2 1 3 5
0 -12 3 3
0 -12 2 72
0 -8 2 1
0 7 0 56
0 2 1 -7
0 2 4 10000
-1
name <Szczerbiec Sword>
desc <An ancient, finely crafted sword of European design.>
requires <ITEM PREZERO !Lo>
context <TL_Lo>
ITEM_DESC <Szczerbiec is an ancient sword associated with Pax Europa.>
ITEM_HISTORY <Originally created over a thousand years ago, Szczerbiec was rebuilt
and enhanced by Pax Europa.>
ITEM_USAGE <According to legend, the bearer of this weapon is rightful heir to Pax
Europa.>
category <WEAPON MELEE>
SDL_PORTRAIT <item_longsword.png>
ELEMENT <I Prefab>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 283
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 281
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 282
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 279
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 280
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 278
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats 3 3 4 3
-1
Z
-1
0 15 4 0 0
Stats 4 277
-1
ROGUECHAR <\>
NAME <Stairs Down>
requires <*GoDown>
Z
-1
-1
-1
-1
0 -5 244 0 0
Stats
0 -12 3 2
0 -12 2 72
-1
special <UNLISTED>
rumor0 <raiders frequently hide in the dust clouds outside the station.>
rumor2 <Kunjo has been getting repairs at Gunpal Service.>
Greeting <if= QuestStatus 73 5 else GREETING_3 NewChat Say 501>
GoCheckVictory <if= QuestStatus 72 0 else GoChat if= SceneVar 275 2 1 else
GoKeepFighting SetQuestStatus 72 2 QMemo 72 4 Goto GoPCWon>
*GoPCWon <*WeWon 0 8>
GoKeepFighting <ifChatNPCKnown else GoFirstTime EndChat Say 1>
*GoFirstTime <*HelpMeVsMecha GoWillHelp GoWontHelp>
*GoWillHelp <*LetsDefeatThem 8>
GoWontHelp <EndChat Say 2 SetNPCTeam 244 2 L= 3 1>
*GoChat <*MISC_CHATTER>
result1 <Goto .3_GoInit>
Msg1 <The pirates aren't defeated yet! Let's keep fighting!>
Msg2 <If you're not going to help, just stay out of the way!!!>
Msg3 <Good to see you again. I never got a chance to thank you... Those pirates, I
don't think they were after me just for the cargo. I think it's because of what I
found in the dust cloud.>
Msg4 <You rescued Kunjo from space pirates.>
Prompt1 <What did you find?>
GREETING_1 <if= QuestStatus 72 2 else GoCheckVictory NewChat Say 3 AddChat 1>
.3_GoInit <SetQuestStatus 72 3 QMemo 72 304 NewChat Say 302>
result301 <NewChat Say 303>
result302 <DeleteItem 56 Goto .4_GoInit>
result303 <SetQuestStatus 72 -2 Goto .3_GoR3Final>
*.3_GoR3Final <*PCWillKeepItem 56>
result304 <SetQuestStatus 72 -2 Goto .3_GoR4Final>
*.3_GoR4Final <*YouLostItem>
Msg301 <Any luck on finding the Szczerbiec Sword?>
Msg302 <I've been searching for the Szczerbiec Sword, and now I think I've found
the wreckage of the freighter that was carrying it. If you could search that
derelict and bring me the Szczerbiec Sword you'll be generously rewarded.>
Msg303 <Well, come back here when you've got it and I'll give you that reward I
mentioned.>
Msg304 <Kunjo in \SCENE NPCScene 244 asked you to retrieve the Szczerbiec Sword
from a derelict spacecraft outside of \SCENE RootSceneID .>
Prompt301 <Still working on it.>
CPrompt301 <ifItemOK 56 Accept>
Prompt302 <I've found it. Here you go.>
CPrompt302 <ifKeyItem 56 Accept>
Prompt303 <I think I'm going to keep it myself.>
CPrompt303 <ifKeyItem 56 Accept>
Prompt304 <I seem to have misplaced it...>
CPrompt304 <ifItemDestroyed 56 Accept>
GREETING_2 <if= QuestSTatus 72 3 else GREETING_1 NewChat Say 301 AddChat 301
AddChat 302 AddChat 303 AddChat 304>
.4_GoCheckLoss <if= QuestStatus 73 -2 else GoChooseMission SetQuestStatus 72 -2
Goto .4_GoEndInLoss>
*.4_GoEndInLoss <*MissionWasFailure na na na>
.4_GoInit <IFCHATNPCARCHENEMY else .4_GoOfferNew Goto .4_GoJustEnd>
.4_GoOfferNew <CashPrize Reward 26 250 SetQuestStatus 72 4 Goto
.4_GoChooseMission>
*.4_GoJustEnd <*MissionWasSuccess&Reward .4_GoTrivial ChatNPCFac na>
.4_GoTrivial <CashPrize Reward 26 250 SetQuestStatus 72 -1>
.4_GoChooseMission <NewChat Say 402 AddChat 402 AddChat 403>
.4_GoEnd <AddRenown -1 SetQuestStatus 72 -1>
result401 <Goto .6_GoInit>
result402 <QMemo 72 0 Goto .5_GoInit>
*result403 <*RejectMission .4_GoEnd>
Msg401 <Good work on that mission, \PC .>
Msg402 <You did very well retrieving the Szczerbiec Sword, \PC . If you're
interested, I have another mission that you could help with.>
Prompt401 <[Continue]>
Prompt402 <Give me the details.>
Prompt403 <Sorry, I'm not interested.>
GREETING_3 <if= QuestStatus 72 4 else GREETING_2 if= QuestStatus 73 -1 else
.4_GoCheckLoss EndChat Say 401 AddChat 401>
.5_GoInit <SetQuestStatus 73 5 NewChat Say 502 QMemo 73 503>
Msg501 <The bandits who have been attacking our truckers are still on the loose.>
Msg502 <Several of our truckers have been attacked by bandits in \SCENE 154 . If
you could locate these bandits and eliminate them, I'd have a reward for you.>
Msg503 <Kunjo asked you to locate some bandits in \SCENE 154 that have been
attacking truckers.>
*.6_GoInit <*MissionWasSuccess&Reward .6_GoFinish ChatNPCFac na>
.6_GoFinish <CashPrize Reward 29 250 SetQuestStatus 72 -1>
requires <*MissionWasSuccess &Reward>
GoPCWon <EndChat Say 1501>
Msg1501 <We won! Thanks for your help.>
GoFirstTime <NewChat Say 1601 AddChat 1601 AddChat 1602>
result1601 <NewChat Say 1602 AddChat 1603 AddChat 1604>
result1602 <NewChat Say 1603 AddChat 1603 AddChat 1604>
result1603 <Goto GoWillHelp>
result1604 <Goto GoWontHelp>
Msg1601 <Hey- I've got a problem here, and was wondering if you might be able to
help.>
Msg1602 <I was attacked by a group of mecha. I ran away, but they're still
following me... I could use some help fighting them.>
Msg1603 <Just a minute! You see, I'm kind of on the run from a bunch of mecha, who
seem intent on fighting me. I really, really could use some assistance.>
Prompt1601 <Okay. What's up?>
Prompt1602 <Sorry, I'm a bit busy right now...>
Prompt1603 <I'm on the way!>
Prompt1604 <No, I'd rather not get involved...>
GoWillHelp <EndChat Say 1701>
Msg1701 <I say, we make them walk the plank!>
GoChat <NewChat SayAnything>
.3_GoR3Final <NewChat Say 1901 AddReact -d20 PCEnemy ChatNPCID>
Msg1901 <After all my work, and you're going to keep it for yourself!? Don't think
I'll forgive this easily...>
.3_GoR4Final <NewChat Say 2001 AddReact -d10>
Msg2001 <You lost it!? How is that even possible... Get out of here, I don't even
want to look at you right now...>
.4_GoEndInLoss <NewChat Say 2101 Goto na>
Msg2101 <The mission was a failure.>
Msg2101_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg2101_1 <ifNPCSociable Accept>
Msg2101_2 <You failed.>
CMsg2101_2 <ifNPCShy Accept>
Msg2101_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg2101_3 <ifNPCEasygoing Accept>
Msg2101_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg2101_4 <ifNPCPassionate Accept>
Msg2101_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg2101_5 <ifNPCCheerful Accept>
Msg2101_6 <You failed to complete the mission. This will look bad on your record.>
CMsg2101_6 <ifNPCMelancholy Accept>
Msg2101_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg2101_10 <ifFactionExists na Accept>
Msg2101_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg2101_11 <ifNPCSociable ifFactionExists na Accept>
Msg2101_12 <You've failed \FACTION na ...>
CMsg2101_12 <ifNPCShy ifFactionExists na Accept>
Msg2101_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg2101_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg2101_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg2101_14 <ifNPCPassionate ifFactionExists na Accept>
Msg2101_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg2101_15 <ifNPCCheerful ifFactionExists na Accept>
Msg2101_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg2101_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg2101_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg2101_20 <ifFactionExists na Accept>
Msg2101_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg2101_21 <ifNPCSociable ifFactionExists na Accept>
Msg2101_22 <You were beaten by \FACTION na .>
CMsg2101_22 <ifNPCShy ifFactionExists na Accept>
Msg2101_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg2101_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2101_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg2101_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2101_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg2101_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2101_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg2101_26 <ifNPCMelancholy ifFactionExists na Accept>
.4_GoJustEnd <NewChat Say 2201 Goto .4_GoTrivial>
Msg2201 <The mission was a success. Here's your reward.>
Msg2201_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2201_1 <ifNPCSociable Accept>
Msg2201_2 <You did it. Here's your pay.>
CMsg2201_2 <ifNPCShy Accept>
Msg2201_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2201_3 <ifNPCEasygoing Accept>
Msg2201_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2201_4 <ifNPCPassionate Accept>
Msg2201_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2201_5 <ifNPCCheerful Accept>
Msg2201_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2201_6 <ifNPCMelancholy Accept>
Msg2201_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2201_7 <ifG 5 React Accept>
Msg2201_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2201_10 <ifFactionExists ChatNPCFac Accept>
Msg2201_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2201_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2201_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2201_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2201_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2201_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2201_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2201_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2201_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2201_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2201_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2201_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2201_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2201_20 <ifFactionExists na Accept>
Msg2201_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2201_21 <ifNPCSociable ifFactionExists na Accept>
Msg2201_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2201_22 <ifNPCShy ifFactionExists na Accept>
Msg2201_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2201_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2201_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2201_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2201_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2201_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2201_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2201_26 <ifNPCMelancholy ifFactionExists na Accept>
result403 <NewChat Say 2301 Goto .4_GoEnd>
Msg2301 <That's too bad. I'll have to find someone else, then.>
Msg2301_1 <Maybe we can work together some other time.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <I see. Well, I should get back to work.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg2301_3 <ifNPCCheerful Accept>
Msg2301_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg2301_4 <ifNPCMelancholy Accept>
Msg2301_5 <Don't worry about it. I'll find someone else for the job.>
CMsg2301_5 <ifNPCEasygoing Accept>
Msg2301_6 <So that's how it is... Don't think I won't remember this.>
CMsg2301_6 <ifNPCPassionate Accept>
.6_GoInit <NewChat Say 2401 Goto .6_GoFinish>
Msg2401 <The mission was a success. Here's your reward.>
Msg2401_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg2401_1 <ifNPCSociable Accept>
Msg2401_2 <You did it. Here's your pay.>
CMsg2401_2 <ifNPCShy Accept>
Msg2401_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg2401_3 <ifNPCEasygoing Accept>
Msg2401_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg2401_4 <ifNPCPassionate Accept>
Msg2401_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg2401_5 <ifNPCCheerful Accept>
Msg2401_6 <You live to fight another day... Here's your reward for the mission.>
CMsg2401_6 <ifNPCMelancholy Accept>
Msg2401_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg2401_7 <ifG 5 React Accept>
Msg2401_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg2401_10 <ifFactionExists ChatNPCFac Accept>
Msg2401_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg2401_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg2401_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg2401_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg2401_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg2401_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg2401_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg2401_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg2401_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg2401_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg2401_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg2401_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg2401_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg2401_20 <ifFactionExists na Accept>
Msg2401_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg2401_21 <ifNPCSociable ifFactionExists na Accept>
Msg2401_22 <Here's the reward you get for defeating \FACTION na .>
CMsg2401_22 <ifNPCShy ifFactionExists na Accept>
Msg2401_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg2401_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg2401_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg2401_24 <ifNPCPassionate ifFactionExists na Accept>
Msg2401_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg2401_25 <ifNPCCheerful ifFactionExists na Accept>
Msg2401_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg2401_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -4 1 0 0
Stats
0 -6 0 5
0 -6 1 5
0 -1 2 -1
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 8
0 -6 0 25
0 -6 1 25
0 -1 1 -1
0 -1 3 -1
-1
name <Enemies>
Deploy <if= L2 0 WMecha 2 21 150>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 -1
0 -6 0 35
0 -6 1 10
-1
name <Truckers>
Z
-1
-1
-1
0 -3 284 2 0
Stats
0 -12 2 74
0 -12 1 24
0 21 2 1
0 22 2 1
0 21 3 1
-1
NAME <the Rocket Arena>
requires <*Arena_RocketArena>
terrain <GROUND>
type <Arena>
special <SHOWALL SOLO ARENA NOPILLAGE>
map <MAP_RocketArena.txt>
start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle Alert 1
SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0
ForceChat SelfChallengerID>
GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
GoBoringStart <Print 3 Return>
nu1 <if= T1 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Loss Alert 5 Print 5 AddRenown -5 Goto GoEndBattle>
nu2 <if= T2 0 Return if= SelfArenaState NAV_AS_Battle SetSelfArenaState
NAV_AS_Win Alert 6 Print 6 AddSelfArenaWin AddSelfArenaThreat d10 XPV 100
FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat
SelfChallengerID Goto GoEndBattle>
GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID
SelfChallengerHome ClearSelfChallengerID>
Msg1 <You enter the arena. Prepare to battle.>
Msg2 <The arena battle rages on.>
Msg3 <You enter the arena. There's no fight going on here now.>
Msg5 <You have lost the battle.>
Msg6 <You have won the battle.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -6 0 7
0 -6 1 7
-1
name <Player Team>
home <Player Start Point>
Z
-1
-1
0 -4 2 0 0
Stats
0 5 2 5
0 -1 1 -1
0 -6 0 34
0 -6 1 34
-1
name <Enemies>
home <Enemy Start Point>
Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMecha 2
SelfArenaThreat SelfArenaForces>
Z
-1
-1
-1
-1
-1
0 -3 155 0 0
Stats 1 -1 2 15 3 15
0 7 16 2
0 5 2 7
-1
name <Hoeller Mecha Works>
type <building public legit corporate>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Hoeller Mecha Works.>
Content2 <Fill Sub *CORP_PUBLIC>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
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job_desig <CORPO>
JOB <CORPORATE EXECUTIVE>
home <Foyer>
NAME <Tybeva>
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NAME <Right Arm>
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NAME <Right Hand>
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NAME <Left Arm>
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NAME <Left Hand>
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NAME <Right Leg>
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NAME <Left Leg>
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name <Citizens>
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name <Guards>
Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
Z
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Stats
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name <Foyer>
desig <EntranceGrid>
Content1 <Some 1 35 Here *NPC_GUARD>
Content3 <Some 2 50 Here *CORP_EMPLOYEE>
Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
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name <Aurora Night>
type <building restaurant nightclub meeting public ArenaSite>
entrance <*Building Short>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Aurora Night.>
Content1 <Some 1 100 Sub *RESTAURANT>
Content2 <Some 1 100 Sub *BAR_SERVICE>
Content3 <Some 1 70 Sub *CLUB_X>
Content4 <Some 1 70 Sub *WEAPON_SHOP>
Content5 <Fill Sub *SHOP_RANDOM>
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job_desig <ADVEN>
JOB <ARENA PILOT>
sdl_colors <203 34 51 255 212 195 56 26 81>
NAME <Theub>
ELEMENT <C Prefab>
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NAME <Right Arm>
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NAME <Right Hand>
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NAME <Left Arm>
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NAME <Left Hand>
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NAME <Right Leg>
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NAME <Left Leg>
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name <Citizens>
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name <Guards>
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name <Foyer>
desig <EntranceGrid>
Content <Some 4 65 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
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rumor0 <Theub manages the underground dueling meets at Aurora Night.>
Greeting <if= QuestStatus 78 9 else GREETING_4 if= ArenaState 284 NAV_AS_Win else
.9_GoCheckLoss SetQuestStatus 78 10 if# ArenaWins 284 10 else GoBigWin Goto
.9_GoArenaWin>
GoCheckLoss <if= ArenaState 284 NAV_AS_Loss else GoCheckReady Goto GoArenaLoss>
GoCheckReady <if= ArenaState 284 NAV_AS_Vacant else GoArenaFull ifG ComTime
ArenaRecharge 284 else GoArenaBusy Goto GoOfferFight>
GoArenaWin <if= ArenaWins 284 10 else GoMinorWin Goto GoBigWin>
*GoMinorWin <*BasicArenaWin 284 GoResetArena>
*GoArenaLoss <*BasicArenaLoss 284 GoResetArena>
GoResetArena <ResetArena 284>
*GoArenaFull <*ArenaIsFull 284>
*GoArenaBusy <*ArenaIsBusy 284>
GoChooseBattle <if= ArenaWins 284 9 else GoCheckQ3 Goto .9_GoInit>
GoCheckQ3 <if= ArenaWins 284 7 else GoCheckQ2 Goto .7_GoInit>>
GoCheckQ2 <if= ArenaWins 284 5 else GoCheckQ1 Goto .5_GoInit>>
GoCheckQ1 <if= ArenaWins 284 3 else GoNormalBattle Goto .3_GoInit>
*GoNormalBattle <*StartArenaBattle 284 GoStartFight>
GoStartFight <SavePos PrepArena 284 100 Jump 284>
*GoRefuseBattle <*RefuseArenaFight 284>
GoStartQuest <SetQuestStatus 74 2 SetArenaThreat 284 10>
GoOfferFight <NewChat Say 1 AddChat 1 AddChat 2>
GoBigWin <NewChat Say 2 History 3 XPV 500 SetQuestStatus 74 -1 MechaPrize .mektype
72 RandomTheme 12 CashPrize Reward ArenaThreat 284 500 Goto GoResetArena>
.mektype <ROCKE RISHI>
*GoPreQuest <*NiceToMeetYou GoArenaIntro>
GoArenaIntro <NewChat Say 4 AddChat 3 AddChat 4>
result1 <Goto GoChooseBattle>
result2 <Goto GoRefuseBattle>
result3 <NewChat Say 5 AddChat 5 AddChat 2 Goto GoStartQuest>
result4 <NewChat Say 6>
result5 <Goto GoChooseBattle>
Msg1 <Are you here for the battle? There's another match all ready to go.>
Msg2 <Very well done. That was your tenth fight, making you our new champion.>
Msg3 <You were crowned champion of the Rocket Arena.>
Msg4 <Hey there. You look like the sort who'd be up for a bit of action, if you
catch what I'm saying...>
Msg5 <We've got a practice arena set up just outside the spinner... gotta keep it
on the sly, since it's not entirely legal. There's a match coming up soon if you'd
like to take part.>
Msg6 <You know what they say: nothing ventured, nothing gained.>
Prompt1 <That's what I wanted to hear.>
CPrompt1 <ifChatNPCInPlay ifG PCMeks 0 Accept>
Prompt2 <Not right now, sorry.>
Prompt3 <I am intrigued by your mysterious offer.>
Prompt4 <Whatever you're selling, I want no part of it.>
Prompt5 <Just show me how to get there!>
CPrompt5 <ifChatNPCInPlay ifG PCMeks 0 Accept>
GREETING_1 <if# QuestStatus 74 0 else GoPreQuest if= ArenaState 284 NAV_AS_Win
else GoCheckLoss Goto GoArenaWin>
*.3_GoCheckLoss <*ChallengerStatusReport 246 284 .3_GoNPCDied>
.3_GoInit <ifNPCOK 246 else .3_GoNPCDied NewChat Say 301 SetQuestStatus 75 3
NPCSubQMemo 246 3 302 AddChat 301>
*.3_GoNPCDied <*YourChallengerDied 284 75>
*.3_GoArenaWin <*ChallengeArenaWin 246 284 .3_GoConclude>
.3_GoConclude <ResetArena 284>
Result301 <NewChat Say 303>
Msg301 <For the next fight, you'll be facing a rocket star named Aran. He's young
but they say he has a lot of talent. The two of you can meet at \SCENE 151 and
work out a fight time.>
Msg302 <Theub sent you to battle Aran in arena combat; \SPR 246 can be found in
\SCENE 151 .>
Msg303 <Aran is a perfectionist. His usual tactic is to make called shots against
his opponent's weak points. Don't let him pin you down or you'll lose for sure.>
Prompt301 <What's \PPR 246 specialty?>
GREETING_2 <if= QuestStatus 75 3 else GREETING_1 if= ArenaState 284 NAV_AS_Win
else .3_GoCheckLoss SetQuestStatus 75 4 if# ArenaWins 284 10 else GoBigWin Goto
.3_GoArenaWin>
*.5_GoCheckLoss <*ChallengerStatusReport 247 284 .5_GoNPCDied>
.5_GoInit <ifNPCOK 247 else .5_GoNPCDied NewChat Say 501 SetQuestStatus 76 5
NPCSubQMemo 247 5 502 AddChat 501>
*.5_GoNPCDied <*YourChallengerDied 284 76>
*.5_GoArenaWin <*ChallengeArenaWin 247 284 .5_GoConclude>
.5_GoConclude <ResetArena 284>
Result501 <NewChat Say 503>
Msg501 <You'll be going up against Carter for the next battle. He's one of the old
regulars. You should be able to find him at \SCENE 147 .>
Msg502 <Theub sent you to battle Carter in arena combat; \SPR 247 can be found in
\SENE 147 .>
Msg503 <Carter's been an arena fighter since before some of our challengers were
even born. He doesn't take the game too seriously, but don't let that fool you-
he's a skilled pilot with a few tricks up his sleeve.>
Prompt501 <What should I know about him?>
GREETING_3 <if= QuestStatus 76 5 else GREETING_2 if= ArenaState 284 NAV_AS_Win
else .5_GoCheckLoss SetQuestStatus 76 6 if# ArenaWins 284 10 else GoBigWin Goto
.5_GoArenaWin>
*.7_GoCheckLoss <*ChallengerStatusReport 248 284 .7_GoNPCDied>
.7_GoInit <ifNPCOK 248 else .7_GoNPCDied NewChat Say 701 SetQuestStatus 77 7
NPCSubQMemo 248 7 702 AddChat 701>
*.7_GoNPCDied <*YourChallengerDied 284 77>
*.7_GoArenaWin <*ChallengeArenaWin 248 284 .7_GoConclude>
.7_GoConclude <ResetArena 284>
Result701 <NewChat Say 703>
Msg701 <Your next fight will be against Redleo . Meet \OPR 248 at \SCENE 151 .>
Msg702 <Theub sent you to battle Redleo in arena combat; \SPR 248 can be found in
\SCENE 151 .>
Msg703 <Absolutely nothing. You'd be best off talking to Redleo yourself.>
Prompt701 <What do you know about \OPR 248 ?>
GREETING_4 <if= QuestStatus 77 7 else GREETING_3 if= ArenaState 284 NAV_AS_Win
else .7_GoCheckLoss SetQuestStatus 77 8 if# ArenaWins 284 10 else GoBigWin Goto
.7_GoArenaWin>
*.9_GoCheckLoss <*ChallengerStatusReport 249 284 .9_GoNPCDied>
.9_GoInit <ifNPCOK 249 else .9_GoNPCDied NewChat Say 901 SetQuestStatus 78 9
NPCSubQMemo 249 9 902 AddChat 901>
*.9_GoNPCDied <*YourChallengerDied 284 78>
*.9_GoArenaWin <*ChallengeArenaWin 249 284 .9_GoConclude>
.9_GoConclude <ResetArena 284>
Result901 <NewChat Say 903>
Msg901 <For the next battle, you'll be facing a pilot named Zeemo . Go talk to
\OPR 249 at \SCENE 151 .>
Msg902 <Theub sent you to battle Zeemo in arena combat; \SPR 249 can be found in
\SCENE 151 .>
Msg903 <Just because you've never heard of someone is no guarantee that they'll be
an amateur. Of course, it's no guarantee that they won't be, either.>
Prompt901 <I've never heard of \OPR 249 before.>
requires <*ChallengeArenaWin>
GoMinorWin <NewChat Say 1501 CashPrize Reward ArenaThreat 284 100 Goto
GoResetArena>
Msg1501 <Good job. Here's the prize money you earned. Come back tomorrow for
another fight.>
Msg1501_1 <You did well out there; people will be talking about that win. Here's
your prize.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Good job. There'll be another fight tomorrow.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <I think that went fairly well. Here's your prize; hopefully I'll see
you back here for tomorrow's match.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You blew them away! Good work out there. Here's the prize you earned;
come back tomorrow and you might get another.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <I knew you could do it! Here's the prize money; come back tomorrow for
your next match.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You have lived to fight another day. Maybe tomorrow's match will be
more challenging.>
CMsg1501_6 <ifNPCMelancholy Accept>
GoArenaLoss <NewChat Say 1601 Goto GoResetArena>
Msg1601 <You lost the match. Come back here tomorrow and try your luck again.>
Msg1601_1 <You were defeated... that's not going to be good for your reputation.
We'll have another match tomorrow and maybe you can redeem yourself.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You lost. You can get another chance tomorrow.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <You lost the match, but it's not the end of the world. You can try
again tomorrow.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You'll never make it to the championship like this. Come back tomorrow
for a new battle.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <Well, that was a depressing performance. Maybe you'll do better in
tomorrow's match.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <That was horrible. You can come back here tomorrow for a chance to
redeem yourself.>
CMsg1601_6 <ifNPCMelancholy Accept>
GoArenaFull <NewChat Say 1701>
Msg1701 <What are you doing talking to me? Shouldn't you be fighting now?>
GoArenaBusy <NewChat Say 1801>
Msg1801 <There's no battle taking place right now. Come back tomorrow and there
should be another match.>
Msg1801_1 <All of our battle for today have concluded. You can come back tomorrow
and we should have something else lined up then.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <The arena's closed. Come back tomorrow for another fight.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Sorry, but we don't have any more matches going on today. I could let
you go into the arena by yourself but that would hardly be very exciting.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <We're closed. Come back tomorrow if you want to fight.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <I'm sorry but the arena is closed for today. We'll have another match
tomorrow, though!>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You're out of luck, the arena is closed. Come back later if you want to
fight.>
CMsg1801_6 <ifNPCMelancholy Accept>
GoNormalBattle <EndChat Say 1901 Goto GoStartFight>
Msg1901 <Good luck out there. Come back here if you win and I'll give you a
prize.>
Msg1901_1 <Your compeditors are in position and ready to fight. Good luck out
there. If you win the match, remember to come talk to me for your prize money.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <May the best pilot win.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <Here we go again. If you win the fight, come see me for your prize.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <Get ready for battle! If you win, make sure to come see me for the
prize money.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <Have a good match! Come talk to me after you've won and I'll give you
the prize money.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <Give them hell. Come back if you survive and I'll reward you then.>
CMsg1901_6 <ifNPCMelancholy Accept>
GoRefuseBattle <NewChat Say 2001>
Msg2001 <That's too bad. Come back later if you change your mind.>
Msg2001_1 <I see. I'm disappointed that you won't take part this time, but you can
always come back later.>
CMsg2001_1 <ifNPCSociable Accept>
Msg2001_2 <So that's how it is.>
CMsg2001_2 <ifNPCShy Accept>
Msg2001_3 <Oh well. If you should happen to change your mind, come back whenever.>
CMsg2001_3 <ifNPCEasygoing Accept>
Msg2001_4 <What's the matter? You don't have the guts for it?>
CMsg2001_4 <ifNPCPassionate Accept>
Msg2001_5 <Aw, that's no fun.>
CMsg2001_5 <ifNPCCheerful Accept>
Msg2001_6 <You have a well-developed sense of self-preservation. I can respect
that.>
CMsg2001_6 <ifNPCMelancholy Accept>
GoPreQuest <ifCHatNPCUnknown else GoArenaIntro V= 2101 10 V+ 2101 d8 NewChat Say
2101 AddChat 2101 AddChat 2102>
result2101 <Goto GoArenaIntro>
result2102 <NewChat Say 2102 AddReact d10 SkillXP 11 100 AddChat 2103
AddChat 2104 AddChat 2105>
result2103 <NewChat Say 2103 AddChat 2106>
result2104 <NewChat Say 2103 AddChat 2106>
result2105 <Goto GoArenaIntro>
result2106 <Goto GoArenaIntro>
Msg2101 <Hello, I'm \ChatNPC . It's nice to meet you.>
Msg2101_1 <Hi, my name is \ChatNPC . I'm glad to meet you.>
Msg2101_2 <My name is \ChatNPC . It's a pleasure to meet you.>
Msg2102 <Yes, it is. I've been a duelist for a while now... I'm hoping to qualify
for the championship soon.>
Msg2102_1 <Ah, so you must be a fan of the Pro Duelist League then! Yes, I'm a
member.>
CMsg2102_1 <ifNPCSociable Accept>
Msg2102_2 <Yes, it is. I've been a member of the league for a while.>
CMsg2102_2 <ifNPCShy Accept>
Msg2102_3 <Yeah, most of us in the league wear these. I've been playing for a
while but haven't scored that one big match yet.>
CMsg2102_3 <ifNPCEasygoing Accept>
Msg2102_4 <So, you know your stuff... I'll bet you must be quite the mecha pilot
too.>
CMsg2102_4 <ifNPCPassionate Accept>
Msg2102_5 <I take it you're interested in mecha, then? As you can tell, so am I.>
CMsg2102_5 <ifNPCCheerful Accept>
Msg2102_6 <Yes, that's right. I am a member of the Duelist's League.>
CMsg2102_6 <ifNPCMelancholy Accept>
Msg2103 <It's a dangerous but exciting life. I wouldn't want to be doing anything
else. Someday, maybe we'll get a chance to test each other's skill in the arena.>
Msg2103_1 <We should get together sometime and swap stories. I could tell you so
much about all the top players... You wouldn't believe what goes on behind the
scenes at the arena.>
CMsg2103_1 <ifNPCSociable Accept>
Msg2103_2 <In that case, maybe someday we can face each other in the arena.>
CMsg2103_2 <ifNPCShy Accept>
Msg2103_3 <The sport's a lot safer than it used to be back in the day, but arena
pilots still get killed every year. I've been lucky so far I guess. If you want,
we can get together and swap stories later.>
CMsg2103_3 <ifNPCEasygoing Accept>
Msg2103_4 <It's a dangerous life in the arena, but it's only through challenges
that we truly feel alive. If you're up for it maybe we can try our luck against
each other in the arena sometime.>
CMsg2103_4 <ifNPCPassionate Accept>
Msg2103_5 <This is the best job in the world. I get paid to pilot the coolest and
fastest mecha, meet all the top pilots, and win the adoration of League fans
everywhere. Maybe someday we can face each other in the arena. That'd be cool.>
CMsg2103_5 <ifNPCCheerful Accept>
Msg2103_6 <I know every time I enter the arena it could be my last. Some things
are more important than life itself. If you're interested, maybe we can spar with
one another later.>
CMsg2103_6 <ifNPCMelancholy Accept>
Prompt2101 <Nice to meet you too.>
Prompt2101_1 <Glad to meet you.>
Prompt2101_2 <I'm glad to meet you, too.>
Prompt2102 <Say, is that a Pro Duelist Association badge?>
CPrompt2102 <ifG PCPerception V2101 Accept>
Prompt2103 <I'm a member of the league myself.>
CPrompt2103 <if= PCFac 5 Accept>
Prompt2104 <I'd like to join the league some day.>
CPrompt2104 <if= PCFac 0 Accept>
Prompt2105 <Well, it's nice to meet you.>
Prompt2106 <I look forward to it.>
Prompt2106_1 <Sounds like fun.>
.3_GoCheckLoss <if= ArenaState 284 NAV_AS_Loss else .22_GoCheckAnything NewChat
Say 2201 ResetArena 284>
.22_GoCheckAnything <if# ArenaState 284 NAV_AS_Vacant else .22_GoCheckEligibility
NewChat Say 2202>
.22_GoCheckEligibility <ifNPCOK 246 else .3_GoNPCDied NewChat Say 2203>
Msg2201 <\PERSONA 246 defeated you in the arena. Try challenging \OPR 246 again
later; you can't advance in the competition until you defeat \OPR 246 .>
Msg2202 <You're supposed to fight \PERSONA 246 in the arena. Get over there and do
something!>
Msg2203 <You can't advance in the competition until after you defeat \PERSONA 246
.>
.3_GoNPCDied <NewChat Say 2301 SavePos PrepArena 284 150 Jump 284 SetQuestStatus
75 -2>
Msg2301 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2301_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2301_1 <ifNPCSociable Accept>
Msg2301_2 <Good luck.>
CMsg2301_2 <ifNPCShy Accept>
Msg2301_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2301_3 <ifNPCEasygoing Accept>
Msg2301_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2301_4 <ifNPCPassionate Accept>
Msg2301_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2301_5 <ifNPCCheerful Accept>
Msg2301_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2301_6 <ifNPCMelancholy Accept>
.3_GoArenaWin <NewChat Say 2401 CustomMecha .24_MekFac ArenaThreat 284 Goto
.3_GoConclude>
.24_MekFac <PDASS>
Msg2401 <In recognition of your victory, I'm glad to present you with a brand new
mecha. Come back tomorrow for another match.>
Msg2401_20 <You have defeated \PERSONA 246 . As a reward, you've earned a brand
new Duelist League mecha. There will be another match tomorrow.>
CMsg2401_20 <ifNPCOK 246 Accept>
.5_GoCheckLoss <if= ArenaState 284 NAV_AS_Loss else .25_GoCheckAnything NewChat
Say 2501 ResetArena 284>
.25_GoCheckAnything <if# ArenaState 284 NAV_AS_Vacant else .25_GoCheckEligibility
NewChat Say 2502>
.25_GoCheckEligibility <ifNPCOK 247 else .5_GoNPCDied NewChat Say 2503>
Msg2501 <\PERSONA 247 defeated you in the arena. Try challenging \OPR 247 again
later; you can't advance in the competition until you defeat \OPR 247 .>
Msg2502 <You're supposed to fight \PERSONA 247 in the arena. Get over there and do
something!>
Msg2503 <You can't advance in the competition until after you defeat \PERSONA 247
.>
.5_GoNPCDied <NewChat Say 2601 SavePos PrepArena 284 150 Jump 284 SetQuestStatus
76 -2>
Msg2601 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2601_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2601_1 <ifNPCSociable Accept>
Msg2601_2 <Good luck.>
CMsg2601_2 <ifNPCShy Accept>
Msg2601_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2601_3 <ifNPCEasygoing Accept>
Msg2601_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2601_4 <ifNPCPassionate Accept>
Msg2601_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2601_5 <ifNPCCheerful Accept>
Msg2601_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2601_6 <ifNPCMelancholy Accept>
.5_GoArenaWin <NewChat Say 2701 CashPrize Reward ArenaThreat 284 150 Goto
.5_GoConclude>
Msg2701_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg2701_10 <ifNPCDead 247 Accept>
Msg2701_20 <Good job against \PERSONA 247 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg2701_20 <ifNPCOK 247 Accept>
.7_GoCheckLoss <if= ArenaState 284 NAV_AS_Loss else .28_GoCheckAnything NewChat
Say 2801 ResetArena 284>
.28_GoCheckAnything <if# ArenaState 284 NAV_AS_Vacant else .28_GoCheckEligibility
NewChat Say 2802>
.28_GoCheckEligibility <ifNPCOK 248 else .7_GoNPCDied NewChat Say 2803>
Msg2801 <\PERSONA 248 defeated you in the arena. Try challenging \OPR 248 again
later; you can't advance in the competition until you defeat \OPR 248 .>
Msg2802 <You're supposed to fight \PERSONA 248 in the arena. Get over there and do
something!>
Msg2803 <You can't advance in the competition until after you defeat \PERSONA 248
.>
.7_GoNPCDied <NewChat Say 2901 SavePos PrepArena 284 150 Jump 284 SetQuestStatus
77 -2>
Msg2901 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg2901_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg2901_1 <ifNPCSociable Accept>
Msg2901_2 <Good luck.>
CMsg2901_2 <ifNPCShy Accept>
Msg2901_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg2901_3 <ifNPCEasygoing Accept>
Msg2901_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg2901_4 <ifNPCPassionate Accept>
Msg2901_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg2901_5 <ifNPCCheerful Accept>
Msg2901_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg2901_6 <ifNPCMelancholy Accept>
.7_GoArenaWin <NewChat Say 3001 CashPrize Reward ArenaThreat 284 150 Goto
.7_GoConclude>
Msg3001_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg3001_10 <ifNPCDead 248 Accept>
Msg3001_20 <Good job against \PERSONA 248 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg3001_20 <ifNPCOK 248 Accept>
.9_GoCheckLoss <if= ArenaState 284 NAV_AS_Loss else .31_GoCheckAnything NewChat
Say 3101 ResetArena 284>
.31_GoCheckAnything <if# ArenaState 284 NAV_AS_Vacant else .31_GoCheckEligibility
NewChat Say 3102>
.31_GoCheckEligibility <ifNPCOK 249 else .9_GoNPCDied NewChat Say 3103>
Msg3101 <\PERSONA 249 defeated you in the arena. Try challenging \OPR 249 again
later; you can't advance in the competition until you defeat \OPR 249 .>
Msg3102 <You're supposed to fight \PERSONA 249 in the arena. Get over there and do
something!>
Msg3103 <You can't advance in the competition until after you defeat \PERSONA 249
.>
.9_GoNPCDied <NewChat Say 3201 SavePos PrepArena 284 150 Jump 284 SetQuestStatus
78 -2>
Msg3201 <You were supposed to face a special opponent, but that's not going to
happen. Instead you'll just have a regular fight... Come talk to me when you're
done.>
Msg3201_1 <Did you hear that one of our pilots has died? This is a dangerous
business... The challenge match you were supposed to have has been cancelled;
instead you'll just fight a normal one.>
CMsg3201_1 <ifNPCSociable Accept>
Msg3201_2 <Good luck.>
CMsg3201_2 <ifNPCShy Accept>
Msg3201_3 <There's been a problem with the arena schedule, but fortunately it
doesn't affect you. Good luck on the field.>
CMsg3201_3 <ifNPCEasygoing Accept>
Msg3201_4 <Being an arena pilot is dangerous. The person you were supposed to
battle today has died. In place of the special match, we'll just run a normal
fight.>
CMsg3201_4 <ifNPCPassionate Accept>
Msg3201_5 <The special challenger match you were supposed to have has been
cancelled, but don't worry! In its place we'll hold a grand melee battle royale
instead. That sounds like way more fun.>
CMsg3201_5 <ifNPCCheerful Accept>
Msg3201_6 <You were going to have a special challenger for the next match, but as
so often happens your opponent has turned up dead. Instead I'll just set you up
against a massive group of nobodies.>
CMsg3201_6 <ifNPCMelancholy Accept>
.9_GoArenaWin <NewChat Say 3301 CashPrize Reward ArenaThreat 284 150 Goto
.9_GoConclude>
Msg3301_10 <Good job. Here's your prize money. Come back tomorrow for another
match.>
CMsg3301_10 <ifNPCDead 249 Accept>
Msg3301_20 <Good job against \PERSONA 249 . Here's your prize money. Come back
tomorrow for another fight.>
CMsg3301_20 <ifNPCOK 249 Accept>
Z
-1
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0 -3 157 3 0
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name <Galconde Spinner>
world <L5 Region>
desc <Galconde Spinner is the largest research center in the L5 region. It is a
mecca for technophiles and geeks.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown research safe>
personatype <city spinner research>
habitat <SPACE.URBAN>
entrance <*COLONY-1>
factions <RISHI L5LAW ROCKE>
desig <GALSP>
context <SPACE>
Quest1 <*:LocalQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <Galconde Spinner is the scientific wonderland of the L5 region. New
technology is available here before it appears anywhere else.>
Msg2 <You enter Galconde Spinner.>
Z
0 15 10 0 3
Stats 1 2 4 158
-1
ROGUECHAR <&>
NAME <Tech Outlet>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 159
0 19 1 10
-1
roguechar <H>
NAME <Guyatt Medical>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 160
-1
ROGUECHAR <&>
NAME <The Adminitarium>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 161
0 19 1 9
-1
roguechar <P>
NAME <Galconde Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 163
-1
ROGUECHAR <&>
NAME <Nova Initiative>
requires <*BUILDING>
Z
-1
-1
-1
0 -3 158 0 0
Stats 1 -1 2 30 3 20
0 7 16 7
-1
name <Tech Outlet>
type <building mall garage public>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Tech Outlet.>
Content1 <Some 1 40 Sub *GARAGE_X na>
Content2 <Some 1 100 Sub *WEAPON_SHOP na>
Content3 <Some 1 100 Sub *ARMOR_SHOP na>
Content4 <Some 1 100 Sub *MECHA_SHOP na>
Content5 <Some 1 100 Sub *GENERAL_SHOP na>
Content6 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content7 <Some 1 100 Sub *GALSP_TO_Content na>
Content9 <Fill Sub *SHOP_RANDOM na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 159 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
-1
name <Guyatt Medical>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *GALSP_Guyatt_Content>
Content2 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter Guyatt Medical.>
Z
0 2 0 0 0
Stats 1 13 2 11 3 16 4 14 5 12 6 15 7 13 8 11
0 -1 4 2
0 -12 3 4
0 -12 2 81
0 5 0 251
0 1 33 7
0 1 28 7
0 1 26 7
0 1 14 7
0 1 11 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 8
0 1 2 7
0 1 1 7
0 3 3 1
0 3 -3 -50
0 3 -7 50
0 3 -5 -25
0 2 0 1
0 3 -2 50
0 3 1 7
0 3 -4 35
0 3 -6 31
0 5 11 3
0 5 12 1
-1
job_desig <ADVEN>
JOB <BOUNTY HUNTER>
NAME <Gehew>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 251 0 0
Stats
0 -12 3 4
0 -12 2 81
-1
rumor4 <Gehew needs a mecha pilot to fight some pirates.>
greeting <if= V1 0 else GoGreet2 V= 1 1 MoveNPC 250 285 SetNPCTeam 250 3 SceneVar=
285 2 1 SetQEncActive 62 Goto GoGreet2>
GoGreet2 <if= V2 1 else GoCheckOffer if= SceneVar 285 1 2 else GoCheckLoss NewChat
Say 401 CashPrize Reward 31 100 V= 2 2>
GoCheckLoss <if= SceneVar 285 1 3 else GoMissionReminder NewChat Say 402 V= 2 2>
GoMissionReminder <NewChat Say 403>
GoCheckOffer <if= SceneVar 285 1 0 else GoAlreadyFought if= QuestStatus 81 4 else
GoNoQuest Goto GoCheckAuto>
GoAlreadyFought <V= 2 2 Goto GoNoQuest>
*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission
GoCheckSkill na 8>
*GoCheckSkill <*GenericMissionTest&Mecha GoMissionBriefing na GoRejectMission na
8 31>
*GoRejectMission <*RejectMission na>
GoMissionBriefing <NewChat Say 404 QMemo 81 405>
*GoNoQuest <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
Msg401 <The pirates have been defeated. Here's the reward you earned.>
Msg402 <You failed to defeat the pirates... now that they've moved camp, it's
going to take ages to find them again.>
Msg403 <There are pirates on the loose in \SCENE 162 . I'm still waiting for
someone to take me up on the reward.>
Msg404 <There's a group of pirates hiding in \SCENE 162 . If you could defeat
them, there'd be a reward in it for you.>
Msg405 <Gehew asked you to defeat some pirates in \SCENE 162 .>
requires <*MISC_CHATTER>
GoCheckAuto <if= V1501 0 else GoCheckSkill V= 1501 35 V+ 1501 d20 ifG React V1501
else GoCheckSkill NewChat Say 1501 AddChat 1501 AddChat 1502>
result1501 <Goto GoMissionBriefing>
result1502 <AddReact -1 Goto GoRejectMission>
Msg1501 <\PC , I was hoping to see you. I need someone for a mission and could use
your help.>
Msg1501_10 <When \FACTION na asked me to locate a cavalier for an upcoming
mission, yours was the first name I thought of. How'd you like to help me?>
CMsg1501_10 <ifFactionExists na Accept>
Msg1501_20 <I need someone for a mission against \FACTION 8 . How would you like
to help me out?>
CMsg1501_20 <ifFactionExists 8 Accept>
Msg1501_30 <Hey \PC , your old buddies from \FACTION 8 are in town. I have a
mission lined up against them and thought I'd give you first crack at it.>
CMsg1501_30 <ifFactionExists 8 ifFactionEnemy 8 Accept>
Prompt1501 <Tell me about it.>
Prompt1501_1 <What kind of mission is it?>
Prompt1501_2 <Of course I'll help you.>
Prompt1502 <Sorry, I can't.>
Prompt1502_1 <This isn't a good time for that now.>
Prompt1502_2 <Really, I'd rather not.>
GoCheckSkill <if= v1601 0 else .16_GoBeenBefore V= 1601 1 NewChat Say 1601
AddChat 1601 AddChat 1602 AddChat 1603 AddChat 1604>
.16_GoBeenBefore <NewChat SayAnything Goto na>
result1601 <ifConversation HardSkillTar 31 else .16_GoR1Lose ifG React -1 else
.16_GoR1Lose Goto GoMissionBriefing>
.16_GoR1Lose <NewChat Say 1602 Goto na>
result1602 <ifIntimidation SkillTar 31 else .16_GoR1Lose Goto GoMissionBriefing>
result1603 <AddEasygoing -d10 ifFlirtation HardSkillTar 31 else .16_GoR3Lose ifG
React 20 else .16_GoR3Lose AddReact 10 NewChat Say 1603 AddChat 1605>
.16_GoR3Lose <AddReact -10 EndChat Say 1604>
result1604 <Goto GoRejectMission>
result1605 <Goto GoMissionBriefing>
Msg1601 <I need to find a skilled mecha pilot for an upcoming mission.>
Msg1601_1 <I've been entrusted to locate a mecha pilot for an upcoming mission. I
certainly hope that I can find someone who's qualified.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <I need a decent pilot for a combat mission.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <It's going to be a lucky day for someone. I've been authorized to hire
a freelance mecha pilot for a lucrative combat mission.>
CMsg1601_3 <ifNPCCheerful Accept>
Msg1601_4 <It seems the trouble never ends. I need a skilled pilot for an urgent
combat mission.>
CMsg1601_4 <ifNPCMelancholy Accept>
Msg1601_5 <Hey, do you know any pilots around here? I've got to locate a skilled
cavalier for an upcoming job.>
CMsg1601_5 <ifNPCEasygoing Accept>
Msg1601_6 <I need to locate a pilot for an upcoming combat mission... only the
best will do.>
CMsg1601_6 <ifNPCPassionate Accept>
Msg1601_10 <I've been asked by \FACTION na to locate a freelance pilot for an
upcoming combat mission.>
CMsg1601_10 <ifFactionExists na Accept>
Msg1601_11 <You should know that I've been asked by \FACTION na to find a decent
combat pilot for a freelance job they're offering. This could be a good
opportunity for anyone who meets our requirements.>
CMsg1601_11 <ifNPCSociable ifFactionExists na Accept>
Msg1601_12 <I need a pilot to run a combat mission for \FACTION na .>
CMsg1601_12 <ifNPCShy ifFactionExists na Accept>
Msg1601_13 <I need a skilled pilot for an upcoming mission. This could be a golden
opportunity for anyone who's ever wanted to work for \FACTION na .>
CMsg1601_13 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_14 <It seems like the conflict never ends... \FACTION na needs a talented
cavalier to perform a dangerous mission.>
CMsg1601_14 <ifNPCMelancholy ifFactionExists na Accept>
Msg1601_15 <I was asked by \FACTION na to find a pilot for some kind of mission.>
CMsg1601_15 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_16 <I need a cavalier to perform a mission for \FACTION na . I don't know
why we aren't using one of our own pilots for this mission, but it is not my place
to judge.>
CMsg1601_16 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_20 <I need a talented mecha pilot for an upcoming combat mission against
\FACTION 8 .>
CMsg1601_20 <ifFactionExists 8 Accept>
Msg1601_21 <It's my duty to locate an experienced combat pilot for an upcoming
mission we have against \FACTION 8 . I've been searching high and low but so far
haven't found anyone qualified.>
CMsg1601_21 <ifNPCSociable ifFactionExists 8 Accept>
Msg1601_22 <I need a pilot for a job against \FACTION 8 .>
CMsg1601_22 <ifNPCShy ifFactionExists 8 Accept>
Msg1601_23 <As usual, the folks at \FACTION 8 are busy stirring up trouble. I've
been asked to find a mecha pilot to run a mission against them.>
CMsg1601_23 <ifNPCCheerful ifFactionExists 8 Accept>
Msg1601_24 <The conflict between us and \FACTION 8 may very well never end... It's
my duty to find a skilled pilot for a combat mission against them.>
CMsg1601_24 <ifNPCMelancholy ifFactionExists 8 Accept>
Msg1601_25 <Once again we square off against \FACTION 8 . This time I need a
freelance mecha pilot to run a mission against them.>
CMsg1601_25 <ifNPCEasygoing ifFactionExists 8 Accept>
Msg1601_26 <Those fools in \FACTION 8 must be punished for what they have done.
I've been authorized to hire a mecha pilot for an immediate combat mission against
them.>
CMsg1601_26 <ifNPCPassionate ifFactionExists 8 Accept>
Msg1602 <Sorry, but I don't think you're quite what we're looking for.>
Msg1602_1 <I don't think so. In addition to lacking the skills we need, you also
show a tragic lack of style. Skills can be learned with experience but that
boorish manner will be yours forever.>
CMsg1602_1 <ifNPCSociable ifG 20 React Accept>
Msg1602_10 <If it were just up to me, I'd hire you. Unfortunately I don't think
you'd be approved by everyone else.>
CMsg1602_10 <ifNPCSociable ifG React 19 Accept>
Msg1602_2 <You're not the type I'm looking for.>
CMsg1602_2 <ifNPCShy Accept>
Msg1602_3 <I don't think you're quite what we're looking for, but keep trying and
I'm sure you'll find a mission somewhere!>
CMsg1602_3 <ifNPCCheerful Accept>
Msg1602_4 <Didn't I say we were looking for a qualified pilot? I'm sorry, but
you're not it.>
CMsg1602_4 <ifNPCMelancholy Accept>
Msg1602_5 <You're not the sort of pilot I think we need for this mission. Maybe
you can find work somewhere else.>
CMsg1602_5 <ifNPCEasygoing Accept>
Msg1602_6 <I'll be honest... You may have the skills, but your presentation leaves
me cold. Nobody else along the chain of command would be willing to authorize you
like that.>
CMsg1602_6 <ifNPCPassionate Accept>
Msg1603 <I think you might be perfect for this job... among other things. How
about I give you the details?>
Msg1603_1 <I believe you may have what I need... er, I mean, what we need. For
this job. How about I just give you the details?>
Msg1603_2 <Oh my... Yes, I think you're definitely the right one for this...
job... What was I saying? How about I just give you the mission briefing?>
Msg1604 <Do you really expect to get a job after calling me "Baby"!? Get out of
here... Just leave...>
Msg1604_1 <Note for future reference: "Sleazy" is not a good look for a job
interview. Just get out of here, please...>
Msg1604_2 <Oh, yeah, like calling anyone "baby" has ever had a positive effect.
You can forget about this job... and anything else you had in mind, as well.>
Prompt1601 <Tell me the mission details.>
Prompt1601_1 <I'd like to hear more about that.>
Prompt1602 <If you're looking for the best pilot, that'd be me.>
Prompt1602_1 <If you want the job done right, I'm your pilot.>
Prompt1603 <I've got exactly what you need right here, baby.>
CPrompt1603 <ifChatNPCSexy Accept>
Prompt1603_1 <I'm the only one you need, baby.>
Prompt1604 <I'm not interested in working for you.>
Prompt1604_1 <Sorry, I'm not interested.>
Prompt1605 <Go on.>
Prompt1605_1 <Please do.>
GoRejectMission <NewChat Say 1701 Goto na>
Msg1701 <That's too bad. I'll have to find someone else, then.>
Msg1701_1 <Maybe we can work together some other time.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <I see. Well, I should get back to work.>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <Okay, it shouldn't be hard for me to find someone else.>
CMsg1701_3 <ifNPCCheerful Accept>
Msg1701_4 <Alright, so long as you're willing to live with the consequences of
your decision.>
CMsg1701_4 <ifNPCMelancholy Accept>
Msg1701_5 <Don't worry about it. I'll find someone else for the job.>
CMsg1701_5 <ifNPCEasygoing Accept>
Msg1701_6 <So that's how it is... Don't think I won't remember this.>
CMsg1701_6 <ifNPCPassionate Accept>
GoNoQuest <ifChatNPCUnknown else GoChat NewChat Say 1801 AddChat 1801 AddChat 1802
AddChat 1803>
result1801 <AddSociable d10 Goto GoChat>
result1802 <ifG PCRenown ChatNPCRenown else .18_GoR2TryCon ifG PCRenown d50 else
.18_GoR2TryCon AddReact d10 NewChat Say 1802 AddChat 1804 AddChat 1805>
.18_GoR2TryCon <ifConversation ChatNPCEgo else .18_GoR2Fail NewChat Say 1804
AddRenown 1 AddReact d10 AddChat 1804 AddChat 1805>
.18_GoR2Fail <AddEasygoing -d10 NewChat Say 1803 AddChat 1804 AddChat 1805>
result1803 <AddSociable -d10 Goto GoChat>
result1804 <Goto GoChat>
result1805 <AddCheerful -d20 AddReact -d5 Goto GoChat>
Msg1801 <Hi there. You're a fellow mecha pilot, aren't you? I can tell from the
look in your eyes.>
Msg1801_1 <Hey, I don't think we've met before. My name's \ChatNPC . I'm a mecha
pilot. From the look of your stuff, I'd guess that you're one, too.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You there... You're a pilot, aren't you?>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <Hey, my name's \ChatNPC . You look like you're a fellow mecha pilot; am
I right?>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <You! You're a pilot, right? So am I! I can tell just from looking.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <Nice gear. You must be a mecha pilot to be walking around with that
kind of kit, right?>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <I can tell from your eyes that you've seen a lot of death. My name's
\ChatNPC ... You're a mecha pilot too, right?>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <I deduce from your appearance that you must be a cavalier. Isn't that
correct?>
CMsg1801_7 <ifNPCPragmatic Accept>
Msg1801_8 <You have the feeling of a warrior... You must be another mecha pilot,
am I right?>
CMsg1801_8 <ifNPCSpiritual Accept>
Msg1802 <Wait, you're \PC ? It's an honor to meet such a famous pilot!>
Msg1802_1 <You mean... I'm speaking to \PC ? Wow... It's a pleasure to meet you.>
Msg1802_2 <Really? Wow... It's an honor to be speaking with such a renowned
pilot.>
Msg1803 <\PC ? No, that doesn't ring any bells... It's nice to meet you, anyhow.>
Msg1803_1 <Hm? I haven't heard of you before... still, it's nice to make your
acquentance.>
Msg1803_2 <I don't think I've heard of you before. Anyhow, it's nice to meet you.>
Msg1804 <\PC ? I think I've heard that name before... they say you're really good.
It's nice to meet you.>
Msg1804_1 <Oh, I think I heard about you... they say you're dangerous. It's nice
to meet you.>
Msg1804_2 <So you're \PC . I'm glad that we're meeting here, and not on the
battlefield. It's a pleasure to meet you.>
Prompt1801 <That's right. My name's \PC .>
Prompt1801_1 <Absolutely right. My name's \PC .>
Prompt1802 <You've probably heard of me; the name's \PC .>
Prompt1802_1 <I'm \PC , famous pilot from \SCENE PCHomeTown .>
Prompt1803 <That's none of your business, thanks.>
Prompt1803_1 <I'd rather not talk about it.>
Prompt1804 <Nice to meet you too.>
Prompt1805 <It's not all that nice.>
CPrompt1805 <IfPCMelancholy Accept>
GoChat <NewChat SayAnything>
Z
-1
-1
-1
0 -3 160 0 0
Stats 1 -29 2 24 3 21
0 7 16 2
0 21 2 2
0 5 2 11
-1
name <The Adminitarium>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Adminitarium.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 2 55 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#---#>
Z
0 2 0 0 0
Stats 1 11 2 14 3 17 4 17 5 12 6 12 7 9 8 13
0 5 0 120
0 5 12 3
0 5 11 12
0 3 -6 71
0 3 -7 19
0 3 -4 -28
0 3 -3 53
0 3 1 13
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 11 11
0 1 12 12
0 1 13 11
0 1 18 11
0 1 26 11
0 1 33 11
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Buckeva>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 14 2 15 3 20 4 14 5 12 6 11 7 13 8 13
0 5 0 121
0 5 12 3
0 5 11 1
0 3 -6 108
0 3 -4 -9
0 3 1 6
0 -8 2 2
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 14
0 1 3 14
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Sukcho>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <....31..............#&+&#>
Z
0 2 0 0 0
Stats 1 12 2 12 3 11 4 12 5 11 6 18 7 17 8 16
0 5 0 122
0 3 -2 7
0 3 -5 49
0 3 1 6
0 3 0 1
0 -8 2 1
0 5 2 11
0 -1 4 2
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
JOB <POLITICIAN>
NAME <Buckter>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 19 2 10 3 12 4 13 5 12 6 10 7 11 8 13
0 5 0 123
0 5 12 1
0 1 12 12
0 5 11 12
0 3 -6 66
0 3 -2 18
0 3 1 13
0 3 0 1
0 -8 2 3
0 5 2 11
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 11
0 1 2 11
0 1 3 11
0 1 4 11
0 1 5 11
0 1 6 11
0 1 7 11
0 1 8 11
0 1 9 11
0 1 10 11
0 1 18 11
0 1 26 11
0 1 33 11
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Tersunalt>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
0 -3 161 0 0
Stats 1 -29 2 20 3 21
0 7 16 4
-1
name <Galconde Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Galconde Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content4 <Some 1 75 Sub *GOV_POLICE na>
Content5 <Some 1 100 Sub *MECHANIC_SHOP na>
Content6 <Fill Sub *SPACEPORT_X>
Z
0 2 0 0 0
Stats 1 15 2 13 3 16 4 14 5 11 6 8 7 9 8 16
0 -1 4 2
0 -12 3 2
0 -12 2 81
0 5 0 250
0 1 33 7
0 1 26 7
0 1 18 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 7
0 1 2 7
0 1 1 8
0 3 3 1
0 2 0 1
0 3 1 -2
0 3 0 1
0 3 -7 18
0 3 -2 38
0 3 -5 17
0 3 -3 24
0 3 -1 -42
0 3 -6 29
0 3 -4 69
0 5 11 1
0 5 12 7
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Baa>
ELEMENT <C Prefab>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
0 2 0 0 0
Stats 1 18 2 9 3 14 4 11 5 8 6 14 7 12 8 12
0 5 0 124
0 5 12 8
0 5 11 12
0 3 -6 121
0 3 -2 22
0 3 -5 -39
0 3 1 -3
0 3 0 1
0 -1 4 3
0 2 0 1
0 3 3 1
0 3 -4 -50
0 3 -1 50
0 5 2 14
0 1 1 15
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 12 16
0 1 17 15
0 1 26 15
0 1 33 15
0 1 42 15
-1
job_desig <MILIT>
JOB <ROCKET STAR>
NAME <Kunken>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 162
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Galconde Station Exterior>
Z
-1
-1
-1
0 -3 162 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Galconde Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 161
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Galconde Spinner>
Z
-1
-1
0 15 11 0 0
Stats 7 20 8 2
0 -12 3 3
0 -12 2 82
0 7 0 61
-1
ROGUECHAR <*>
name <Abandoned Mecha>
desig <QUEST-ENCOUNTER-AUTO-WANDER>
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= QuestStatus 82 3 else GoHide Goto
GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
rumor3 <Baa was forced to eject outside the station.>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifEncounterVisible Goto Use>
USE <ifYesNo 1 2 3 else GoTakeMecha Print 4 XPV 50 SetQuestStatus 82 -1
DeleteItem 61>
GoTakeMecha <RandomMecha .mekdesc 29 SetQuestStatus 82 -2 DeleteItem 61>
.mekdesc <GENERAL>
Msg1 <You spot a mecha floating in space. It's most likely the one lost by Baa.>
Msg2 <Mark its location for Baa.>
Msg3 <Take the mecha as your own.>
Msg4 <You send the mecha coordinates to Baa.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 4 285 7 50
0 -12 3 4
0 -12 2 81
0 7 0 62
-1
ROGUECHAR <*>
name <Red Rover Pirates>
desig <entrance 285>
Special <NoMSID>
update <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0 if# SceneVar
285 1 0 else GoSetOrders ShowEncounter Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifG 1 SceneVar 285 1 ifUStealth 15
else GoAutoAttack ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 285 2 0
Stats 1 23 2 50 3 50 4 1
0 -12 2 81
0 -12 1 31
0 22 1 1
0 22 2 1
0 21 3 1
-1
NAME <Terseo Aftle Region>
requires <*BLANK .Space .Mecha>
type <Space>
special <ShowAll>
terrain <SPACE>
HABITAT <SPACE.URBAN>
start <if= V1 0 else GoBeenBefore V= 1 1 ifNPCInPlay 250 ForceChat 250>
nu1 <if= t1 0 Return if= L1 1 L= 1 3 SetQuestStatus 81 -2 Goto GoMoveNPC>
nu2 <if= t2 0 if= L1 1 L= 1 2 ifNPCInPlay 250 else GoNotInPlay ForceChat 250 Goto
GoMoveNPC>
GoNotInPlay <SetQuestStatus 81 -2 Goto GoMoveNPC>
GoMoveNPC <ifNPCOK 250 MoveNPC 250 161>
Z
0 15 0 0 0
Stats 1 1 3 -100 4 286
-1
desig <Entrance 286>
roguechar <*>
SDL_SPRITE <prop_derelict.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the spaceship.>
name <Shady Microstation>
Z
-1
-1
-1
0 -3 286 0 0
Stats 1 -1 2 15 3 15
0 -12 2 81
0 -12 1 31
0 5 2 8
0 -12 6 252
0 2 5 15
0 7 16 3
-1
NAME <Yades's Black Market>
requires <*BlackMarket>
type <building Sleazy Dangerous BlackMarket>
special <ADDEXIT UNREGULATED>
Content1 <Some 1 100 Sub *BLACKMARKET_SHOP na>
Content2 <Some 1 100 Sub *WEAPON_SHOP na>
Content3 <Fill Sub *BLACKMARKET_X na>
Start <Print 1>
Msg1 <You enter \SCENE SceneID .>
HABITAT <SPACE.URBAN>
name_1 <Yades>
Z
0 2 0 0 0
Stats 1 9 2 14 3 16 4 11 5 12 6 10 7 9 8 9
0 -1 4 2
0 -12 3 4
0 -12 2 81
0 5 0 252
0 1 42 7
0 1 26 7
0 1 17 7
0 1 13 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 7
0 1 2 7
0 1 1 7
0 3 3 1
0 3 -2 -31
0 2 0 1
0 5 2 8
0 3 1 6
0 3 -4 -54
0 5 11 18
0 1 18 8
0 5 12 1
0 3 -6 31
-1
job_desig <ADVEN>
JOB <PIRATE>
NAME <Yades>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 252 0 0
Stats
0 -12 3 4
0 -12 2 81
-1
*greeting <*NiceToMeetYou GoChat>
*GoChat <*MISC_CHATTER>
requires <*MISC_CHATTER>
greeting <ifCHatNPCUnknown else GoChat NewChat Say 1501 AddChat 1501>
result1501 <Goto GoChat>
Msg1501 <Hi, I'm \ChatNPC .>
Msg1501_1 <Hello, my name is \ChatNPC . It's nice to meet you. What's your name?>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <Hey. Who are you?>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <Hi, my name is \ChatNPC . It's a real pleasure to meet you!>
CMsg1501_3 <ifNPCCheerful Accept>
Msg1501_4 <Yes, who are you? This has been a terrible enough day already...>
CMsg1501_4 <ifNPCMelancholy Accept>
Msg1501_5 <I don't believe we've met. My name's \ChatNPC .>
CMsg1501_5 <ifNPCEasygoing Accept>
Msg1501_6 <I've never seen you before. The name's \ChatNPC ; what's yours?>
CMsg1501_6 <ifNPCPassionate Accept>
Prompt1501 <My name is \PC .>
Prompt1501_1 <I'm \PC of \SCENE PCHomeTown .>
CPrompt1501_1 <ifPCSociable Accept>
Prompt1501_2 <You don't need to know my name.>
CPrompt1501_2 <ifPCShy Accept>
Prompt1501_3 <I'm \PC . Glad to meet you.>
CPrompt1501_3 <ifPCCheerful Accept>
Prompt1501_4 <If you must know, I'm \PC .>
CPrompt1501_4 <ifPCMelancholy Accept>
Prompt1501_5 <I'm \PC .>
CPrompt1501_5 <ifPCEasygoing Accept>
Prompt1501_6 <My name's \PC ... don't forget it.>
CPrompt1501_6 <ifPCPassionate Accept>
GoChat <NewChat SayAnything>
Z
-1
-1
-1
0 -4 1 0 0
Stats
0 -1 2 -1
0 -1 3 1
-1
name <Player Team>
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
0 -1 3 -1
0 5 2 8
-1
name <Enemy Team>
Deploy <if= L1 0 WMecha 2 31 220>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
0 -1 2 -1
-1
name <E3 Team>
Z
-1
-1
-1
-1
0 -5 250 0 0
Stats
0 -12 3 2
0 -12 2 81
-1
rumor0 <Baa dreams of becoming a famous mecha pilot.>
greeting <if= QuestStatus 81 4 else GREETING_1 if= SceneVar 285 1 2 else
.4_GoCheckBattle NewChat Say 401 AddChat 401>
GoCheckLoss <if= QuestStatus 82 -2 else GoQuestInProgress NewChat Say 4
SetQuestStatus 81 -2>
GoQuestInProgress <NewChat Say 1>
GoCheckFirst <if= QuestStatus 81 0 else GoNoQuest NewChat Say 1 QMemo 81 2
SetQuestStatus 81 2 SetQuestStatus 82 3>
*GoNoQuest <*MISC_Chatter>
Msg1 <I'd like to become a famous pilot some day, but in order to do that I'm
going to need my mecha back...>
Msg2 <Baa told you that \SPR 250 needs to get \PPR 250 mecha back from somewhere.>
Msg3 <Thanks for helping to get my mecha back! Now all I need is a chance to prove
what a good pilot I could be...>
Msg4 <Without a mecha, I guess I'm just nothing...>
GREETING_1 <if= QuestStatus 81 2 else GoCheckFirst if= QuestStatus 82 -1 else
GoCheckLoss NewChat Say 3 SetQuestStatus 81 4>
.4_GoCheckBattle <if= SceneVar 285 1 1 else .4_GoCheckBusy EndChat Say 403 AddChat
402 AddChat 403>
.4_GoCheckBusy <if# SceneVar 285 2 0 else .4_GoFirst NewChat Say 402>
*.4_GoFirst <*IMustProveMyself>
Result401 <Goto .5_GoInit>
*Result402 <*LetsDefeatThem>
Result403 <EndChat Say 404>
Msg401 <We did it! I've survived a real mecha fight. I feel like I could take on
the world!>
Msg402 <I'm busy right now.>
Msg403 <\PC ! Look, I've found the pirates that Gehew was looking for!>
Msg404 <No way. I have to prove myself... if I leave now, will I be running
forever?>
Prompt401 <Don't get too excited.>
Prompt402 <I'll help you out.>
Prompt402_1 <I'll back you up.>
Prompt403 <Get out of here; it's too dangerous.>
.5_GoInit <NewChat Say 501 SetQuestStatus 81 -1>
Msg501 <Thanks for your help. I won't forget what you've done.>
requires <*LetsDefeatThem>
GoNoQuest <NewChat SayAnything>
.4_GoFirst <NewChat Say 1601>
Msg1601 <I really need to prove myself. I can't stand the thought of being a loser
for the rest of my life.>
Result402 <EndChat Say 1701>
Msg1701 <Let's defeat them!>
Z
-1
-1
-1
0 -3 163 0 0
Stats 1 -29 2 15 3 15
0 7 16 4
0 21 2 2
-1
name <Nova Initiative>
type <building university laboratory public>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Nova Initiative building.>
Content7 <Some 2 100 Sub *GALSP_NI_Content na>
Content9 <Fill Sub *UNIVERSITY_X na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
minimap <.......2....1....3.......>
Z
0 15 8 0 0
Stats
0 -8 2 1
-1
ROGUECHAR <?>
Name <About Nova>
use <Alert 1>
msg1 <The Nova Initiative was founded by Rishiri Spinner to promote science and
technology in the L5 region.>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 4
0 -8 2 2
-1
name <Pasteur Statue>
desig <MANNEKIN-M>
roguechar <M>
SDL_Sprite <cha_m_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
use <Alert 1>
Msg1 <Science and Peace will triumph over Ignorance and War, nations will
eventually unite not to destroy but to edify, and the future will belong to those
who have done the most for the sake of humanity. - Louis Pasteur>
Z
-1
-1
0 13 0 10 0
Stats
0 -6 2 4
0 -8 2 3
-1
name <Curie Statue>
desig <MANNEKIN-F>
roguechar <M>
SDL_Sprite <cha_f_bounty hunter.png>
SDL_Colors <244 216 28 201 205 229 181 185 207>
use <Alert 1>
Msg1 <Nothing in life is to be feared, it is only to be understood. Now is the
time to understand more, so that we may fear less. - Marie Curie>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <.....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 8 2 8 3 9 4 13 5 16 6 11 7 18 8 8
0 -12 2 83
0 5 0 125
0 -8 2 1
0 3 1 28
0 -1 4 2
0 3 -4 -50
0 3 -7 50
0 3 0 1
0 2 0 1
0 1 11 3
0 1 15 5
0 1 17 5
0 1 22 10
0 1 29 10
0 1 31 5
-1
job_desig <ACADE>
JOB <SCIENTIST>
name <Faski>
quest <*:NPCQuest>
Z
-1
0 1 2 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 3 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 3 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 3 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -3 287 0 0
Stats 1 -31 2 22 3 32
0 -12 2 83
0 -12 1 32
0 21 2 1
0 7 16 2
-1
NAME <Uojoy Basement>
requires <*ExterminationBasement>
type <Private Basement>
special <NOEXIT>
content <Fill Sub *STORAGE_X na>
Start <Print 1 if= L2 0 if= QuestStatus 83 2 L= 2 1 WMonster 2 32 100>
nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1>
Msg1 <You enter the basement.>
Msg2 <That seems to be the last of the vermin.>
HABITAT <SPACE.URBAN>
Z
-1
0 -4 1 0 0
Stats
0 -1 2 -1
-1
Z
-1
-1
0 -4 2 0 0
Stats
0 -1 1 -1
-1
name <Monsters>
type <Vermin>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 3 0 0
Stats 4 163
-1
ROGUECHAR </>
NAME <Stairs Up>
Z
-1
-1
-1
-1
0 -5 125 0 0
Stats
0 -12 3 2
0 -12 2 83
-1
rumor0 <Faski has lost control of the lab.>
greeting <if= QuestStatus 83 2 else GoFirstTime NewChat Say 1 AddChat 1 AddChat 2>
*GoFirstTime <*ENEMY_CHECK GoGreeting ChatNPCFac GoMakeEnemy>
GoMakeEnemy <PCEnemy 125 SetQuestStatus 83 -2>
*GoGreeting <*NiceToMeetYou GoCheckRenown>
GoCheckRenown <if= QuestStatus 83 0 else GoChat ifG PCRenown d32 else
GoCheckWangtta Goto GoOfferMission>
GoCheckWangtta <ifG React d10 else GoChat ifG -d10 PCRenown else GoChat Goto
GoOfferMission>
*GoOfferMission <*AreYouHereAboutJob GoMissionDesc>
GoMissionDesc <NewChat Say 2 AddChat 3 AddChat 4 AddChat 5>
GoStartQuest <SetQuestStatus 83 2 UpdateProps QMemo 83 5>
*GoChat <*MISC_CHATTER>
Result1 <NewChat Say 3>
Result2 <Goto .3_GoInit>
result3 <NewChat Say 4 Goto GoStartQuest>
result4 <NewChat Say 6 SetQuestStatus 83 -2>
result5 <NewChat Say 7 AddChat 6 AddChat 7>
result6 <NewChat Say 8 AddEasygoing -d10 AddHeroic 1 AddReact -10 SetQuestStatus
83 -2>
result7 <NewChat Say 9 AddHeroic 1 Goto GoStartQuest>
Msg1 <Have you solved the problem at the lab? I can't afford to lose another grad
student down there.>
Msg2 <Some of the lab rats at \SCENE 163 have gotten loose and started multiplying
in the basement. Unfortunately, these aren't white rats, but instead Amazonian
Mutazorgs, so it's a bit dangerous...>
Msg3 <Always looking for an extension... that's the story of my life.>
Msg4 <Yes, that's right. I even have a bit of money left over from the research
grant to offer you a reward if you succeed.>
Msg5 <Faski asked you to clear the escaped lab rats from the basement of \SCENE
163 .>
Msg6 <In that case, you should probably stick to studying physics. All the other
sciences, and quite a few of the humanities, involve rats to some degree or
another.>
Msg7 <We can argue about the morality of using lab animals some other time. Right
now there are dangerous creatures loose on campus, and someone has to stop them!>
Msg8 <I find your lack of concern for human life disturbing. Luckily, you aren't
the only cavalier in \SCENE RootSceneID .>
Msg9 <Thank you. If you succeed, I'll reward you with some of the leftover grant
money.>
Prompt1 <I'll get to it soon.>
Prompt2 <Your rats have been terminated.>
CPrompt2 <if= SceneVar 287 1 1 Accept>
Prompt3 <And you want me to get rid of them?>
Prompt4 <Giant rats? I want nothing to do with this.>
Prompt5 <Serves you right. Animal experimentation is wrong.>
CPrompt5 <ifPCSpiritual Accept>
Prompt6 <It's your mess. You clean it up.>
Prompt7 <You're right. I'll see what I can do.>
*.3_GoInit <*MissionWasSuccess&Reward .3_GoFinish ChatNPCFac na>
.3_GoFinish <CashPrize Reward 34 250 SetQuestStatus 83 -1>
requires <*MissionWasSuccess>
GoFirstTime <ifFactionEnemy ChatNPCFac else GoGreeting EndChat Say 1501 Goto
GoMakeEnemy>
Msg1501 <You've got a lot of nerve showing up here at a time like this...>
Msg1501_1 <You shouldn't be here...>
Msg1501_2 <I have nothing to say to you...>
GoGreeting <ifCHatNPCUnknown else GoCheckRenown NewChat Say 1601 AddChat 1601
AddChat 1602>
result1601 <Goto GoCheckRenown>
result1602 <NewChat AddEasygoing -d6 Say 1602 AddChat 1603 AddChat 1604>
result1603 <AddEasygoing d6 Reputation 3 d8 Goto GoCheckRenown>
result1604 <AddSociable -d4 Goto GoCheckRenown>
Msg1601 <My name is \ChatNPC . Who are you?>
Msg1601_1 <Hello, I don't believe we've been introduced. My name is \ChatNPC .
What's your name?>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <Huh, who are you?>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <Hey there! My name's \ChatNPC ; what's yours?>
CMsg1601_3 <ifNPCCheerful Accept>
Msg1601_4 <Oh, hello... I am \ChatNPC . Who might you be?>
CMsg1601_4 <ifNPCMelancholy Accept>
Msg1601_5 <I haven't seen you here before. What's your name?>
CMsg1601_5 <ifNPCEasygoing Accept>
Msg1601_6 <Look at this... Obviously a person of some ambition. May I ask what you
call yourself?>
CMsg1601_6 <ifNPCPassionate Accept>
Msg1602 <It was only a simple question, no reason to be so hostile... unless
you've got something to hide.>
Msg1602_1 <No answer? Could it be that you've got some reason to keep your
identity a secret?>
CMsg1602_1 <ifNPCLawful Accept>
Msg1602_2 <You don't want to answer? What, are you a narc or something?>
CMsg1602_2 <ifNPCCriminal Accept>
Msg1602_3 <No name, huh? Interesting. I guess this means you've got something to
hide...>
CMsg1602_3 <ifNPCEasygoing Accept>
Msg1602_4 <So, you're a person with dark secrets... I wonder what those could be.>
CMsg1602_4 <ifNPCMelancholy Accept>
Msg1602_5 <That's very strange. I just asked what your name is... I can't see any
reason why you wouldn't want to tell me that.>
CMsg1602_5 <ifNPCSociable Accept>
Msg1602_6 <You've got secrets? I can respect that.>
CMsg1602_6 <ifNPCShy Accept>
Msg1602_7 <What's your problem? Do you have something to hide?>
CMsg1602_7 <ifNPCPassionate Accept>
Prompt1601 <I'm \PC .>
Prompt1601_1 <My name is \PC .>
Prompt1601_2 <They call me... \PC !>
CPrompt1601_2 <ifPCPassionate Accept>
Prompt1602 <What's it to you?>
Prompt1602_1 <None of your business.>
Prompt1603 <I'm sorry, my name is \PC .>
Prompt1603_1 <Sorry, I'm a bit defensive.>
Prompt1604 <I don't give my name to just anybody.>
Prompt1604_1 <My name isn't important.>
Prompt1604_2 <Look, just forget about it.>
GoOfferMission <NewChat Say 1701 AddChat 1701 AddChat 1702>
result1701 <Goto GoMissionDesc>
result1702 <NewChat Say 1702 AddChat 1703>
result1703 <Goto GoMissionDesc>
Msg1701 <Hello. You must be here about the job, is that correct?>
Msg1702 <So you're not here about that? Well, any port in a storm, I guess... I
need a cavalier for a mission right away.>
Prompt1701 <Yes I am.>
Prompt1701_1 <That's right.>
Prompt1702 <Job? What job?>
Prompt1702_1 <What job? I don't know what you're talking about.>
Prompt1703 <Tell me the details.>
GoChat <NewChat SayAnything>
.3_GoInit <NewChat Say 1901 Goto .3_GoFinish>
Msg1901 <The mission was a complete success. Good job.>
Msg1901_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1901_1 <ifNPCSociable Accept>
Msg1901_2 <The mission was a success.>
CMsg1901_2 <ifNPCShy Accept>
Msg1901_3 <That went well. Your mission was a complete success.>
CMsg1901_3 <ifNPCEasygoing Accept>
Msg1901_4 <You did it! Congratulations on a job well done.>
CMsg1901_4 <ifNPCPassionate Accept>
Msg1901_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1901_5 <ifNPCCheerful Accept>
Msg1901_6 <I can't believe you really did it. The mission was a success.>
CMsg1901_6 <ifNPCMelancholy Accept>
Msg1901_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg1901_10 <ifFactionExists ChatNPCFac Accept>
Msg1901_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg1901_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1901_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg1901_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1901_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg1901_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1901_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg1901_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1901_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg1901_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1901_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg1901_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1901_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1901_20 <ifFactionExists na Accept>
Msg1901_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1901_21 <ifNPCSociable ifFactionExists na Accept>
Msg1901_22 <You defeated \FACTION na . Congratulations.>
CMsg1901_22 <ifNPCShy ifFactionExists na Accept>
Msg1901_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1901_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1901_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1901_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1901_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1901_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1901_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1901_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <#...##.2.##...###+###...#>
special <SHAREDPALETTE>
Z
0 15 6 0 0
Stats 4 287
0 -8 2 2
-1
ROGUECHAR <.>
NAME <Trapdoor>
desig <ENTRANCE 287>
Z
-1
-1
-1
0 15 1 5 0
Stats
-1
ROGUECHAR <+>
NAME <Door>
update <if= V1 0 else GoCheckQuest V= 1 1 SetStat STAT_Lock 9>
GoCheckQuest <ifG QuestStatus 83 0 SetStat STAT_Lock 0>
Z
-1
-1
-1
-1
-1
0 -3 164 3 0
Stats 1 -7 2 30 3 10
0 5 2 11
0 -1 1 45
0 -1 0 14
-1
name <Rishiri Spinner>
world <L5 Region>
desc <Rishiri Spinner is a major trading port and protector of the Rishiri
Dominion.>
special <NOEXIT SHOWALL SOLO TOWNMECHA>
type <city town spinner target outdoors urban destination hometown capitol>
habitat <SPACE.URBAN>
personatype <city capitol spinner>
entrance <*COLONY-1>
factions <RISHI ROCKE L5LAW>
desig <RISSP>
context <SPACE>
Quest1 <*:LocalQuest>
start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
GoSecondTime <Print 2>
Msg1 <The gleaming towers of Rishiri Spinner reflect the dizzying heights of human
achievement. The citizens of this city strive to be the best in all things.>
Msg2 <You enter Rishiri Spinner.>
Z
0 15 10 0 3
Stats 1 3 4 165
0 19 1 12
-1
roguechar <S>
NAME <Contra Dextra Avenue>
requires <*DEPARTMENTSTORE>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 166
0 19 1 10
-1
roguechar <H>
NAME <Arcadia Hospital>
requires <*HOSPITAL>
Z
-1
-1
0 15 10 0 3
Stats 1 2 4 167
0 19 1 11
-1
roguechar <G>
NAME <Space Force Service>
requires <*GARAGE>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 169
-1
ROGUECHAR <&>
NAME <Rishiri Center>
requires <*BUILDING>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 170
0 19 1 9
-1
roguechar <P>
NAME <Rishiri Spaceport>
requires <*SPACEPORT>
Z
-1
-1
0 15 10 0 3
Stats 1 3 4 172
-1
ROGUECHAR <&>
NAME <the Aegis L5 Embassy>
requires <*BUILDING>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 6
0 -12 2 87
0 7 0 66
-1
ROGUECHAR <*>
name <Rishiri Mecha Force>
Special <NoMSID>
update <if= QuestStatus 87 6 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 ShowEncounter Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 31 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD Msg2 .Msg2 DynaFaction 11>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 66 1 ComTime
ItemVar+ 66 1 d86400 ItemVar+ 66 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 87 -1 QMemo 84 2 DeleteItem 66>
.msg1 <You have defeated the Rishiri mecha force.>
.msg2 <You have completed Yphiphi's task.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 3
0 -12 2 89
0 7 0 67
-1
ROGUECHAR <*>
name <Invaders>
Special <NoMSID>
update <if= QuestStatus 89 3 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 28 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 67 1 ComTime
ItemVar+ 67 1 d86400 ItemVar+ 67 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1 Salvage
SetQuestStatus 89 -1 QMemo 88 2 DeleteItem 67>
.msg1 <You have defeated the invaders.>
.msg2 <You have completed Haarast's task.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 165 0 0
Stats 1 -1 2 30 3 20
0 7 16 6
-1
name <Contra Dextra Avenue>
type <building mall public legit meeting>
entrance <*DEPARTMENTSTORE>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Contra Dextra Avenue.>
Content1 <Some 1 100 Sub *GENERAL_SHOP na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *WEAPON_SHOP na>
Content4 <Some 1 100 Sub *ARMOR_SHOP na>
Content5 <Some 1 100 Sub *ELECTRONICS_SHOP na>
Content6 <Some 1 100 Sub *MECHA_SHOP na>
Content9 <Fill Sub *SHOP_RANDOM na>
end <if= QuestStatus 86 4 else END_1 ifNPCDead 254 else END_1 SetQuestStatus 86 -2
Goto END_1>
END_1 <if= QuestStatus 85 3 else na ifNPCDead 254 else na SetQuestStatus 85 -2
SetQuestStatus 86 -2 Goto na>
Z
0 2 0 0 0
Stats 1 14 2 15 3 16 4 14 5 13 6 14 7 8 8 14
0 -1 4 3
0 -12 3 3
0 -12 2 85
0 5 0 254
0 1 33 7
0 1 26 7
0 1 18 7
0 1 13 7
0 1 12 8
0 1 11 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 7
0 1 2 7
0 1 1 7
0 3 3 1
0 3 -1 -16
0 3 -2 50
0 2 0 1
0 5 2 9
0 3 0 1
0 3 1 7
0 3 -5 31
0 3 -3 24
0 3 -6 31
0 5 11 12
0 5 12 3
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Rogel>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 5 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -5 254 0 0
Stats
0 -12 3 3
0 -12 2 85
-1
rumor3 <Rogel is impressed with how you dealt with Yphiphi.>
Greeting <if= QuestStatus 86 4 else GREETING_1 NewChat Say 401>
GoCheckLoss <if= QuestStatus 86 -2 else GoCheckFirst SetQuestStatus 85 -2 Goto
GoEndInLoss>
*GoEndInLoss <*MissionWasFailure na ChatNPCFac na>
GoCheckFirst <ifFactionEnemy ChatNPCFac else GoOfferQuest NewChat Say 2 CashPrize
Reward 31 100 SetQuestStatus 85 -1 AddLawful 1>
GoOfferQuest <NewChat Say 3 AddChat 2 AddChat 3>
GoChat <NewChat SayAnything>
result1 <Goto .5_GoInit>
result2 <Goto .4_GoInit>
result3 <NewChat Say 4 SetQuestStatus 85 -2>
Msg1 <I hear that your mission was a success.>
Msg2 <You did a good thing defeating Yphiphi. Here, you deserve this reward.>
Msg3 <Hello \PC . Word is that you're the one who defeated Yphiphi . L5Law could
use your help with another case, if you're willing.>
Msg4 <That's a shame.>
Prompt1 <[Continue]>
Prompt2 <Give me the details.>
Prompt3 <No, I'm tired of catching crooks.>
GREETING_1 <if= QuestStatus 85 3 else GoChat if= QUestStatus 86 -1 else
GoCheckLoss EndChat Say 1 AddChat 1>
.4_GoInit <SetQuestStatus 86 4 NewChat Say 402 QMemo 86 403>
Msg401 <Those mecha thieves have not yet been brought to justice.>
Msg402 <Recently, a number of mecha have been stolen. The thieves are thought to
be somewhere in the \SCENE 171 area. If you could catch them, I'd have a reward
for you.>
Msg403 <Rogel asked you to catch a gang of mecha thieves in \SCENE 171 .>
*.5_GoInit <*MissionWasSuccess&Reward .5_GoFinish ChatNPCFac na>
.5_GoFinish <CashPrize Reward 34 250 SetQuestStatus 85 -1>
requires <*MissionWasSuccess &Reward>
GoEndInLoss <NewChat Say 1501 Goto na>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION ChatNPCFac ... This mission was a failure.>
CMsg1501_10 <ifFactionExists ChatNPCFac Accept>
Msg1501_11 <If you expect to advance within \FACTION ChatNPCFac , you're going to
have to improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1501_12 <You've failed \FACTION ChatNPCFac ...>
CMsg1501_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION ChatNPCFac lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION ChatNPCFac . Don't let
this happen again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION ChatNPCFac
will give you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION
ChatNPCFac down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
.5_GoInit <NewChat Say 1601 Goto .5_GoFinish>
Msg1601 <The mission was a success. Here's your reward.>
Msg1601_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <You did it. Here's your pay.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1601_7 <ifG 5 React Accept>
Msg1601_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1601_10 <ifFactionExists ChatNPCFac Accept>
Msg1601_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1601_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1601_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1601_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1601_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1601_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1601_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1601_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1601_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1601_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1601_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1601_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 166 0 0
Stats 1 -1 2 20 3 10
0 7 16 2
-1
name <Arcadia Hospital>
type <Building hospital public legit>
entrance <*Hospital>
special <ADDEXIT>
Content <Some 1 100 Sub *Doctor>
Content2 <Fill Sub *HOSPITAL_X>
start <Print 1>
Msg1 <You enter Arcadia Hospital.>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
desig <EntranceGrid>
Content <Some 2 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
-1
0 -3 167 0 0
Stats 1 -1 2 19 3 12
0 7 16 3
0 21 2 3
-1
name <Space Force Service>
type <building garage public>
entrance <*Garage>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Space Force Service.>
Content1 <Some 1 100 Sub *MECHANIC_SHOP>
Content2 <Some 1 100 Sub *MECHA_SHOP na>
Content3 <Fill Sub *GARAGE_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 30 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
special <NOGO>
minimap <############1###...##...#>
Z
0 15 5 0 0
Stats 4 168
0 -8 2 1
-1
ROGUECHAR <!>
name <Space Force HQ>
Z
-1
-1
-1
-1
0 -3 168 0 0
Stats 1 -29 2 20 3 20
0 7 16 2
0 21 2 3
0 5 2 11
-1
name <Space Force HQ>
type <building private military>
special <NOEXIT>
5Min <ifTeamHostile 3 MonsterUp 3 d20>
start <Print 1>
Msg1 <You enter the Space Force HeadQuarters.>
Content1 <Variety 2 2 Sub *RISSP_SFHQ_Content>
Content2 <Fill Sub *GOV_MILITARY na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 3 1
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
0 -1 1 1
-1
name <Guards>
type <Guard Robot>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
0 -8 -27 0 0
Stats
-1
minimap <......###..#1#...........>
Z
0 15 5 0 0
Stats 4 167
0 -8 2 1
-1
ROGUECHAR <!>
NAME <Elevator>
Z
-1
-1
-1
-1
-1
-1
-1
0 -3 169 0 0
Stats 1 -29 2 30 3 21
0 7 16 2
0 21 2 2
0 5 2 11
-1
name <Rishiri Center>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Rishiri Center.>
Content1 <Some 1 100 Sub *GOV_MILITARY na>
Content2 <Fill Sub *GOV_MISC na>
end <if= QuestStatus 89 3 else END_1 ifNPCDead 131 else END_1 SetQuestStatus 89 -2
Goto END_1>
END_1 <if= QuestStatus 88 2 else na ifNPCDead 131 else na SetQuestStatus 88 -2
Goto na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
Z
0 2 0 0 0
Stats 1 13 2 18 3 15 4 13 5 9 6 15 7 13 8 11
0 5 0 126
0 5 12 2
0 5 11 3
0 3 -6 106
0 3 -4 28
0 3 -3 -47
0 3 1 3
0 3 0 1
0 -8 2 1
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 14
0 1 2 14
0 1 3 15
0 1 4 14
0 1 5 14
0 1 6 14
0 1 7 14
0 1 8 14
0 1 9 14
0 1 10 14
0 1 11 14
0 1 12 14
0 1 13 14
0 1 18 14
0 1 26 14
0 1 33 14
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Seofas>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 13 2 13 3 15 4 13 5 10 6 13 7 11 8 13
0 5 0 127
0 5 12 3
0 5 11 2
0 3 -6 115
0 3 -7 21
0 3 -5 27
0 3 1 8
0 3 0 1
0 -8 2 2
0 5 2 9
0 -1 4 3
0 2 0 1
0 3 -2 50
0 3 -1 50
0 3 3 1
0 1 1 15
0 1 2 16
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 11 15
0 1 12 15
0 1 13 15
0 1 18 15
0 1 26 15
0 1 33 15
-1
job_desig <POLIC>
JOB <POLICE OFFICER>
NAME <Evaaus>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
Z
0 2 0 0 0
Stats 1 12 2 19 3 14 4 11 5 11 6 11 7 9 8 8
0 5 0 128
0 5 12 1
0 1 42 13
0 5 11 42
0 3 -6 73
0 3 -7 16
0 3 -4 -32
0 3 1 6
0 3 0 1
0 -8 2 1
0 5 2 11
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 12
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 12 12
0 1 26 12
0 1 33 12
-1
job_desig <MILIT>
JOB <SOLDIER>
NAME <Torsuk>
Z
-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 11 3 14 4 14 5 10 6 10 7 6 8 12
0 5 0 129
0 5 12 3
0 5 11 18
0 3 -5 -16
0 3 -6 33
0 3 -2 -17
0 3 -1 28
0 3 -4 66
0 3 1 15
0 3 0 1
0 -8 2 2
0 5 2 16
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 7
0 1 2 7
0 1 3 7
0 1 4 7
0 1 5 7
0 1 6 7
0 1 7 7
0 1 8 7
0 1 9 7
0 1 10 7
0 1 18 8
0 1 26 7
0 1 33 7
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Iaken>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
name <Main Office>
minimap <2....1..............#&+&#>
Z
0 2 0 0 0
Stats 1 12 2 10 3 13 4 14 5 13 6 16 7 15 8 16
0 5 0 130
0 -8 2 1
0 5 2 11
0 -1 4 2
0 3 1 26
0 3 -5 -50
0 3 -3 -50
0 3 -2 50
0 2 0 1
0 3 -6 50
0 1 10 5
0 1 11 8
0 1 12 5
0 1 13 5
0 1 19 10
0 1 28 5
0 1 39 10
-1
job_desig <POLIT>
job <Technocrat>
name <Merdon>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 10 3 14 4 13 5 9 6 10 7 9 8 14
0 -12 2 88
0 5 0 131
0 5 12 1
0 5 11 1
0 3 -6 122
0 -8 2 2
0 5 2 11
0 -1 4 3
0 3 1 41
0 3 -7 50
0 3 -3 50
0 3 -4 -50
0 3 -1 -50
0 3 -2 50
0 2 0 1
0 3 3 1
0 1 1 16
0 1 2 15
0 1 3 15
0 1 4 15
0 1 5 15
0 1 6 15
0 1 7 15
0 1 8 15
0 1 9 15
0 1 10 15
0 1 18 15
0 1 26 15
0 1 33 15
-1
job_desig <MILIT>
job <Admiral>
name <Haarast>
quest <*:NPCQuest>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
0 -5 131 0 0
Stats
0 -12 3 2
0 -12 2 88
-1
rumor0 <Haarast needs a cavalier for a mission of some kind.>
Greeting <if= QuestStatus 89 3 else GREETING_1 NewChat Say 301>
GoCheckLoss <if= QuestStatus 89 -2 else GoCheckFirst SetQuestStatus 88 -2 Goto
GoEndInLoss>
*GoEndInLoss <*MissionWasFailure na na na>
GoCheckFirst <if= QuestStatus 88 0 else GoChat Goto GoEnemyCheck>
*GoEnemyCheck <*ENEMY_CHECK GoOfferQuest ChatNPCFac GoMakeEnemy>
GoMakeEnemy <SetQuestStatus 88 -2 ifG d20 React PCEnemy 131>
*GoOfferQuest <*DoYouWantAJob GoStartQuest>
GoStartQuest <SetQuestStatus 88 2 Goto .3_GoInit>
GoChat <NewChat SayAnything>
result1 <Goto .4_GoInit>
Msg1 <I hear that your mission was a success.>
Prompt1 <[Continue]>
GREETING_1 <if= QuestStatus 88 2 else GoCheckFirst if= QUestStatus 89 -1 else
GoCheckLoss EndChat Say 1 AddChat 1>
.3_GoInit <SetQuestStatus 89 3 NewChat Say 302 QMemo 89 303>
Msg301 <The infiltrators in \SCENE 164 have not yet been dealt with.>
Msg302 <A team of unknown mecha has been detected in \SCENE 164 . We don't yet
know their intentions, but they must be stopped before they have a chance to do
any damage.>
Msg303 <Haarast asked you to locate and eliminate some mecha infiltrators in
\SCENE 164 .>
*.4_GoInit <*MissionWasSuccess&Reward .4_GoFinish ChatNPCFac na>
.4_GoFinish <CashPrize Reward 31 250 SetQuestStatus 88 -1>
requires <*MissionWasSuccess &Reward>
GoEndInLoss <NewChat Say 1501 Goto na>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1501_10 <ifFactionExists na Accept>
Msg1501_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists na Accept>
Msg1501_12 <You've failed \FACTION na ...>
CMsg1501_12 <ifNPCShy ifFactionExists na Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
GoEnemyCheck <ifFactionEnemy ChatNPCFac else GoOfferQuest NewChat Say 1601 Goto
GoMakeEnemy>
Msg1601 <You aren't welcome here. I suggest that you leave.>
GoOfferQuest <NewChat Say 1701 AddChat 1701>
Result1701 <Goto GoStartQuest>
Msg1701 <Hey there. Are you looking for work? If so, I have a mission you could be
interested in...>
Msg1701_1 <I've heard tell that you're between jobs at the moment. If you're
interested, I have a mission available and I need a cavalier to run it.>
CMsg1701_1 <ifNPCSociable Accept>
Msg1701_2 <Do you want a job? I may have something available...>
CMsg1701_2 <ifNPCShy Accept>
Msg1701_3 <Hey, \PC . Are you busy right now? If not, I've got a mission that
might interest you.>
CMsg1701_3 <ifNPCEasygoing Accept>
Msg1701_4 <I need to find somebody right away for an urgent mission. You
interested?>
CMsg1701_4 <ifNPCPassionate Accept>
Msg1701_5 <This is your lucky day. I need a cavalier to help with a special
project. Are you interested in taking part?>
CMsg1701_5 <ifNPCCheerful Accept>
Msg1701_6 <Out of work? Maybe I can help... I need a cavalier for an upcoming
mission.>
CMsg1701_6 <ifNPCMelancholy Accept>
Prompt1701 <Give me the details.>
Prompt1701_1 <Tell me about it.>
Prompt1701_2 <I'd like to hear more.>
.4_GoInit <NewChat Say 1801 Goto .4_GoFinish>
Msg1801 <The mission was a success. Here's your reward.>
Msg1801_1 <You did good work out there, \PC . Here's your pay. I hope we can work
together again in the future.>
CMsg1801_1 <ifNPCSociable Accept>
Msg1801_2 <You did it. Here's your pay.>
CMsg1801_2 <ifNPCShy Accept>
Msg1801_3 <That wasn't so hard, now was it? Here's the pay you earned for that
mission.>
CMsg1801_3 <ifNPCEasygoing Accept>
Msg1801_4 <It was a glorious battle! Here's the cash you earned for winning.>
CMsg1801_4 <ifNPCPassionate Accept>
Msg1801_5 <That was a stunning victory... Here's your pay for a job well done.>
CMsg1801_5 <ifNPCCheerful Accept>
Msg1801_6 <You live to fight another day... Here's your reward for the mission.>
CMsg1801_6 <ifNPCMelancholy Accept>
Msg1801_7 <You actually won the mission? I never expected you to come back...
Here, I guess I better give you your pay.>
CMsg1801_7 <ifG 5 React Accept>
Msg1801_10 <You've scored a victory for \FACTION ChatNPCFac . Here's the reward
you earned.>
CMsg1801_10 <ifFactionExists ChatNPCFac Accept>
Msg1801_11 <Chalk one up for \FACTION ChatNPCFac . That was a good fight... I
certainly hope we'll be able to work together again sometime in the future.>
CMsg1801_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1801_12 <Score one for \FACTION ChatNPCFac . Here's your reward.>
CMsg1801_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1801_13 <You win some, you lose some... Today \FACTION ChatNPCFac wins. Here's
your money, \PC .>
CMsg1801_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1801_14 <You've made all of \FACTION ChatNPCFac proud! Here's your reward for
winning the battle.>
CMsg1801_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1801_15 <You really came through for \FACTION ChatNPCFac . Here's your pay.>
CMsg1801_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1801_16 <It's a victory snatched from the jaws of defeat for \FACTION
ChatNPCFac . Here's your reward.>
CMsg1801_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1801_20 <You have defeated \FACTION na . Here's your reward for a job well
done.>
CMsg1801_20 <ifFactionExists na Accept>
Msg1801_21 <Good job out there, \PC ... You soundly defeated \FACTION na and won
the day for our side. Here's your reward.>
CMsg1801_21 <ifNPCSociable ifFactionExists na Accept>
Msg1801_22 <Here's the reward you get for defeating \FACTION na .>
CMsg1801_22 <ifNPCShy ifFactionExists na Accept>
Msg1801_23 <Looks like it's a bad day to be \FACTION na . Here's the cash you
earned.>
CMsg1801_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1801_24 <Once again \FACTION na has been defeated! Good job, \PC . Here's your
reward.>
CMsg1801_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1801_25 <I guess \FACTION na won't be bothering us again for a while. Good job,
\PC ... Here's your pay.>
CMsg1801_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1801_26 <It's been a very bad day for \FACTION na . Here's your reward.>
CMsg1801_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
-1
0 -3 170 0 0
Stats 1 -29 2 24 3 21
0 7 16 3
-1
name <Rishiri Spaceport>
type <building shuttle spaceport legit public>
entrance <*SpacePort>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter Rishiri Spaceport.>
Content1 <Some 1 100 Sub *SHUTTLESERVICE na>
Content2 <Some 1 100 Sub *RESTAURANT na>
Content3 <Some 1 100 Sub *MECHANIC_SHOP na>
Content5 <Fill Sub *SPACEPORT_X>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 2 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 4 50 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
minimap <############1###...##...#>
Z
-1
0 15 5 0 0
Stats 4 171
0 -8 2 1
-1
ROGUECHAR <!>
name <Airlock>
desig <AIRLOCK-1>
use <ifG PCMeks 0 else GoNoMeks if= V1 1 else GoFirstTime Goto GoExit>
GoFirstTime <ifYesNo 2 3 4 Goto GoExit>
GoExit <V= 1 1 Print 5 Exit Destination>
GoNoMeks <Print 1>
Msg1 <This is the elevator to the airlocks.>
Msg2 <This is the elevator to the airlocks. Would you like to launch into space?>
Msg3 <Yes please.>
Msg4 <No thanks.>
Msg5 <You launch into space.>
destination <Rishiri Station Exterior>
Z
-1
-1
-1
0 -3 171 3 0
Stats 1 23 2 30 3 30
0 21 3 1
0 22 2 1
0 22 1 1
-1
name <Rishiri Station Exterior>
type <Environs Outdoors Space>
special <ShowAll Solo>
terrain <SPACE>
nu1 <if= T1 0 Exit WorldID>
Z
0 15 0 0 3
Stats 1 1 3 -100 4 170
0 -1 1 15
0 -1 0 15
-1
desig <COLONY-1>
roguechar <*>
SDL_SPRITE <prop_colony.png>
use <Print 1 Exit StatVal 4>
Msg1 <You enter the station.>
name <Rishiri Spinner>
Z
-1
-1
0 15 11 0 0
Stats 4 288 8 2
0 -12 3 2
0 -12 2 84
0 7 0 63
0 5 2 8
-1
ROGUECHAR <*>
name <Crihna Ship>
desig <ENTRANCE 288>
Special <NoMSID>
update <ifG V11 ComTime else GoCheckPerm SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack < >
use <ifG StatVal STAT_MetaVisibility -1 if# V1 0 else GoStartCombat Print -1
Exit Destination>
GoStartCombat <Alert 1 SavePos Dynamic 2 31 100 .nu1 .nu2 ComposeD Msg1 .Msg1
DynaVar= 1 SelfNID DynaVar= 3 Destination DynaFaction SelfFac>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 ItemVar= L1 1 1
Alert 1 Exit L3>
.msg1 <You have defeated the mecha.>
Msg1 <You are attacked by mecha as you approach \SCENE Destination !>
GoCheckPerm <ifThisQEncActive else GoHide SetStat STAT_MetaVisibility 0
ShowEncounter Goto GoSetOrders>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 2
0 -12 2 84
0 7 0 64
0 5 2 8
-1
ROGUECHAR <*>
name <Crihna Raiders>
desig <DYNAMICENCOUNTER-DAILY-WANDER>
Special <NoMSID>
update <if= QuestStatus 84 0 else GoDelete ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <SavePos Dynamic 2 31 100 .nu1 .nu2 ComposeD start .start ComposeD
Msg1 .Msg1 ComposeD Msg3 .Msg3 ComposeD Msg2 .Msg2 ComposeD GoCheckOne .GoCheckOne
DynaVar= 1 64 DynaVar= 11 63 DynaFaction SelfFac V= 1 ComTime V+ 1 86400>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5>
.nu2 <if= T2 0 else GoCheckOne if= L2 0 L= 2 1 XPV 100 Alert 1>
.msg1 <You have defeated the mecha.>
GoDelete <DeleteSelf>
.start <if= T2 1 Alert 3 Retreat 2 ItemVar= L11 11 ComTime ItemVar+ L11 11 21600>
.GoCheckOne <if= T2 1 Alert 2 Retreat 2 ItemVar= L11 11 ComTime ItemVar+ L11 11
21600>
.msg2 <The last surviving raider turns and flees for a spaceship in the distance.>
.msg3 <The lone raider facing you turns and flees for a spaceship in the
distance.>
ELEMENT <I Prefab>
Z
-1
-1
0 15 11 0 0
Stats 7 50
0 -12 3 4
0 -12 2 86
0 7 0 65
-1
ROGUECHAR <*>
name <Stolen Mecha>
Special <NoMSID>
update <if= QuestStatus 86 4 else GoHide ifG ComTime V1 else GoHide SetStat
STAT_MetaVisibility 0 Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1 Print -1 Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1 ifUStealth 15 else GoAutoAttack
ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
GoStartCombat <V= 1 ComTime V+ 1 86400 SavePos Dynamic 2 31 100 .nu1 .nu2
ComposeD Msg1 .Msg1 ComposeD msg2 .msg2 DynaFaction 0>
.nu1 <if= T1 0 Return if= L2 0 L= 2 1 AddRenown -5 ItemVar= 65 1 ComTime
ItemVar+ 65 1 d86400 ItemVar+ 65 1 43200>
.nu2 <if= T2 0 if= L2 0 L= 2 1 XPV 100 AddRenown 1 Alert 1
SetQuestStatus 86 -1 QMemo 85 2 DeleteItem 65>
.msg1 <You have defeated the mecha thieves.>
.msg2 <You have completed Rogel's task.>
ELEMENT <I Prefab>
Z
-1
-1
-1
0 -3 288 0 0
Stats 1 -31 2 17 3 17
0 -12 2 84
0 -12 1 31
0 5 2 8
0 -12 6 253
-1
NAME <Yphiphi's Lair>
requires <*BLANK .NPCLair>
type <Lair Private>
terrain <GROUND>
special <NOEXIT>
HABITAT <SPACE.URBAN>
name_1 <Yphiphi>
start <if= L1 0 else GoBeenBefore Alert 1 Monologue 253 3 L= 1 1 WMonster 2 31
100>
GoBeenBefore <Print 2>
Faint253 <if= QuestStatus 84 0 if= L2 0 L= 2 1 XPV 100 History 4>
Msg1 <As you enter the cramped hold of the pirate spaceship, the ship's captain
greets you with a steely glare.>
Msg2 <You enter \SCENE SceneID .>
Msg3 <You've made it this far. I won't refuse you the right of parley.>
Msg4 <You killed the pirate captain Yphiphi.>
end <if= QuestStatus 87 6 else na ifNPCDead 253 else na SetQuestStatus 87 -2 Goto
na>
Z
0 2 0 0 0
Stats 1 11 2 17 3 18 4 15 5 10 6 16 7 11 8 9
0 -1 4 2
0 -12 3 2
0 -12 2 84
0 5 0 253
0 1 42 7
0 1 26 7
0 1 17 7
0 1 13 7
0 1 10 7
0 1 9 7
0 1 8 7
0 1 7 7
0 1 6 7
0 1 5 7
0 1 4 7
0 1 3 7
0 1 2 7
0 1 1 7
0 3 3 1
0 3 -2 -29
0 2 0 1
0 5 2 8
0 3 1 9
0 3 -3 7
0 3 -6 31
0 5 11 12
0 1 12 8
0 5 12 3
-1
job_desig <THIEF>
JOB <PIRATE>
NAME <Yphiphi>
ELEMENT <C Prefab>
Z
-1
0 1 2 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 5 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 5 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 5 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
0 -8 -27 0 0
Stats
-1
Z
-1
0 15 6 0 0
Stats 4 171
-1
ROGUECHAR <.>
NAME <Trapdoor>
Z
-1
-1
-1
0 -5 253 0 0
Stats
0 -12 3 2
0 -12 2 84
-1
rumor0 <there's a group of Crihna pirates nearby, and they're planning trouble.>
special <Unlisted>
Greeting <if= QuestStatus 87 6 else GREETING_1 NewChat Say 601>
GoCheckLoss <if= QuestStatus 87 -2 else GoCheckFirst SetQuestStatus 84 -2 Goto
GoEndInLoss>
*GoEndInLoss <*MissionWasFailure na na na>
GoCheckFirst <if= QuestStatus 84 0 else GoChat ifChatNPCSurrendered else GoGreet
NewChat Say 2 AddChat 2 AddChat 3>
GoGreet <NewChat Say 3 AddChat 4 AddChat 5 AddChat 6 AddChat 7>
GoChat <NewChat SayAnything>
result1 <Goto .7_GoInit>
result2 <EndChat Say 4 AddLawful 1 ReAttack 253>
result3 <EndChat Say 5 AddHeroic 1 FreezeNPC 253 PCAlly 253 SetQuestStatus 84 -1
SetQuestStatus 85 3 History 13>
result4 <EndChat Say 6 TeamAttack 2>
result5 <EndChat Say 7 AddChat 8>
result6 <NewChat Say 8 AddChat 9 if= V1 0 V= 1 1 AddReact 15>
result7 <NewChat Say 9 AddChat 10 AddChat 11 if= V2 0 V= 2 1 AddEasygoing d10>
result8 <NewChat Say 10 AddChat 10 AddChat 11>
result9 <NewChat Say 11 AddChat 12>
result10 <SetQEncActive 63 SetQuestStatus 87 6 SetQuestStatus 84 2 AddLawful -5
Goto .6_GoInit>
result11 <EndChat Say 12 TeamAttack 2>
result12 <Goto result10>
Msg1 <So, you did it. Good. You'll be a bloody fine pirate yet.>
Msg2 <You've bested me... I can't ask for mercy, not from Rishiri, and I sure
wouldn't give it myself. Let's just get this over quickly.>
Msg3 <You've made it to my ship, that means you're tough. I suppose you must have
some reason for coming to see me.>
Msg4 <To the death, then!>
Msg5 <Now there's an offer I can't refuse. I leave you with some advice- be very
careful, lest one of these days your merciful nature comes back to bite you in the
ass.>
Msg6 <That's the same reason I'm here- to bring the Dominion to justice for what
they did to Crihna Rock! If you stand by those murderers, then you can die
alongside them as well!>
Msg7 <I'm here on a mission of revenge. Thirty years ago Rishiri destroyed Crihna
Rock. They said they were gunning for pirates, but they killed everyone nice and
equal.>
Msg8 <Well, how were we supposed to know that? Sure, we could go by the colors of
your mecha, but you know what notorious liars us pirates are. Anyhow, it's good to
meet you. I'm Captain Yphiphi.>
Msg9 <Is that so? Well, if you're up for a bit of piracy, I've got a mission you
could help me with.>
Msg10 <Now, I don't believe in justice, but I do believe in revenge. The dogs of
Rishiri must be brought to task for what they've done. If you're with me on that,
I have a mission you could do.>
Msg11 <Splendid. As long as you're here, I've got a bit of a mission you could
help out on.>
Msg12 <Such a shame. Well, I trust you'll understand that I can't just have you
barge in here and walk out again alive. It wouldn't be fit by the pirate code.>
Msg13 <You spared the life of pirate captain Yphiphi.>
Prompt1 <[Continue]>
Prompt2 <Ask and you shall receive.>
Prompt3 <Leave this city now, and I'll let you live.>
Prompt4 <I'm here to bring you to justice.>
CPrompt4 <if# PCFac ChatNPCFac Accept>
Prompt5 <I'm wondering what brought you here, actually.>
Prompt6 <Why did you attack me? I'm a Blade too!>
CPrompt6 <if= PCFac ChatNPCFac Accept>
Prompt7 <Nope. No reason.>
Prompt8 <[Continue]>
Prompt9 <I'm \rank \PC .>
Prompt10 <I'd like that.>
CPrompt10 <ifFactionEnemy ChatNPCFac else GoC10Accept>
GoC10Accept <Accept>
Prompt11 <No way. Piracy is bad.>
CPrompt11 <if# PCFac ChatNPCFac Accept>
Prompt12 <Give me the details.>
GREETING_1 <if= QuestStatus 87 -1 else GoCheckLoss EndChat Say 1 AddChat 1>
.6_GoInit <SetQuestStatus 87 6 NewChat Say 602 QMemo 87 603>
Msg601 <The mecha force in \SCENE 164 hasn't been destroyed yet. What are you
waiting for?>
Msg602 <A Rishiri Spinner mecha force has been training in \SCENE 164 ; seems like
they're gearing up to sweep the dusty ring. I want you to find this mecha force
and destroy it. Leave no survivors.>
Msg603 <Yphiphi asked you to locate and eliminate the Rishiri mecha force
currrently training in \SCENE 164 .>
*.7_GoInit <*MissionWasSuccess&Reward .7_GoFinish ChatNPCFac na>
.7_GoFinish <CashPrize Reward 36 250 SetQuestStatus 84 -1>
requires <*MissionWasSuccess>
GoEndInLoss <NewChat Say 1501 Goto na>
Msg1501 <The mission was a failure.>
Msg1501_1 <Well, that mission didn't go as well as planned. I'm afraid that it was
a complete failure.>
CMsg1501_1 <ifNPCSociable Accept>
Msg1501_2 <You failed.>
CMsg1501_2 <ifNPCShy Accept>
Msg1501_3 <That mission really could have gone a lot better. It seems that you
lost.>
CMsg1501_3 <ifNPCEasygoing Accept>
Msg1501_4 <You really got your ass handed to you out there... That mission was a
complete disaster.>
CMsg1501_4 <ifNPCPassionate Accept>
Msg1501_5 <You lost the battle... cheer up, you'll do better next time.>
CMsg1501_5 <ifNPCCheerful Accept>
Msg1501_6 <You failed to complete the mission. This will look bad on your record.>
CMsg1501_6 <ifNPCMelancholy Accept>
Msg1501_10 <You have failed \FACTION na ... This mission was a failure.>
CMsg1501_10 <ifFactionExists na Accept>
Msg1501_11 <If you expect to advance within \FACTION na , you're going to have to
improve your combat skills. That last mission was a disaster.>
CMsg1501_11 <ifNPCSociable ifFactionExists na Accept>
Msg1501_12 <You've failed \FACTION na ...>
CMsg1501_12 <ifNPCShy ifFactionExists na Accept>
Msg1501_13 <You win some, you lose some... Today, \FACTION na lost.>
CMsg1501_13 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_14 <Your defeat has brought shame unto \FACTION na . Don't let this happen
again.>
CMsg1501_14 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_15 <You lost out there, but don't worry... I'm sure \FACTION na will give
you another mission someday.>
CMsg1501_15 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_16 <I trusted you with this mission, and now you've let all of \FACTION na
down.>
CMsg1501_16 <ifNPCMelancholy ifFactionExists na Accept>
Msg1501_20 <You were defeated by \FACTION na . The mission was a failure.>
CMsg1501_20 <ifFactionExists na Accept>
Msg1501_21 <I heard about your battle. You were defeated by \FACTION na ... The
bad part is, by now everybody knows about it.>
CMsg1501_21 <ifNPCSociable ifFactionExists na Accept>
Msg1501_22 <You were beaten by \FACTION na .>
CMsg1501_22 <ifNPCShy ifFactionExists na Accept>
Msg1501_23 <You were defeated by \FACTION na ... They're pretty tough.>
CMsg1501_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1501_24 <How could you let \FACTION na defeat you? Get out of here; I don't
even want to see you...>
CMsg1501_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1501_25 <Even though \FACTION na kicked your ass today, next time you face them
it'll be your chance to win.>
CMsg1501_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1501_26 <You were soundly defeated by \FACTION na . Maybe you just aren't as
skilled as you thought.>
CMsg1501_26 <ifNPCMelancholy ifFactionExists na Accept>
.7_GoInit <NewChat Say 1601 Goto .7_GoFinish>
Msg1601 <The mission was a complete success. Good job.>
Msg1601_1 <Your mission was a complete success. Good work out there, \PC .
Everyone's bound to be talking about your skills.>
CMsg1601_1 <ifNPCSociable Accept>
Msg1601_2 <The mission was a success.>
CMsg1601_2 <ifNPCShy Accept>
Msg1601_3 <That went well. Your mission was a complete success.>
CMsg1601_3 <ifNPCEasygoing Accept>
Msg1601_4 <You did it! Congratulations on a job well done.>
CMsg1601_4 <ifNPCPassionate Accept>
Msg1601_5 <You really did an excellent job out there, \PC . The mission was a
complete success.>
CMsg1601_5 <ifNPCCheerful Accept>
Msg1601_6 <I can't believe you really did it. The mission was a success.>
CMsg1601_6 <ifNPCMelancholy Accept>
Msg1601_10 <You've secured a victory for \FACTION ChatNPCFac . The mission was a
success.>
CMsg1601_10 <ifFactionExists ChatNPCFac Accept>
Msg1601_11 <You've done a good job on behaf of \FACTION ChatNPCFac , \PC .
Hopefully we will work together again in the future.>
CMsg1601_11 <ifNPCSociable ifFactionExists ChatNPCFac Accept>
Msg1601_12 <Thanks to you, \FACTION ChatNPCFac is victorious. Good work.>
CMsg1601_12 <ifNPCShy ifFactionExists ChatNPCFac Accept>
Msg1601_13 <That was easy. This mission for \FACTION ChatNPCFac has been a
complete success.>
CMsg1601_13 <ifNPCEasygoing ifFactionExists ChatNPCFac Accept>
Msg1601_14 <You've done a great service for \FACTION ChatNPCFac , \PC . Thank
you.>
CMsg1601_14 <ifNPCPassionate ifFactionExists ChatNPCFac Accept>
Msg1601_15 <Once again, \FACTION ChatNPCFac wins the day. Good job out there \PC
.>
CMsg1601_15 <ifNPCCheerful ifFactionExists ChatNPCFac Accept>
Msg1601_16 <There are some in \FACTION ChatNPCFac who don't believe in you, but
you've managed to pull this off. Congratulations.>
CMsg1601_16 <ifNPCMelancholy ifFactionExists ChatNPCFac Accept>
Msg1601_20 <You have defeated \FACTION na . The mission was a success.>
CMsg1601_20 <ifFactionExists na Accept>
Msg1601_21 <You did very well against \FACTION na , \PC . People are going to talk
about your victory.>
CMsg1601_21 <ifNPCSociable ifFactionExists na Accept>
Msg1601_22 <You defeated \FACTION na . Congratulations.>
CMsg1601_22 <ifNPCShy ifFactionExists na Accept>
Msg1601_23 <You did pretty good out there. Congratulations on completing the
mission.>
CMsg1601_23 <ifNPCEasygoing ifFactionExists na Accept>
Msg1601_24 <You faced \FACTION na and won... That's no small accomplishment.>
CMsg1601_24 <ifNPCPassionate ifFactionExists na Accept>
Msg1601_25 <Congratulations on beating \FACTION na , \PC .>
CMsg1601_25 <ifNPCCheerful ifFactionExists na Accept>
Msg1601_26 <You have defeated \FACTION na . I wonder how many more battles remain
before we can claim a final victory.>
CMsg1601_26 <ifNPCMelancholy ifFactionExists na Accept>
Z
-1
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats
-1
name <Guards>
type <Criminal Robot>
Z
-1
-1
-1
-1
-1
0 -3 172 0 0
Stats 1 -1 2 20 3 15
0 7 16 1
0 21 2 2
0 5 2 11
-1
name <the Aegis L5 Embassy>
type <building government public legit>
entrance <*Building>
special <ADDEXIT>
start <Print 1>
Msg1 <You enter the Aegis Embassy.>
Content1 <Some 1 100 Sub *RISSP_L5AE_Content na>
Content2 <Fill Sub *GOV_MISC na>
Z
-1
0 -4 1 0 0
Stats
-1
Z
-1
-1
0 -4 2 0 0
Stats 1 3
0 -1 1 1
-1
name <Citizens>
Z
-1
-1
0 -4 3 0 0
Stats
0 -1 1 1
-1
name <Guards>
Z
-1
-1
0 -8 -27 0 0
Stats
-1
name <Foyer>
desig <EntranceGrid>
Content <Some 3 45 Here *URBAN_X>
Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
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-1
-1
0 -8 -27 0 0
Stats
-1
name <Garrison>
minimap <2...31..............#...#>
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0 2 0 0 0
Stats 1 10 2 17 3 13 4 13 5 8 6 11 7 9 8 11
0 5 0 132
0 5 12 3
0 5 11 4
0 3 -6 78
0 3 -4 32
0 3 1 -3
0 -8 2 1
0 5 2 4
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 12
0 1 2 12
0 1 3 12
0 1 4 13
0 1 5 12
0 1 6 12
0 1 7 12
0 1 8 12
0 1 9 12
0 1 10 12
0 1 12 12
0 1 26 12
0 1 33 12
-1
job_desig <MILIT>
JOB <SOLDIER>
NAME <Amisky Ge>
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-1
0 1 2 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 6 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 6 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 6 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
0 2 0 0 0
Stats 1 16 2 10 3 14 4 12 5 8 6 13 7 9 8 14
0 5 0 133
0 5 12 1
0 5 11 5
0 3 -6 61
0 3 -4 22
0 3 1 5
0 -8 2 2
0 5 2 16
0 -1 4 3
0 2 0 1
0 3 3 1
0 1 1 10
0 1 2 10
0 1 3 10
0 1 4 10
0 1 5 11
0 1 6 10
0 1 7 10
0 1 8 10
0 1 9 10
0 1 10 10
0 1 18 10
0 1 26 10
0 1 33 10
-1
job_desig <MILIT>
JOB <MECHA PILOT>
NAME <Ersbo>
Z
-1
0 1 2 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 1 4 0
Stats
0 2 0 1
-1
Z
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Right Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Right Hand>
Z
-1
-1
-1
0 1 3 4 0
Stats
0 2 0 1
-1
NAME <Left Arm>
Z
-1
0 7 0 1 0
Stats
0 2 0 1
-1
NAME <Left Hand>
Z
-1
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Right Leg>
Z
-1
-1
0 1 4 4 0
Stats
0 2 0 1
-1
NAME <Left Leg>
Z
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1

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