@@ PSE Sample Database @@ For use with TinyMUX and PennMUSH servers. @@ Created on Wed Mar 31 23:50:42 EST 1999. @@ E-mail cksmith@western.wave.ca with comments or bug reports. @@ @set me=QUIET @switch extract(version(),1,1)=PennMUSH,,@create Placeholder @emit Pass 1: Creating Objects @create Mars ZMO @create Placeholder @create Master Starbase @create Basic Ship Template @create Master Battle Carrier @create USB Earth Defense Base @create Master Engineering Console @create Master Communications Console @create Master Navigation Console @create Master Tactical Console @create Master Transporter Console @create Master Damage Control Console @create TinyFugue Editor @create Master Console @dig Deck 1: Main Bridge @dig Deck 4: Main Engineering @open Engineering ;d;down;e;o;out @open Bridge ;u;up;b;bridge;o;out @create Navigation Console @create IMS Red Star @create Engineering Console @create Tactical Console @create Damage Control Console @create Placeholder @dig Deck 1: Main Bridge @dig Deck 10: Main Engineering @open Engineering ;d;down;e;engineering;eng;o;out @open Bridge ;u;up;b;bridge;o;out @create Navigation Console @create Tactical Console @create Master Fighter @create Damage Control Console @create Engineering Console @create Communications Console @create Communications Console @dig Deck 1: Bridge @create Space Channel Object @dig Master Room @create Space God Object @create Blue 1 @create Master Planet @create Earth @create Master Transporter Room @dig Deck 3: Transporter Room @open Transporter Room ;tr @open Bridge ;b;bridge;o;out;leave @create Transporter Console @create Master Insignia Generator @create Master Insignia @create Insignia Generator @create Placeholder @create Placeholder @create Master Generic Object @create USB Earth Defense Base ZMO @create IMS Red Star ZMO @create USS Blue Lagoon @create USS Blue Lagoon ZMO @dig Deck 1: Main Bridge @create Damage Control Console @create Engineering Console @create Tactical Console @create Navigation Console @create Communications Console @create Mars @create Master Fighter Console @create Space Startup Object @dig Deck 4: Main Engineering @open Engineering ;d;down;e;o;out @open Bridge ;b;bridge;u;up;o;out @dig Deck 3: Transporter Room @open Transporter Room ;tr @open Bridge ;b;o;out @create Transporter Console @dig Transporter Room @dig Landing Pad @open Landing Pad ;lp;o;out @open Transporter Room ;tr;o;out @create Transporter Console @create Master Console Room @dig Deck 8: Transporter Room @open Transporter Room ;tr @open Bridge ;b;bridge;o;out @create Transporter Console @dig Space Master Room @dig Space Object Room @dig Console Master Room @open Console Master Room ;cm;cmr @open Space Master Room ;sm;o;out @open The Void ;v;void;o;out @dig Room Masters @open Earth ;e;earth @dig Object Master Room @open Object Master Room ;om @open Space Master Room ;sm;o;out @open The Void ;v;o;out @open Space Master Room ;sm;o;out @open Room Masters ;rm @open Space Master Room ;sm;o;out @dig Deck 10: Main Engineering @open Engineering ;e;eng;o;out @open Bridge ;b;bridge;o;out @dig Deck 8: Transporter Room @open Transporter Room ;tr @open Bridge ;b;bridge;o;out @create Damage Control Console @create Transporter Console @create Tactical Console @create Navigation Console @create Communications Console @create Engineering Console @create IMB Mars Defense Base @create IMB Mars Defense Base ZMO @dig Landing Pad @open Mars ;m;mars @open The Void ;v;o;out @dig Transporter Room @open Transporter Room ;tr @open Landing Pad ;lp;o;out @create Transporter Console @create Main Console @create Blue 1 ZMO @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @open Bridge ;b;o;out @open Docking Bay ;db @create Placeholder @create Placeholder @create Master Docking Bay @open Bridge ;b;bridge;o;out @open Docking Bay ;db @dig Deck 4: Docking Bay @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @create Placeholder @dig Deck 4: Docking Bay @create Placeholder @create Placeholder @create Placeholder @open MU* Master Room ;mr @create Placeholder @open Docking Bay ;db @create Placeholder @open Space Master Room ;o;out;leave @open Zone Room ;zr @create Placeholder @open Docking Bay ;db @create Red 1 ZMO @create Main Console @create Red 1 @dig Zone Room @create Placeholder @create Earth ZMO @emit Pass 2: Assigning Locations and Attributes @Desc #0=You are floating in a room thick with mist. The walls are nowhere in sight, though you can feel a cold, stone floor beneath you. @switch extract(version(),1,1)=PennMUSH,{@dol search(all,name,ZMO)=@lock/zone ##=me} @name #0=The Void @tel #4=#338 &ZONEWIZLOCK #4=[match(v(ZONEWIZ),%#)] &ZONEWIZ #4=#5 @set #4=VISUAL @set #4=VERBOSE @chzone #4=#4 @tel #6=#95 @Desc #6=Command-Class Starbase &CF_HULL #6=10000 &CF_TYPE #6=Starbase &CF_CLASS #6=Command &CF_REACTOR_OUTPUT #6=3000 &CF_REACTOR_LEVEL_NORMAL #6=85 &CF_REACTOR_LEVEL_STRESS #6=100 &CF_SCANNER_RANGE #6=16000 &CF_GUN_QTY #6=6 &CF_TORP_QTY #6=6 &CF_SHIELD_POWER #6=1750 &CF_COMM_RANGE #6=20000 &CF_COMM_SENSITIVITY #6=3.0 &CF_DAMCON_TEAMS #6=6 &CF_SENSOR_RANGE #6=50000 &CF_GUN_POWER #6=300 &CF_GUN_DELIVERY #6=0.30 &CF_GUN_CHARGE_RATE #6=70 &CF_TORP_POWER #6=280 &CF_TORP_RANGE #6=7000 &CF_TORP_ACCURACY #6=1.0 &CF_TORP_CHARGE_RATE #6=40 &CF_BATTS_CAPACITY #6=30000 &CF_BATTS_DISCHARGE #6=300 &CF_XPORT_RANGE #6=200 &CF_SIZE #6=2.0 &CF_REACTOR_OVER_POINTS #6=3000 &CF_SB_ARRAY_RADIUS #6=250000 &CF_SB_ARRAY_HALFWIDTH #6=25000 &CF_GUN_RANGE #6=6500 &CF_SHIELD_CHARGE_RATE #6=400 &CF_REACTOR_BATTS_CAPACITY #6=30000 &CF_REACTOR_BATTS_DISCHARGE #6=300 &ST_FLAGS #6=SHIP CAN_MOVE MANUAL_DIR EVENT_DRIVEN CAN_SENSE CAN_BEAM_TO ATTACKABLE CAN_BEAM_FROM &CF_SB_ROTATION #6=1 &ST_SHIPFLAGS #6=CAN_LAND &CF_DOOR_SIZE #6=2.0 &CF_TORP_LOADERS #6=3 &MOVE_SPEED #6=0 &MOVE_HEAD_BEARING #6=[mod(secs(),360)] &CF_DOOR_STATUS #6=1 &CF_TRACTOR_STATUS #6=1 &CF_TRACTOR_EFFECT #6=2.0 &CF_DOOR_SIDE #6=3 &CF_SHIELD_CONFIG #6=2 @set #6=VISUAL @set #6=HALTED @set #6=SPACE @parent #6=#7 @tel #7=#95 @Enter #7=You enter the [name(me)]'s docking bay. @Oxenter #7=enters the [name(me)]'s docking bay. @Leave #7=You leave the ship's docking bay. @Oleave #7=leaves the docking bay. @Oenter #7=enters the docking bay. @Oxleave #7=arrives from the [name(me)]'s docking bay. &CF_OWNER_NAME #7=Default &CF_HULL #7=1 &CF_TYPE #7=Default &CF_CLASS #7=Default &CF_REACTOR_OUTPUT #7=100 &CF_REACTOR_LEVEL_NORMAL #7=80 &CF_REACTOR_LEVEL_STRESS #7=80 &CF_SCANNER_RANGE #7=1000 &CF_GUN_QTY #7=0 &CF_TORP_QTY #7=0 &CF_SHIELD_POWER #7=10 &CF_COMM_RANGE #7=20000 &CF_COMM_SENSITIVITY #7=0.8 &CF_DAMCON_TEAMS #7=1 &CF_SENSOR_RANGE #7=10000 &CF_GUN_NAME #7=phaser &CF_GUN_POWER #7=10 &CF_GUN_DELIVERY #7=0.2 &CF_GUN_CHARGE_RATE #7=1 &CF_TORP_POWER #7=5 &CF_TORP_RANGE #7=100 &CF_TORP_ACCURACY #7=0.8 &CF_TORP_CHARGE_RATE #7=1 &CF_COMM_MAX_CLIENTS #7=0 &CF_CLOAK_STATUS #7=0 &CF_BATTS_CAPACITY #7=1 &CF_BATTS_DISCHARGE #7=1 &CF_XPORT_RANGE #7=100 &CF_OWNER_NUM #7=-1 &CF_SIZE #7=1.0 &CF_REACTOR_OVER_POINTS #7=5 &CF_REACTOR_OVER_PENALTY #7=5 &CF_WARP_FACTOR #7=1.5 &CF_WARP_MAX #7=9.6 &CF_GUN_RANGE #7=100 &CF_SHIELD_FACTOR #7=1.0 &CF_SHIELD_CHARGE_RATE #7=1 &ST_FLAGS #7=SHIP CAN_MOVE CAN_SENSE CAN_BEAM_TO ATTACKABLE CAN_BEAM_FROM TRACTORABLE &ST_ORIGIN #7=HRC 0 0 0 &ST_STARTPOS #7=0 0 0 &ST_HULL_DAMAGE #7=0 0 &ST_SYSTEM_DAMAGE #7=00000000000000000000000000 &CF_TORP_NAME #7=photon &CF_DOOR_SIZE #7=0 &EV_DOCKED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),Now docked at [name(v(ST_DOCKED_AT))].)][tel(me, get(v(ST_DOCKED_AT)/CF_DOCKING_BAY))] &EV_UNDOCKED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),The ship has undocked and is now floating in space.)][tel(me, v(CF_SPACE_ROOM))] &EV_DOCKED_WITH #7=[set(me,ST_SHIPS_IN_DOCK:[trim([v(ST_SHIPS_IN_DOCK)] %0)])][sc(console_emit,2,32768,[name(%0)] has just entered dock.)][pemit(lcon(v(CF_DOCKING_BAY)),[name(%0)] slowly glides into dock.)] &EV_UNDOCKED_FROM #7=[set(me,ST_SHIPS_IN_DOCK:[remove(v(ST_SHIPS_IN_DOCK),%0)])][pemit(lcon(v(CF_DOCKING_BAY)),[name(%0)]'s engines engage\, and push it slowly out of dock.)] &EV_LANDED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),Entering [name(v(ST_DOCKED_AT))]'s atmosphere.)][tel(me, get(v(ST_DOCKED_AT)/CF_DOCKING_BAY))] &EV_LAUNCHED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),The ship launches into space.)][tel(me, v(CF_SPACE_ROOM))] &CF_TORP_LOADERS #7=1 &EV_LOW_POWER #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),The computer says "Life support power failing.")] &EV_DESTROYED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),The ship has been destroyed!)] &EV_DISABLED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),The ship has been disabled!)] &EV_COMM_RECEIVED #7=[pemit(lcon(v(CF_DBREF_BRIDGE)),\[%0: [trim(iter(lnum(10),switch(sc(comm_freq, ##), %1, sc(comm_label, ##))))]\] From [sc(name, %0)]: %2)] &INFO_SCAN_STRING #7=The scan detects nothing special about the object. &CF_TURN_FACTOR #7=1.0 &CF_ROLL_FACTOR #7=1.0 &CF_SHIELD_CONFIG #7=0 &CF_GUN_ARC #7=63 &CF_WARP_ACCEL #7=10 @set #7=VISUAL @set #7=HALTED @parent #7=#56 @tel #8=#95 @Desc #8=Titan-Class Battle Carrier &CF_HULL #8=3000 &CF_TYPE #8=Battle Carrier &CF_CLASS #8=Titan &CF_REACTOR_OUTPUT #8=2000 &CF_REACTOR_LEVEL_NORMAL #8=85 &CF_REACTOR_LEVEL_STRESS #8=103 &CF_SCANNER_RANGE #8=16000 &CF_GUN_QTY #8=4 &CF_TORP_QTY #8=4 &CF_SHIELD_POWER #8=1000 &CF_COMM_RANGE #8=30000 &CF_COMM_SENSITIVITY #8=1.0 &CF_DAMCON_TEAMS #8=4 &CF_SENSOR_RANGE #8=30000 &CF_GUN_POWER #8=350 &CF_GUN_DELIVERY #8=0.30 &CF_GUN_CHARGE_RATE #8=80 &CF_TORP_POWER #8=280 &CF_TORP_RANGE #8=7000 &CF_TORP_ACCURACY #8=1.0 &CF_TORP_CHARGE_RATE #8=40 &CF_OVERLOAD_POINTS #8=3600 &CF_OVERLOAD_PENALTY #8=1 &CF_BATTS_CAPACITY #8=10000 &CF_BATTS_DISCHARGE #8=100 &CF_XPORT_RANGE #8=100 &CF_SIZE #8=1.5 &CF_REACTOR_OVER_POINTS #8=3600 &CF_WARP_FACTOR #8=2.0 &CF_WARP_MAX #8=9 &CF_GUN_RANGE #8=7500 &CF_SHIELD_CHARGE_RATE #8=200 &CF_DOOR_SIZE #8=1.2 &CF_TORP_LOADERS #8=2 &CF_DOOR_STATUS #8=1 &CF_TRACTOR_STATUS #8=1 &CF_TRACTOR_EFFECT #8=1.4 &CF_DOOR_SIDE #8=3 &CF_SHIELD_CONFIG #8=1 @set #8=VISUAL @set #8=HALTED @parent #8=#7 @tel #9=#88 @Desc #9=Starbase &CF_OWNER_NAME #9=Blue &CF_OWNER_NUM #9=1 &ST_SPACE #9=0 &ST_STARTPOS #9=100 0 0 &CF_DBREF_ENG #9=#29 &ST_SHIPS_IN_DOCK #9=#59 &ST_HULL_DAMAGE #9=0 0 &CF_CRITICAL_RANGE #9=10000 &EV_STARTUP #9=[sc(nav_open_doors)] &CF_ZONE #9=#57 &CF_XPORT_TARGETS #9=#28 #29 #83 &CF_DOCKING_BAY #9=#311 &CF_DBREF_BRIDGE #9=#28 &CF_CONSOLE_LIST #9=#32 #33 #35 #36 #38 #86 @set #9=INHERIT @set #9=VISUAL @set #9=SPACE @parent #9=#6 @tel #10=#89 &CMD_SETREACTOR #10=$set reactor *:think [sc(eng_set_reactor,%0)] &CMD_SETREACTOR2 #10=$esr *:think [sc(eng_set_reactor,%0)] &CMD_BATTSON #10=$b+:think [sc(eng_battery_on)] &CMD_BATTSOFF #10=$b-:think [sc(eng_battery_off)] &CMD_TOGGLEWARN #10=$toggle warn*:think [sc(eng_toggle_warn)] &CMD_TOGGLESAFE #10=$toggle safe*:think [sc(eng_toggle_safe)] &CMD_SPECS #10=$eng specs:think [sc(specs)] &CMD_WARPTABLE #10=$warp table:think [sc(warp_table)] &CMD_WARPTABLE2 #10=$wt:think [sc(warp_table)] &CMD_START #10=$start reactor:think [sc(eng_start_reactor,v(DATADBREF))] &CMD_SHUTDOWN #10=$shutdown reactor:think [sc(eng_shutdown_reactor)] &CMD_EALLOC #10=$eal * * * *:think [sc(eng_allocate,%0,%1,%2,%3)] &CMD_ESTATUS #10=$eng status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_ESTATUS),The ship must be active to use that command.)] &CMD_ESTATUS2 #10=$es:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_ESTATUS),The ship must be active to use that command.)] &FUN_ESTATUS #10=[setq(1,sc(eng_alloc_nav))][setq(2,sc(eng_alloc_tac))][setq(3,sc(eng_alloc_batts))][setq(4,sc(eng_alloc_shields))][setq(7,sc(eng_batt_status))][setq(8,sc(eng_batt_disch))][setq(9,sc(eng_batt_max_disch))][setq(0,add(sc(eng_output),switch(%q7,ON,%q9,0)))][setq(5,sub(%q0,add(%q1,add(%q2,add(%q3,%q4)))))]Reactor:[space(2)]setting:[rjust(sc(eng_reactor_setting),6)]%%[space(5)]Allocations: Navigation:[rjust(%q1,5)] ([rjust(round(mul(fdiv(%q1,%q0),100),0),3)]%%)%r[space(10)] output:[rjust(sc(eng_output),6)][space(21)]Tactical:[rjust(%q2,5)] ([rjust(round(mul(fdiv(%q2,%q0),100),0),3)]%%)%r[space(10)] stress:[rjust(sc(eng_stress),6)]%%[space(21)]Shields:[rjust(%q4,5)] ([rjust(round(mul(fdiv(%q4,%q0),100),0),3)]%%)%r[space(44)]Batteries:[rjust(%q3,5)] ([rjust(round(mul(fdiv(%q3,%q0),100),0),3)]%%)%r[space(47)]Unused:[rjust(%q5,5)] ([rjust(round(mul(fdiv(%q5,%q0),100),0),3)]%%)%r[setq(5,sc(eng_batt_level))][setq(6,sc(eng_batt_max))][space(8)]batteries: [rjust(%q5,5)]/[rjust(%q6,5)] ([rjust(round(mul(fdiv(%q5,%q6),100),0),3)]%%)[space(2)]\[[switch(%q7,ON,online,OFF,offline,DAMAGED,damaged)]\]%r[switch(%q7,ON,[space(14)]use: [rjust(%q8,5)]/[rjust(%q9,5)] ([rjust(round(mul(fdiv(%q8,%q9),100),0),3)]%%))] &CMD_RESURRECT #10=$resurrect:&ST_HULL_DAMAGE [v(DATADBREF)]=0 0;&ST_SYSTEM_DAMAGE [v(DATADBREF)]=[fold(me/FUN_FOLDEDIT,1 2 3 4 5 6 7 8 9,get(v(DATADBREF)/ST_SYSTEM_DAMAGE))];@pemit %#=Ship repaired. &FUN_FOLDEDIT #10=[edit(%0,%1,0)] &CF_CONSOLE_TYPES #10=engineering active @set #10=VISUAL @set #10=HALTED @parent #10=#17 @tel #11=#89 &CMD_STATUS #11=$comm status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_STATUS),The ship must be active to use that command.)] &CMD_STATUS2 #11=$cs:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_STATUS),The ship must be active to use that command.)] &CMD_SET #11=$comm set *=*:think [sc(comm_set_channel,%0,%1)] &CMD_LABEL #11=$comm label *=*:think [sc(comm_label_channel,%0,%1)] &CMD_SEND #11=$comm send *=*:think [sc(comm_send,%0,%1)];@remit loc(me)=%N says, "%1" into the communications console. &CMD_CLOSE #11=$comm close *:think [comm_set_channel,%0,0)] &FUN_STATUS #11=Comm channel configuration:%r%r%bchannel[space(20)]freq%r [iter(lnum(6),u(FUN_CHANNEL_LINE,##))] &FUN_CHANNEL_LINE #11=[setq(0,sc(comm_freq,%0))]%b%b\[%0][switch(%q0,0,%bclosed,:[ljust(sc(comm_label,%0),18)]%b%b[rjust(%q0,5)])]%r &CF_CONSOLE_TYPES #11=communication active @set #11=VISUAL @set #11=HALTED @parent #11=#17 @tel #12=#89 &CMD_WARPTABLE #12=$warp table:think [sc(warp_table)] &CMD_WARPTABLE2 #12=$wt:think [sc(warp_table)] &CMD_RAISEALL #12=$raise shields:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_raise_shield,0)][sc(shd_raise_shield,1)][sc(shd_raise_shield,2)][sc(shd_raise_shield,3)],The ship must be active to use that command.)] &CMD_RAISEALL2 #12=$rs:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_raise_shield,0)][sc(shd_raise_shield,1)][sc(shd_raise_shield,2)][sc(shd_raise_shield,3)],The ship must be active to use that command.)] &CMD_LOWERALL #12=$lower shields:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_lower_shield,0)][sc(shd_lower_shield,1)][sc(shd_lower_shield,2)][sc(shd_lower_shield,3)],The ship must be active to use that command.)] &CMD_LOWERALL2 #12=$ls:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_lower_shield,0)][sc(shd_lower_shield,1)][sc(shd_lower_shield,2)][sc(shd_lower_shield,3)],The ship must be active to use that command.)] &CMD_RAISE #12=$raise * shield:think [sc(shd_raise_shield,u(FUN_SHIELD_NUM,%0))] &CMD_RAISE2 #12=$rs *:think [sc(shd_raise_shield,u(FUN_SHIELD_NUM,%0))] &CMD_LOWER #12=$lower * shield:think [sc(shd_lower_shield,u(FUN_SHIELD_NUM,%0))] &CMD_LOWER2 #12=$ls *:think [sc(shd_lower_shield,u(FUN_SHIELD_NUM,%0))] &CMD_CLOAKON #12=$c+:think [sc(shd_cloak_on)] &CMD_CLOAKOFF #12=$c-:think [sc(shd_cloak_off)] &CMD_CONTACTLIST #12=$contact list:think [sc(contact_list,1,1)] &CMD_CONTACTLIST2 #12=$cl:think [sc(contact_list,1,1)] &CMD_DOCK #12=$dock *:think [sc(nav_dock,%0)] &CMD_OPENDOORS #12=$open doors:think [sc(nav_open_doors)] &CMD_CLOSEDOORS #12=$close doors:think [sc(nav_close_doors)] &CMD_UNDOCK #12=$undock:think [sc(nav_undock, v(DATADBREF))] &CMD_QALLOC #12=$sal:think [setq(0,div(sc(eng_alloc_shields),sc(shd_number)))][sc(shd_allocate,%q0,%q0,%q0,%q0,%q0,%q0)] &CMD_SETWARP #12=$set warp *:think [sc(nav_set_warp,%0)] &CMD_SETWARP2 #12=$sw *:think [sc(nav_set_warp,%0)] &CMD_SETHEADING #12=$set heading *-*:think [sc(nav_set_course,%0,-,%1)] &CMD_SETHEADING2 #12=$sh *-*:think [sc(nav_set_course,%0,-,%1)] &CMD_SETHEADING3 #12=$set heading *+*:think [sc(nav_set_course,%0,+,%1)] &CMD_SETHEADING4 #12=$sh *+*:think [sc(nav_set_course,%0,+,%1)] &FUN_POSITION #12=[setq(0,get(v(DATADBREF)/ST_ORIGIN))][setq(1,sc(pos))][setq(3,sub(extract(%q1,1,1),extract(%q0,2,1)))][setq(4,sub(extract(%q1,2,1),extract(%q0,3,1)))][setq(5,sub(extract(%q1,3,1),extract(%q0,4,1)))][setq(6,sc(xyz_to_sph,%q3,%q4,%q5))][extract(%q0,1,1)] %q6 &CMD_POSITION #12=$sp:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_POSITION),The ship must be active to use that command.)] &FUN_SHIELD_STATUS #12=[switch(sc(shd_shield_status,%0),READY,READY,UP,%b%b%bUP,DAMAGED,%bDMGD)] &FUN_SHIELD_ACTION #12=[switch(sc(shd_shield_action,%0),STABLE,STBLE,CHARGE,CHARG,FALL,%bFALL,OVERLOAD,OVRLD)] &FUN_SHIELD_NUM #12=[switch(%0,fore,0,aft,1,port,2,starboard,3,dorsal,4,ventral,5)] &CMD_LAND #12=$land *:think [sc(nav_land,%0)] &CMD_LAUNCH #12=$launch:think [sc(nav_launch,v(DATADBREF))] &CMD_ORBIT #12=$orbit *:think [sc(nav_orbit,%0)] &CMD_SALLOC #12=$sal * * * * * *:think ifelse(eq(sc(shd_number),6),sc(shd_allocate,%0,%1,%2,%3,%4,%5),pemit(%#,Invalid command. This ship does not have six shields.)) &CMD_NSTATUS #12=$nav status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_NSTATUS),The ship must be active to use that command.)] &CMD_NSTATUS2 #12=$ns:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_NSTATUS),The ship must be active to use that command.)] &FUN_NSTATUS #12=[setq(0,u(FUN_POSITION))][setq(1,sc(nav_heading))]Position([extract(%q0,1,1)]):%b%bbearing:%b%b[extract(%q0,2,1)]%b%b%belevation:%b%b[extract(%q0,3,1)]%b%b%brange:%b%b[extract(%q0,4,1)]%rOrientation:%b%b%b%bheading:%b%b[extract(%q1,1,1)]%b%b%belevation:%b%b[extract(%q1,2,1)]%b%b%broll:%b%b[sc(nav_roll)]%b%b%bwarp:%b%b[sc(nav_speed)]%r%rShield status:%r%b[iter(setr(2,lnum(sc(shd_number))),strcat(rjust(sc(shd_short_name,##),5):,rjust(sc(shd_shield_level,##),5)%b))]%r%b[iter(%q2,strcat(rjust(U(FUN_SHIELD_STATUS,##),5):,U(FUN_SHIELD_ACTION,##)%b))]%r%r[switch(sc(nav_door_status),OPEN,The docking bay doors are open.%r,CLOSED,The docking bay doors are closed.%r)][switch(sc(shd_cloak_status),ON,The cloaking device is engaged.%r,OFF,The cloaking device is offline.%r,CLOAKING,The cloaking device is engaging.%r,DECLOAKING,The cloaking device is disengaging.%r)]%rAvailable warp power: [sc(eng_alloc_nav)]%rAvailable shield power: [sc(eng_alloc_shields)]%rShield Allocations:%r%b[iter(%q2,strcat(rjust(sc(shd_short_name,##),5):,rjust(sc(shd_alloc_shield,##),5)))] &CMD_SALLOC2 #12=$sal * * * *:think ifelse(eq(sc(shd_number),4),sc(shd_allocate,%0,%1,%2,%3,0,0),pemit(%#,Invalid command. This ship does not have four shields.)) &CF_CONSOLE_TYPES #12=navigation shields active &CMD_SCL #12=$scl:think [sc(short_contact_list,1,1)] &CMD_SETROLL #12=$set roll *:think [sc(nav_set_roll,%0)] &CMD_SETROLL2 #12=$sr *:think [sc(nav_set_roll,%0)] @set #12=VISUAL @set #12=HALTED @parent #12=#17 @tel #13=#89 &CMD_REPORT #13=$report *:think sc(report_contact, %0) &CMD_GUNON #13=$g+ *:think sc(tac_gun_online, %0) &CMD_GUNOFF #13=$g- *:think sc(tac_gun_offline, %0) &CMD_FIREALLGUNS #13=$fga:think sc(tac_fire_gun, all) &CMD_FIREALLTORPS #13=$fta:think sc(tac_fire_torp, all, NONE, 0, 0, 0) &CMD_FIREGUN #13=$fg *:think sc(tac_fire_gun, %0) &CMD_FIRETORP #13=$ft *:think sc(tac_fire_torp, %0, NONE, 0, 0, 0) &CMD_SCAN #13=$scan *:think sc(scan, %0) &CMD_RELOAD #13=$reload tube *:think sc(tac_reload_torp, %0) &CMD_DISARMTORP #13=$disarm torp *:think sc(tac_torp_offline, %0) &CMD_ARMTORP #13=$arm torp *:think sc(tac_torp_online, %0) &CMD_UNLOCK #13=$unlock:think sc(tac_unlock) &CMD_LOCK #13=$lock *:think sc(tac_lock, %0) &CMD_FIREPHASER #13=$fire phaser *:think sc(tac_fire_gun, %0) &CMD_FIREDISR #13=$fire disruptor *:think sc(tac_fire_gun, %0) &CMD_SENSOR_REPORT #13=$ssr:think sc(contact_list, 1, 1) &CMD_TOGGLEAUTOLOAD #13=$toggle autoload:think sc(tac_auto_reload) &CMD_TOGGLEAUTOLOAD2 #13=$tal:think sc(tac_auto_reload) &CMD_TOGGLEAUTOARM #13=$toggle autoarm:think sc(tac_auto_charge) &CMD_TOGGLEAUTOARM2 #13=$taa:think sc(tac_auto_charge) &FUN_GUN_LINE #13=[setq(0,get(v(DATADBREF)/CF_GUN_NAME))][setq(1,sc(tac_gun_charge,%0))][setq(2,sc(tac_gun_power,%0))]%b%b%q0 %0 [switch(sc(tac_gun_status,%0),ON,switch(eq(%q1,%q2),1,fully charged,online: %q1 of %q2),OFF,offline: %q1 of %q2,DAMAGED,damaged: %q1 of %q2)]%r &FUN_TORP_LINE #13=[setq(0,get(v(DATADBREF)/CF_TORP_NAME))][setq(1,sc(tac_torp_charge,%0))][setq(2,div(sc(tac_torp_power,%0),2))]%b%b%q0 %0 [switch(sc(tac_torp_status,%0),EMPTY,empty,RELOADING,reloading,LOADED,loaded,CHARGING,charging %q1 of %q2,ARMED,armed,DAMAGED,damaged)]%r &CMD_FIRETORPHEAD #13=fth * *+*:think sc(tac_fire_torp, %0, %1, +, %2) &CMD_FIRETORPHEAD2 #13=fth * *-*:think sc(tac_fire_torp, %0, %1, -, %2) &CMD_FIREALLTORPSHEAD #13=$ftah *+*:think sc(tac_fire_torp, all, %0, +, %1, 0) &CMD_FIREALLTORPSHEAD2 #13=$ftah *-*:think sc(tac_fire_torp, all, %0, -, %1, 0) &CMD_FIRETORPHEADRNG #13=$fthr * *+* *:think sc(tac_fire_torp, %0, %1, +, %2, %3) &CMD_FIRETORPHEADRNG2 #13=$fthr * *-* *:think sc(tac_fire_torp, %0, %1, -, %2, %3) &CMD_FIREALLTORPSHEADRNG2 #13=$ftahr *-* *:think sc(tac_fire_torp, all, %0, -, %1, %2) &CMD_FIREALLTORPSHEADRNG #13=$ftahr *+* *:think sc(tac_fire_torp, all, %0, +, %1, %2) &CMD_TRACTOR_LOCK #13=$tl *:think sc(tac_tractor_lock, %0) &CMD_TRACTOR_UNLOCK #13=$tu:think sc(tac_tractor_unlock) &CMD_TRACTOR_DRAW_ON #13=$td on:think sc(tac_tractor_draw, 1) &CMD_TRACTOR_DRAW_OFF #13=$td off:think sc(tac_tractor_draw, 0) &CMD_TRACTOR_DOCK #13=$tdock:think sc(tac_tractor_dock) &CMD_TSTATUS #13=$tac status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_TSTATUS),The ship must be active to use that command.)] &CMD_TSTATUS2 #13=$ts:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_TSTATUS),The ship must be active to use that command.)] &CMD_TALLOC #13=$tal * * *:think sc(tac_allocate, %0, %1, %2) &FUN_TSTATUS #13=[setq(8,get(v(DATADBREF)/CF_GUN_NAME))][setq(9,get(v(DATADBREF)/CF_TORP_NAME))]Total available power: [sc(eng_alloc_tac)]%rPower allocated to [capstr(%q8s)]: [sc(tac_alloc_guns)] [capstr(%q9s)]: [sc(tac_alloc_torps)] Tractor: [sc(tac_alloc_tractor)]%r%r%q8 status:%r [iter(lnum(sc(tac_gun_qty)),u(FUN_GUN_LINE,##))]%r%q9 torpedo status:%r [iter(lnum(sc(tac_torp_qty)),u(FUN_TORP_LINE,##))][capstr(%q9)] charging controls set to: [switch(sc(tac_charge_status),ON,automatic,OFF,manual)]%r[capstr(%q9)] reloading controls set to: [switch(sc(tac_reload_status),ON,automatic,OFF,manual)]%r[setq(2,sc(tac_torp_ammo))][switch(neq(%q2,-1),1,Torpedoes remaining: %q2%r)]%r[setq(2,sc(tac_lock_status))][setq(3,extract(%q2,2,1))][switch(extract(%q2,1,1),OFF,Weapon directors free.,PENDING,Weapons lock pending on Contact \[%q3{]}: [sc(name,c%q3)],LOCKED,Weapon directors locked on Contact \[%q3{]}: [sc(name,c%q3)])]%r[setq(2,sc(tac_tractor_status))][setq(3,sc(tac_tractor_target))][switch(%q2,DRAW,Tractor beam locked on Contact \[%q3{]}: [sc(name,c%q3)]%rDraw mode engaged.%r,OFF,Tractor beam disengaged.%r,ON,Tractor beam locked on Contact \[%q3{]}: [sc(name,c%q3)]%rDraw mode disengaged.%r,DAMAGED,Tractor beam generator damaged.)][switch(sc(tac_sensor_status),DAMAGED,Passive sensors damaged.%r)][switch(sc(tac_scanner_status),DAMAGED,Active scanners damaged.%r)] &CF_CONSOLE_TYPES #13=tactical active &CMD_SCL #13=$scl:think [sc(short_contact_list,1,1)] @set #13=VISUAL @set #13=HALTED @parent #13=#17 @tel #14=#89 &CMD_UNLOCK #14=$unlock:&ST_COORDS me;&ST_REF me;&ST_LOCK me;&ST_TARGETS me;&ST_TARGET;@pemit %#=Transporter lock cleared. &CMD_LOCK #14=$lock *:@pemit %#=[setq(0,switch(%0,0,SPACE,extract(v(ST_COORDS),%0,1)))][switch(gt(strlen(%q0),0),1,[set(me,ST_LOCK:%q0)][set(me,ST_TARGET:)][switch([not(comp(%q0,SPACE))]|[switch(sc(active,v(ST_REF)),1,sc(trans_permission,v(ST_REF),%q0))],0|INVALID SOURCE,You are unable to acquire a transporter lock.,0|OUT OF RANGE,That destination is out of range.,0|SOURCE SHIELD,The source's shield must be lowered before transport can commence.,0|TARGET SHIELD,The destination's shield must be lowered before transport can commence.,*|DAMAGED,The transporter is inoperable.,The display indicates that you have chosen the [switch(v(ST_MODE),receive,source,destination)]: [switch(v(ST_LOCK),SPACE,Empty space,name(v(ST_LOCK)))]%r[switch(xor(not(comp(v(ST_MODE),send)),not(comp(v(ST_LOCK),SPACE))),1,u(FUN_TARGETS))])],That destination is invalid.)] &CMD_MODE #14=$mode *:@pemit %#=[switch(%0,send,Transporter now in send mode.[set(me,ST_MODE:send)],receive,Transporter now in receive mode.[set(me,ST_MODE:receive)],Valid modes are "send" and "receive".)] &ST_MODE #14=send &CMD_DESTS #14=$dests:@pemit %#=[switch(sc(trans_permission,v(DATADBREF),v(DATADBREF)),INVALID SOURCE,The transporter is temporarily inoperable.,[set(me,ST_REF:[switch(sc(active,v(DATADBREF)),1,v(DATADBREF),get(v(DATADBREF)/ST_DOCKED_AT))])][switch(or(not(strlen(v(ST_REF))),not(sc(active,v(ST_REF)))),0,[set(me,ST_COORDS:[setunion([sc(trans_list_dests,v(ST_REF))] [get(v(DATADBREF)/ST_SHIPS_IN_DOCK)] [get(v(DATADBREF)/ST_DOCKED)],)])]Possible destinations are:%r%r 0: Empty space%r [iter(lnum(words(v(ST_COORDS))),[setq(0,extract(v(ST_COORDS),add(##,1),1))][add(##,1)]: [name(%q0)]%r)],Dock must be active to use this command.)])] &CMD_TARGET #14=$target *:@pemit %#=[switch([v(ST_MODE)]|[neq(comp(v(ST_LOCK),SPACE),0)],receive|1,[setq(0,loc(get(*%0/ST_INSIGNIA)))][switch(and(not(comp(zone(loc(%q0)),get(v(ST_LOCK)/CF_ZONE))),and(isdbref(%q0),or(and(not(comp(PLAYER,type(%q0))),hasflag(%q0,connect)),not(comp(THING,type(%q0)))))),1,Transporter locked on [name(%q0)][set(me,ST_TARGET:%q0)].,That signal cannot be found.)],[setq(0,extract(v(ST_TARGETS),%0,1))][switch(gt(strlen(%q0),0),1,[set(me,ST_TARGET:%q0)]Transporter locked on [name(%q0)].,Invalid target.)])] &FUN_TARGETS #14=[set(me,ST_TARGETS:[switch(v(ST_LOCK),SPACE,sc(trans_list_beamable,v(ST_REF)),get(v(ST_LOCK)/CF_XPORT_TARGETS))])][switch(gt(strlen(v(ST_TARGETS)),0),1,Available targets:%r%b[iter(lnum(words(v(ST_TARGETS))),[add(##,1)]: [name(extract(v(ST_TARGETS),add(##,1),1))]%r)],There are no targets at that destination.%r)] &CMD_TARGETS #14=$targets:@pemit %#=[switch(gt(strlen(v(ST_LOCK)),0),1,[u(FUN_TARGETS)],You have not yet chosen a [switch(v(ST_MODE),receive,source,destination)].)] &LISTEN_DISCONNECT #14=^* has disconnected.:think [set(me,ST_PREPPED:[remove(v(ST_PREPPED),%#)])] &CMD_PREP_OBJ #14=$prep *:@switch [setq(0,locate(%#,%0,iX))][comp(%q0,#-1)]=0,{@pemit %#=You don't have that.},{@tel %q0=here;@pemit %#=You place the [name(%q0)] on the transporter pad.[set(me,ST_PREPPED:[trim([v(ST_PREPPED)] %q0)])];@oemit %#=[name(%#)] places an object on the transporter pad.} &CMD_ENERGIZE #14=$energize:@switch first(u(FUN_TRANSPORTISOK))=0,@pemit %#=[rest(u(FUN_TRANSPORTISOK))],{@pemit %#=You energize the transporter.;@oemit %#=%N energizes the transporter;@switch [not(comp(v(ST_MODE),receive))][not(comp(v(ST_LOCK),SPACE))]=11,{think sc(rm_object,v(ST_TARGET));@tr me/SUB_MOVE=v(ST_TARGET),loc(me)},10,{@tr me/SUB_MOVE=v(ST_TARGET),loc(me)},01,{@dol v(ST_PREPPED)={@parent ##=v(CF_OBJECT_PARENT);&ST_STARTPOS ##=sc(pos,v(ST_REF));think sc(add_object,##);@tr me/SUB_MOVE=##,get(v(DATADBREF)/CF_SPACE_ROOM)}},00,{@dol v(ST_PREPPED)={@tr me/SUB_MOVE=##,v(ST_TARGET)}}} &SUB_MOVE #14=@pemit %0=You are engulfed in swirling blue light.;@oemit %0=[name(%0)] is engulfed in swirling blue light, and soon fades from view.;@remit %1=[name(%0)]'s image begins to form in a mass of swirling blue light.;@tel %0=%1;&ST_PREPPED me=[remove(v(ST_PREPPED),%0)] &CF_OBJECT_PARENT #14=#56 &FUN_TRANSPORTISOK #14=[switch(or(not(comp(v(ST_LOCK),SPACE)),strlen(v(ST_TARGET))),0,0You have not yet selected a target.,switch([not(comp(v(ST_LOCK),SPACE))]|[switch(sc(active,v(ST_REF)),1,sc(trans_permission,v(ST_REF),v(ST_LOCK)))],0|OUT OF RANGE,0 That destination is out of range.,0|INVALID SOURCE,0 You are unable to maintain the transporter lock.,0|SOURCE SHIELD,0 The source's shield must be lowered before transport can commence.,0|TARGET SHIELD,0 The destination's shield must be lowered before transport can commence.,*|DAMAGED,0 The transporter is inoperable.,1 OK))] &CF_CONSOLE_TYPES #14=transporters active @set #14=VISUAL @set #14=HALTED @parent #14=#17 @tel #15=#89 &CMD_REPAIR #15=$team * repair *:think sc(dmg_repair,%0,%1) &CMD_SYSTEM_STATUS #15=$system status:think sc(dmg_system_status) &CMD_TEAM_STATUS #15=$team status:think sc(dmg_team_status) &CMD_REPAIR2 #15=$team * fix *:think sc(dmg_repair,%0,%1) &CMD_SYSTEM_STATUS2 #15=$ss:think sc(dmg_system_status) &CMD_TEAM_STATUS2 #15=$ts:think sc(dmg_team_status) &CF_CONSOLE_TYPES #15=damage active @set #15=VISUAL @set #15=HALTED @parent #15=#17 @tel #16=#2 @Desc #16=%rThis object is usable only for TinyFugue users. It coordinates simple mush commands to make TinyFugue's /GRAB command more functional. It allows you to suck attributes off objects and put the contents into the input area for easy editing... a much needed replacement for the @edit command.%r%rTo use, copy all the attributes on this object onto an object of your own, or @parent your object to this one. Then set your object !NO_COMMAND, !HALT, QUIET, and INHERIT. Then insert this line into your .tfrc file:%r%r%t/def -t"TinyFugueEdit > *"=/grab \%-2%r%rNote that this will not work if you're set NOSPOOF. If you are nospoof much of the time, include this line into your .tfrc file as well:%r%r%t/def -t"* TinyFugueEdit > *"=/grab \%-3%r%rType 'edit help' to see the commands. &EDIT_MSG #16=@pemit owner(me)=TinyFugueEdit > &%0 %1=%2 &EDIT_ATTR #16=idesc &EDIT_OBJ #16=#59 &EDIT2 #16=$ed *:@sel [match(%0,*/*)]=0,{@fo owner(me)=&EDIT_ATTR %!=%0;@tr %!/EDIT_MSG=%0,v(EDIT_OBJ),xget(v(EDIT_OBJ),%0)} &EDIT1 #16=$ed */*:@fo owner(me)={&EDIT_OBJ %!=[locate(%#,%0,*)];&EDIT_ATTR %!=%1;@tr %!/EDIT_MSG=%1,%0,xget(%0,%1)} &EDIT3 #16=$ed:@fo owner(me)=@tr %!/EDIT_MSG=[v(EDIT_ATTR)],[v(EDIT_OBJ)],xget([v(EDIT_OBJ)],[v(EDIT_ATTR)]) &EDIT4 #16=$ng *:@fo owner(me)={@fo %!=@pemit owner(me)=[name(me)] > @name [locate(%#,%0,*)]=\[escape(fullname(%0))\]} &EDIT_HELP #16=$edit help:@pemit %#=%rTinyFugue Editor commands:%r'ed /' - This command will pull 's attribute into input.%r'ed ' - Pulls the attribute of the last object edited into input.%r'ed' - Pulls the last attribute edited into input.%r'ng ' - Pulls in the full name of the . Useful for renaming exits.%r @set #16=INHERIT @set #16=LINK_OK @set #16=QUIET @set #16=VISUAL @set #16=SAFE @tel #17=#89 @Fail #17=You sit at the [name(me)]. @Afail #17=@ulock me=%#;@userdbref me=%#;@pemit %#=Sensing your presense, the controls become operational.;@oemit %#=%N takes control of the [name(me)]. &FUN_ISWIZ #17=[hasflag(%#,W)] &FUN_ISWIZROY #17=[orflags(%#,WZ)] &CMD_MAN #17=$man *:think sc(enable_console, %1, 1);@fo %#={get %0} &CMD_UNMAN #17=$unman *:@switch and(not(comp(v(USERDBREF),%#)),not(comp(locate(me,%0,n),%!)))=1,{@unlock/use me;@userdbref me;@pemit %#=You stand up from the [name(me)].;@oemit %#=%n stands up from the [name(me)].} @set #17=VISUAL @set #17=HALTED @Desc #18=%rUpon walking onto the bridge, you first notice the general business inherent here. You see officers here and there steadily monitoring ship activities. A large viewscreen is mounted on the front wall, opposite the Command console. Around the console, circling the bridge, are the various stations. To the front right is the ship's navigational systems, while to the left you see the Communication station and Tactical station where the ship's mighty arsenal is routed. At the upper level behind everything you can see the lift doors.%r @set #18=FLOATING @set #18=INHERIT @set #18=VISUAL @parent #18=#82 @chzone #18=#58 @set #18=FLOATING @Desc #19=As soon as you had walked onto this deck, you could hear those engines hum in perfect harmony with each other. The power emanating from this deck is enormous. You notice it is never dull and boring here, as people often seem to be quick paced to ensure perfect efficiency to the warp and impulse engines. There are vast numbers of computer terminals and readouts throughout the area, while in the far background, you notice the familiar blue light that is the Warp Core's matter/antimatter.%r @set #19=FLOATING @set #19=INHERIT @set #19=VISUAL @chzone #19=#58 @set #19=FLOATING @tel #18 @switch extract(version(),1,1)=PennMUSH,{@tel #20=here},{get #20; drop #20} @link #20=#19 @Osucc #20=walks into Main Engineering. @Succ #20=You walk into Main Engineering. @Odrop #20=walks in from the bridge. @set #20=VISUAL @tel #19 @switch extract(version(),1,1)=PennMUSH,{@tel #21=here},{get #21; drop #21} @link #21=#18 @Osucc #21=walks onto the bridge. @Succ #21=You walk onto the bridge. @Odrop #21=walks in from the transporter room. @set #21=VISUAL @tel #22=#18 @DataDBREF #22=#23 @set #22=INHERIT @set #22=VISUAL @set #22=SPACE @parent #22=#12 @tel #23=#323 @Idesc #23=The docking bay of the IMS Red Star is immense, reminiscent of the large sports stadiums on Earth. Through the powerful force-field, you can see the inky blackness of space, dotted with millions of stars.%r%r &CF_OWNER_NAME #23=Red &CF_XPORT_RANGE #23=100000 &CF_OWNER_NUM #23=2 &ST_DOCKED_AT #23=#114 &ST_SPACE #23=0 &ST_STARTPOS #23=100 0 0 &CF_DBREF_ENG #23=#19 &ST_HULL_DAMAGE #23=0 0 &ST_SYSTEM_DAMAGE #23=0000000000xx0000xx0x000000 &MOVE_POS_X #23=500 &MOVE_POS_Y #23=0 &MOVE_POS_Z #23=0 &CF_ZONE #23=#58 &CF_XPORT_TARGETS #23=#18 #47 #19 &MOVE_SPEED #23=10.0 &MOVE_HEAD_BEARING #23=90 &CF_TRACTOR_EFFECT #23=1.2 &ST_DOCKED #23=#114 &CF_DOCKING_BAY #23=#23 &CF_TORP_AMMO #23=30 &CF_DBREF_BRIDGE #23=#18 &CF_CONSOLE_LIST #23=#22 #24 #25 #26 #37 #50 &CMD_BRIDGE #23=$bridge:@tel %#=v(CF_DBREF_BRIDGE) @set #23=INHERIT @set #23=VISUAL @set #23=ENTER_OK @set #23=SPACE @parent #23=#8 @chzone #23=#58 @tel #24=#19 @DataDBREF #24=#23 @set #24=INHERIT @set #24=VISUAL @set #24=SPACE @parent #24=#10 @tel #25=#18 @DataDBREF #25=#23 @set #25=INHERIT @set #25=VISUAL @set #25=SPACE @parent #25=#13 @tel #26=#19 @DataDBREF #26=#23 @set #26=INHERIT @set #26=VISUAL @set #26=SPACE @parent #26=#15 @set #28=FLOATING @set #28=INHERIT @set #28=VISUAL @parent #28=#82 @chzone #28=#57 @set #28=FLOATING @set #29=FLOATING @set #29=INHERIT @set #29=VISUAL @parent #29=#82 @chzone #29=#57 @set #29=FLOATING @tel #28 @switch extract(version(),1,1)=PennMUSH,{@tel #30=here},{get #30; drop #30} @link #30=#29 @Osucc #30=heads into Main Engineering. @Succ #30=You head into Main Engineering. @Odrop #30=enters from the bridge. @set #30=VISUAL @tel #29 @switch extract(version(),1,1)=PennMUSH,{@tel #31=here},{get #31; drop #31} @link #31=#28 @Osucc #31=walks onto the bridge. @Succ #31=You walk onto the bridge. @Odrop #31=walks in from Main Engineering. @set #31=VISUAL @tel #32=#28 @DataDBREF #32=#9 @set #32=INHERIT @set #32=VISUAL @set #32=SPACE @parent #32=#12 @tel #33=#28 @DataDBREF #33=#9 @set #33=INHERIT @set #33=VISUAL @set #33=SPACE @parent #33=#13 @tel #34=#95 @Desc #34=Nova-class Fighter @Enter #34=You board [name(me)]. @Oxenter #34=boards [name(me)]. @Leave #34=You leave the ship. @Oleave #34=leaves the ship. @Aleave #34=@dol lcon(me)={@switch not(comp(get(##/USERDBREF), %#))=1,{@ulock ##=##;@userdbref ##}} @Oenter #34=boards the ship. @Oxleave #34=arrives from the [name(me)]. &CF_HULL #34=1000 &CF_TYPE #34=Fighter &CF_CLASS #34=Nova &CF_REACTOR_OUTPUT #34=900 &CF_REACTOR_LEVEL_NORMAL #34=90 &CF_REACTOR_LEVEL_STRESS #34=105 &CF_SCANNER_RANGE #34=5000 &CF_GUN_QTY #34=2 &CF_TORP_QTY #34=1 &CF_SHIELD_POWER #34=500 &CF_COMM_RANGE #34=30000 &CF_COMM_SENSITIVITY #34=1.0 &CF_DAMCON_TEAMS #34=2 &CF_SENSOR_RANGE #34=30000 &CF_GUN_POWER #34=300 &CF_GUN_DELIVERY #34=0.30 &CF_GUN_CHARGE_RATE #34=70 &CF_TORP_POWER #34=280 &CF_TORP_RANGE #34=7000 &CF_TORP_ACCURACY #34=1.0 &CF_TORP_CHARGE_RATE #34=40 &CF_COMM_MAX_CLIENTS #34=4 &CF_CLOAK_STATUS #34=1 &CF_BATTS_CAPACITY #34=5000 &CF_BATTS_DISCHARGE #34=100 &CF_SIZE #34=0.5 &CF_REACTOR_OVER_POINTS #34=1800 &CF_WARP_FACTOR #34=0.7 &CF_WARP_MAX #34=12 &CF_GUN_RANGE #34=6500 &CF_SHIELD_CHARGE_RATE #34=200 &ST_SHIPFLAGS #34=CAN_LAND &CF_CLOAK_COST #34=150 &CF_CLOAK_EFFECT #34=1.0 &CF_TORP_LOADERS #34=1 @set #34=VISUAL @parent #34=#7 @tel #35=#29 @DataDBREF #35=#9 @set #35=INHERIT @set #35=VISUAL @set #35=SPACE @parent #35=#15 @tel #36=#29 @DataDBREF #36=#9 @set #36=INHERIT @set #36=VISUAL @set #36=SPACE @parent #36=#10 @tel #37=#18 @DataDBREF #37=#23 @set #37=INHERIT @set #37=VISUAL @set #37=SPACE @parent #37=#11 @tel #38=#28 @DataDBREF #38=#9 @set #38=INHERIT @set #38=VISUAL @set #38=SPACE @parent #38=#11 @set #39=FLOATING @set #39=INHERIT @set #39=VISUAL @parent #39=#82 @set #39=FLOATING @tel #40=#87 &LISTEN_SPACE #40=^SPACE- *:@cemit Space=%0 &NOTE #40=To set up a space debug channel, create a channel called 'Space'. The spacecall set_debug_char is used to designate this channel object as the object that the engine pemit's debug messages to. This is done through a @startup on object #69. @set #40=INHERIT @set #40=MONITOR @set #40=VISUAL @Desc #41=You'll have to 'home' to get out of here! @set #41=FLOATING @set #41=VISUAL @set #41=FLOATING @tel #42=#41 &CMD_SPECS #42=$+specs *:@fo %#=think [sc(godspecs, %0)] &ISWIZ #42=[hasflag(%#,W)] &CMD_ADDOBJECT #42=$+addobject *:@fo %#=think [sc(add_object, %0)] &CMD_RMOBJECT #42=$+rmobject *:@fo %#=think [sc(rm_object, %0)] &CMD_SSET #42=$+sset *=*:@fo %#=think [sc(set_shipflag, %0, %1)] &CMD_OSET #42=$+oset *=*:@fo %#=think [sc(set_objflag, %0, %1)] &CMD_LISTOBJECTS #42=$+listobjects *:@fo %#=think [sc(objlist, %0, 1, 1)] &CMD_LISTOBJECTS2 #42=$+lo *:@fo %#=think [sc(objlist, %0, 1, 1)] &CMD_LISTSHIPS #42=$+listships *:@fo %#=think [sc(objlist, %0, 1, 0)] &CMD_LISTSHIPS2 #42=$+ls *:@fo %#=think [sc(objlist, %0, 1, 0)] &CMD_LISTOBJECTS3 #42=$+lo:@fo %#=think [sc(objlist, 0, 1, 1)] &CMD_LISTSHIPS3 #42=$+ls:@fo %#=think [sc(objlist, 0, 1, 0)] @set #42=VISUAL @set #42=WIZARD @set #42=SPACE @tel #43=#78 @Idesc #43=You sit in the rather cramped cockpit of a standard-issue fighter. The controls are covered with the sweat and dirt of many previous pilot, and a musty odour hangs in the air. &CF_OWNER_NAME #43=Blue &CF_OWNER_NUM #43=1 &ST_DOCKED_AT #43=#45 &ST_STARTPOS #43=0 0 0 &CF_DBREF_ENG #43=#43 &ST_HULL_DAMAGE #43=0 0 &ST_SYSTEM_DAMAGE #43=0000XX00xxxx0xxxxx000000x0 &CF_ZONE #43=#124 &CF_XPORT_TARGETS #43=#27 &CF_DBREF_BRIDGE #43=#43 &CF_CONSOLE_LIST #43=#123 @set #43=INHERIT @set #43=VISUAL @set #43=ENTER_OK @set #43=SPACE @parent #43=#34 @chzone #43=#124 @tel #44=#95 &CF_SENSOR_RANGE #44=1000 &CF_XPORT_RANGE #44=100 &CF_SIZE #44=3.0 &ST_FLAGS #44=PLANET CAN_BEAM_TO HUGE CAN_BEAM_FROM &ST_STARTPOS #44=0 0 0 &EV_LANDED_ON #44=[set(me,ST_SHIPS_IN_DOCK:[trim([v(ST_SHIPS_IN_DOCK)] %0)])][pemit(lcon(v(CF_DOCKING_BAY)),[name(%0)] slowly descends onto the landing pad.)] &EV_LAUNCHED_FROM #44=[set(me,ST_SHIPS_IN_DOCK:[remove(v(ST_SHIPS_IN_DOCK),%0)])][pemit(lcon(v(CF_DOCKING_BAY)),[name(%0)] slowly rises from the landing pad\, turns\, and accelerates off into the horizon.)] &INFO_SCAN_STRING #44=The scan detects nothing special about the planet. @set #44=VISUAL @set #44=HALTED @parent #44=#56 @tel #45=#88 &ST_STARTPOS #45=0 0 0 &ST_SHIPS_IN_DOCK #45=#43 &CF_ZONE #45=#340 &CF_XPORT_TARGETS #45=#77 &CF_DOCKING_BAY #45=#78 @set #45=INHERIT @set #45=VISUAL @set #45=SPACE @parent #45=#44 @tel #46=#93 @Aleave #46=think [set(v(CF_CONSOLE),ST_PREPPED:[remove(get(v(CF_CONSOLE)/ST_PREPPED),%#)])] &CMD_PREP #46=$prep:@remit me=[switch(member(get(v(CF_CONSOLE)/ST_PREPPED),%#),0,%N steps up onto the transporter pad.[set(v(CF_CONSOLE),ST_PREPPED:[trim([get(v(CF_CONSOLE)/ST_PREPPED)] %#)])],[pemit(%#,You are already prepared for transport.)])] &CMD_UNPREP #46=$unprep:@remit me=[switch(member(get(v(CF_CONSOLE)/ST_PREPPED),%#),0,[pemit(%#,You are not prepared for transport.)],%N steps down from the transporter pad.[set(v(CF_CONSOLE),ST_PREPPED:[remove(get(v(CF_CONSOLE)/ST_PREPPED),%#)])])] &CMD_PREP_OBJ #46=$prep *:@switch [setq(0,locate(%#,%0,iX))][comp(%q0,#-1)]=0,{@pemit %#=You don't have that.},{@tel %q0=me;@remit me=%N places an object on the transporter pad.[set(v(CF_CONSOLE),ST_PREPPED:[trim([get(v(CF_CONSOLE)/ST_PREPPED)] %q0)])]} @set #46=VISUAL @set #46=HALTED @parent #46=#82 @Desc #47=A main transportation means of getting around, the Transporter Room is set up with the familiar Pad that can hold 6 crewmembers and 2 large objects. The console, which keeps tabs and records of all beamins and beamouts, is set on the other side of the Transporter. &CF_CONSOLE #47=#50 @set #47=FLOATING @set #47=INHERIT @set #47=VISUAL @parent #47=#46 @chzone #47=#58 @set #47=FLOATING @tel #18 @switch extract(version(),1,1)=PennMUSH,{@tel #48=here},{get #48; drop #48} @link #48=#47 @Osucc #48=walks into the transporter room. @Succ #48=You walk into the transporter room. @Odrop #48=walks in from the bridge. @set #48=VISUAL @tel #47 @switch extract(version(),1,1)=PennMUSH,{@tel #49=here},{get #49; drop #49} @link #49=#18 @Osucc #49=walks onto the bridge. @Succ #49=You walk onto the bridge. @Odrop #49=walks in from the transporter room. @set #49=VISUAL @tel #50=#47 @DataDBREF #50=#23 &ST_MODE #50=receive &ST_TARGET #50=#125 @set #50=INHERIT @set #50=VISUAL @set #50=SPACE @parent #50=#14 @tel #51=#87 @Desc #51=Type 'new insignia' to get a brand new insignia! &CMD_NEW #51=$new insignia:@parent [setq(0,create(Insignia, 10))]%q0=#52;@tel %q0=%#;&ST_INSIGNIA %#=%q0;@pemit %#=The generator issues you a new insignia. @set #51=VISUAL @set #51=HALTED @tel #52=#87 @set #52=VISUAL @set #52=HALTED @tel #53=#0 @set #53=INHERIT @set #53=VISUAL @parent #53=#51 @tel #56=#95 &CF_SENSOR_RANGE #56=1000 &CF_SIZE #56=0.1 &ST_SPACE #56=0 &ST_FLAGS #56=BEAMABLE ATTACKABLE &CF_SPACE_ROOM #56=#88 @set #56=VISUAL @tel #57=#338 @set #57=VISUAL @tel #58=#338 @set #58=VISUAL @tel #59=#311 @Idesc #59=The docking bay of the USS Blue Lagoon is immense, reminiscent of the large sports stadiums on Earth. Through the powerful force-field, you can see the inky blackness of space, dotted with millions of stars.%r%r &CF_OWNER_NAME #59=Blue &CF_OWNER_NUM #59=1 &ST_DOCKED_AT #59=#9 &ST_SPACE #59=0 &ST_STARTPOS #59=100 0 0 &CF_DBREF_ENG #59=#70 &ST_SHIPS_IN_DOCK #59=#318 #43 &ST_HULL_DAMAGE #59=0 0 &CF_ZONE #59=#60 &CF_XPORT_TARGETS #59=#61 #70 #73 &CF_DOCKING_BAY #59=#59 &CF_DBREF_BRIDGE #59=#61 &CF_CONSOLE_LIST #59=#64 #65 #63 #62 #66 &CMD_BRIDGE #59=$bridge:@tel %#=v(CF_DBREF_BRIDGE) @set #59=INHERIT @set #59=VISUAL @set #59=ENTER_OK @set #59=SPACE @parent #59=#8 @tel #60=#338 @set #60=VISUAL @Desc #61=%rUpon walking onto the bridge, you first notice the general business inherent here. You see officers here and there steadily monitoring ship activities. A large viewscreen is mounted on the front wall, opposite the Command console. Around the console, circling the bridge, are the various stations. To the front right is the ship's navigational systems, while to the left you see the Communication station and Tactical station where the ship's mighty arsenal is routed. At the upper level behind everything you can see the lift doors.%r @set #61=FLOATING @set #61=INHERIT @set #61=VISUAL @parent #61=#82 @chzone #61=#60 @set #61=FLOATING @tel #62=#70 @DataDBREF #62=#59 @set #62=INHERIT @set #62=VISUAL @set #62=SPACE @parent #62=#15 @tel #63=#70 @DataDBREF #63=#59 @set #63=INHERIT @set #63=VISUAL @set #63=SPACE @parent #63=#10 @tel #64=#61 @DataDBREF #64=#59 @set #64=INHERIT @set #64=VISUAL @set #64=SPACE @parent #64=#13 @tel #65=#61 @DataDBREF #65=#59 @set #65=INHERIT @set #65=VISUAL @set #65=SPACE @parent #65=#12 @tel #66=#61 @DataDBREF #66=#59 @set #66=INHERIT @set #66=VISUAL @set #66=SPACE @parent #66=#11 @tel #67=#88 &CF_SIZE #67=1.0 &ST_STARTPOS #67=100000 0 0 &CF_XPORT_TARGETS #67=#119 &CF_DOCKING_BAY #67=#116 @set #67=INHERIT @set #67=VISUAL @set #67=SPACE @parent #67=#44 @tel #68=#89 &CMD_REPAIR #68=$team * repair *:think sc(dmg_repair,%0,%1) &CMD_SYSTEM_STATUS #68=$system status:think sc(dmg_system_status) &CMD_TEAM_STATUS #68=$team status:think sc(dmg_team_status) &CMD_REPAIR2 #68=$team * fix *:think sc(dmg_repair,%0,%1) &CMD_SYSTEM_STATUS2 #68=$ss:think sc(dmg_system_status) &CMD_TEAM_STATUS2 #68=$ts:think sc(dmg_team_status) &CMD_SETREACTOR #68=$set reactor *:think [sc(eng_set_reactor,%0)] &CMD_SETREACTOR2 #68=$esr *:think [sc(eng_set_reactor,%0)] &CMD_BATTSON #68=$b+:think [sc(eng_battery_on)] &CMD_BATTSOFF #68=$b-:think [sc(eng_battery_off)] &CMD_TOGGLEWARN #68=$toggle warn*:think [sc(eng_toggle_warn)] &CMD_TOGGLESAFE #68=$toggle safe*:think [sc(eng_toggle_safe)] &CMD_SPECS #68=$eng specs:think [sc(specs)] &CMD_WARPTABLE #68=$warp table:think sc(warp_table) &CMD_WARPTABLE2 #68=$wt:think sc(warp_table) &CMD_START #68=$start reactor:think [sc(eng_start_reactor,v(DATADBREF))] &CMD_SHUTDOWN #68=$shutdown reactor:think [sc(eng_shutdown_reactor)] &CMD_REPORT #68=$report *:think sc(report_contact, %0) &CMD_RAISEALL #68=$raise shields:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_raise_shield,0)][sc(shd_raise_shield,1)][sc(shd_raise_shield,2)][sc(shd_raise_shield,3)],The ship must be active to use that command.)] &CMD_RAISEALL2 #68=$rs:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_raise_shield,0)][sc(shd_raise_shield,1)][sc(shd_raise_shield,2)][sc(shd_raise_shield,3)],The ship must be active to use that command.)] &CMD_LOWERALL #68=$lower shields:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_lower_shield,0)][sc(shd_lower_shield,1)][sc(shd_lower_shield,2)][sc(shd_lower_shield,3)],The ship must be active to use that command.)] &CMD_LOWERALL2 #68=$ls:@pemit %#=[switch(sc(active,v(DATADBREF)),1,[sc(shd_lower_shield,0)][sc(shd_lower_shield,1)][sc(shd_lower_shield,2)][sc(shd_lower_shield,3)],The ship must be active to use that command.)] &CMD_RAISE #68=$raise * shield:think [sc(shd_raise_shield,u(FUN_SHIELD_NUM,%0))] &CMD_RAISE2 #68=$rs *:think [sc(shd_raise_shield,u(FUN_SHIELD_NUM,%0))] &CMD_LOWER #68=$lower * shield:think [sc(shd_lower_shield,u(FUN_SHIELD_NUM,%0))] &CMD_LOWER2 #68=$ls *:think [sc(shd_lower_shield,u(FUN_SHIELD_NUM,%0))] &CMD_CLOAKON #68=$c+:think sc(shd_cloak_on) &CMD_CLOAKOFF #68=$c-:think sc(shd_cloak_off) &CMD_CONTACTLIST #68=$contact list:think [sc(contact_list,1,1)] &CMD_PLANETLIST #68=$planet list:think [nav(planet_list)] &CMD_PLANETLIST2 #68=$pl:think [nav(planet_list)] &CMD_CONTACTLIST2 #68=$cl:think [sc(contact_list,1,1)] &CMD_DOCK #68=$dock *:think sc(nav_dock,%0) &CMD_OPENDOORS #68=$open doors:think sc(nav_open_doors) &CMD_CLOSEDOORS #68=$close doors:think sc(nav_close_doors) &CMD_UNDOCK #68=$undock:think sc(nav_undock, v(DATADBREF)) &CMD_QALLOC #68=$sal:think [setq(0,div(sc(eng_alloc_shields),4))][sc(shd_allocate,%q0,%q0,%q0,%q0)] &CMD_SETWARP #68=$set warp *:think sc(nav_set_warp,%0) &CMD_SETWARP2 #68=$sw *:think sc(nav_set_warp,%0) &CMD_SETHEADING #68=$set heading *-*:think sc(nav_set_course,%0,-,%1) &CMD_SETHEADING2 #68=$sh *-*:think sc(nav_set_course,%0,-,%1) &CMD_SETHEADING3 #68=$set heading *+*:think sc(nav_set_course,%0,+,%1) &CMD_SETHEADING4 #68=$sh *+*:think sc(nav_set_course,%0,+,%1) &CMD_GUNON #68=$g+ *:think sc(tac_gun_online, %0) &CMD_GUNOFF #68=$g- *:think sc(tac_gun_offline, %0) &CMD_FIREALLGUNS #68=$fga:think sc(tac_fire_gun, all) &CMD_FIREALLTORPS #68=$fta:think sc(tac_fire_torp, all, NONE, 0, 0, 0) &CMD_FIREGUN #68=$fg *:think sc(tac_fire_gun, %0) &CMD_FIRETORP #68=$ft *:think sc(tac_fire_torp, %0, NONE, 0, 0, 0) &CMD_SCAN #68=$scan *:think sc(scan, %0) &CMD_RELOAD #68=$reload tube *:think sc(tac_reload_torp, %0) &CMD_DISARMTORP #68=$disarm torp *:think sc(tac_torp_offline, %0) &CMD_ARMTORP #68=$arm torp *:think sc(tac_torp_online, %0) &CMD_UNLOCK #68=$unlock:think sc(tac_unlock) &CMD_LOCK #68=$lock *:think sc(tac_lock, %0) &CMD_FIREPHASER #68=$fire phaser *:think sc(tac_fire_gun, %0) &CMD_FIREDISR #68=$fire disruptor *:think sc(tac_fire_gun, %0) &CMD_SENSOR_REPORT #68=$ssr:think sc(contact_list, 1, 1) &CMD_TOGGLEAUTOLOAD #68=$toggle autoload:think sc(tac_auto_reload) &CMD_TOGGLEAUTOLOAD2 #68=$tal:think sc(tac_auto_reload) &CMD_TOGGLEAUTOARM #68=$toggle autoarm:think sc(tac_auto_charge) &CMD_TOGGLEAUTOARM2 #68=$taa:think sc(tac_auto_charge) &CMD_SET #68=$comm set *=*:think sc(comm_set_channel,%0,%1) &CMD_LABEL #68=$comm label *=*:think sc(comm_label_channel,%0,%1) &CMD_SEND #68=$comm send *=*:think sc(comm_send,%0,%1) &CMD_SET_SEND #68=$send *=*:think [comm(set,send,%0,%1)] &CMD_SET_RECEIVE #68=$receive *=*:think [comm(set,rec,%0,%1)] &CMD_CLOSE #68=$comm close *:think [comm_set_channel,%0,0)] &FUN_POSITION #68=[setq(0,get(v(DATADBREF)/ST_ORIGIN))][setq(1,sc(pos))][setq(3,sub(extract(%q1,1,1),extract(%q0,2,1)))][setq(4,sub(extract(%q1,2,1),extract(%q0,3,1)))][setq(5,sub(extract(%q1,3,1),extract(%q0,4,1)))][setq(6,sc(xyz_to_sph,%q3,%q4,%q5))][extract(%q0,1,1)] %q6 &CMD_POSITION #68=$sp:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_POSITION),The ship must be active to use that command.)] &FUN_SHIELD_STATUS #68=[switch(sc(shd_shield_status,%0),READY,READY,UP,%b%b%bUP,DAMAGED,%bDMGD)] &FUN_SHIELD_ACTION #68=[switch(sc(shd_shield_action,%0),STABLE,STBLE,CHARGE,CHARG,FALL,%bFALL,OVERLOAD,OVRLD)] &FUN_SHIELD_NUM #68=[switch(%0,fore,0,aft,1,port,2,starboard,3)] &FUN_GUN_LINE #68=[setq(0,get(v(DATADBREF)/CF_GUN_NAME))][setq(1,sc(tac_gun_charge,%0))][setq(2,sc(tac_gun_power,%0))]%b%b%q0 %0 [switch(sc(tac_gun_status,%0),ON,switch(eq(%q1,%q2),1,fully charged,online: %q1 of %q2),OFF,offline: %q1 of %q2,DAMAGED,damaged: %q1 of %q2)]%r &FUN_TORP_LINE #68=[setq(0,get(v(DATADBREF)/CF_TORP_NAME))][setq(1,sc(tac_torp_charge,%0))][setq(2,div(sc(tac_torp_power,%0),2))]%b%b%q0 %0 [switch(sc(tac_torp_status,%0),EMPTY,empty,RELOADING,reloading,LOADED,loaded,CHARGING,charging %q1 of %q2,ARMED,armed,DAMAGED,damaged)]%r &FUN_CHANNEL_LINE #68=[setq(0,sc(comm_freq,%0))]%b%b\[%0][switch(%q0,0,%bclosed,:[ljust(sc(comm_label,%0),18)]%b%b[rjust(%q0,5)])]%r &CMD_LAND #68=$land *:think sc(nav_land,%0) &CMD_LAUNCH #68=$launch:think sc(nav_launch,v(DATADBREF)) &CMD_ORBIT #68=$orbit *:think sc(nav_orbit,%0) &CMD_TARGET #68=$target *:@pemit %#=[switch([v(ST_MODE)]|[neq(comp(v(ST_LOCK),SPACE),0)],receive|1,[setq(0,loc(get(*%0/ST_INSIGNIA)))][switch(and(not(comp(zone(loc(%q0)),get(v(ST_LOCK)/CF_ZONE))),and(isdbref(%q0),or(and(not(comp(PLAYER,type(%q0))),hasflag(%q0,connect)),not(comp(THING,type(%q0)))))),1,Transporter locked on [name(%q0)][set(me,ST_TARGET:%q0)].,That signal cannot be found.)],[setq(0,extract(v(ST_TARGETS),%0,1))][switch(gt(strlen(%q0),0),1,[set(me,ST_TARGET:%q0)]Transporter locked on [name(%q0)].,Invalid target.)])] &LISTEN_DISCONNECT #68=^* has disconnected.:think [set(me,ST_PREPPED:[remove(v(ST_PREPPED),%#)])] &CMD_FIRETORPHEAD #68=fth * *+*:think sc(tac_fire_torp, %0, %1, +, %2) &CMD_FIRETORPHEAD2 #68=fth * *-*:think sc(tac_fire_torp, %0, %1, -, %2) &CMD_FIREALLTORPSHEAD #68=$ftah *+*:think sc(tac_fire_torp, all, %0, +, %1, 0) &CMD_FIREALLTORPSHEAD2 #68=$ftah *-*:think sc(tac_fire_torp, all, %0, -, %1, 0) &CMD_FIRETORPHEADRNG #68=$fthr * *+* *:think sc(tac_fire_torp, %0, %1, +, %2, %3) &CMD_FIRETORPHEADRNG2 #68=$fthr * *-* *:think sc(tac_fire_torp, %0, %1, -, %2, %3) &CMD_FIREALLTORPSHEADRNG2 #68=$ftahr *-* *:think sc(tac_fire_torp, all, %0, -, %1, %2) &CMD_FIREALLTORPSHEADRNG #68=$ftahr *+* *:think sc(tac_fire_torp, all, %0, +, %1, %2) &CMD_TRACTOR_LOCK #68=$tl *:think sc(tac_tractor_lock, %0) &CMD_TRACTOR_UNLOCK #68=$tu:think sc(tac_tractor_unlock) &CMD_TRACTOR_DRAW_ON #68=$td on:think sc(tac_tractor_draw, 1) &CMD_TRACTOR_DRAW_OFF #68=$td off:think sc(tac_tractor_draw, 0) &CMD_TRACTOR_DOCK #68=$tdock:think sc(tac_tractor_dock) &CMD_TSTATUS #68=$tac status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_TSTATUS),The ship must be active to use that command.)] &CMD_TSTATUS2 #68=$ts:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_TSTATUS),The ship must be active to use that command.)] &CMD_TALLOC #68=$tal * * *:think sc(tac_allocate, %0, %1, %2) &CMD_EALLOC #68=$eal * * * *:think [sc(eng_allocate,%0,%1,%2,%3)] &CMD_SALLOC #68=$sal * * * *:think sc(shd_allocate,%0,%1,%2,%3) &CMD_ESTATUS #68=$eng status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_ESTATUS),The ship must be active to use that command.)] &CMD_ESTATUS2 #68=$es:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_ESTATUS),The ship must be active to use that command.)] &CMD_NSTATUS #68=$nav status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_NSTATUS),The ship must be active to use that command.)] &CMD_NSTATUS2 #68=$ns:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_NSTATUS),The ship must be active to use that command.)] &FUN_ESTATUS #68=[setq(1,sc(eng_alloc_nav))][setq(2,sc(eng_alloc_tac))][setq(3,sc(eng_alloc_batts))][setq(4,sc(eng_alloc_shields))][setq(7,sc(eng_batt_status))][setq(8,sc(eng_batt_disch))][setq(9,sc(eng_batt_max_disch))][setq(0,add(sc(eng_output),switch(%q7,ON,%q9,0)))][setq(5,sub(%q0,add(%q1,add(%q2,add(%q3,%q4)))))]Reactor:[space(2)]setting:[rjust(sc(eng_reactor_setting),6)]%%[space(5)]Allocations: Navigation:[rjust(%q1,5)] ([rjust(round(mul(fdiv(%q1,%q0),100),0),3)]%%)%r[space(10)] output:[rjust(sc(eng_output),6)][space(21)]Tactical:[rjust(%q2,5)] ([rjust(round(mul(fdiv(%q2,%q0),100),0),3)]%%)%r[space(10)] stress:[rjust(sc(eng_stress),6)]%%[space(21)]Shields:[rjust(%q4,5)] ([rjust(round(mul(fdiv(%q4,%q0),100),0),3)]%%)%r[space(44)]Batteries:[rjust(%q3,5)] ([rjust(round(mul(fdiv(%q3,%q0),100),0),3)]%%)%r[space(47)]Unused:[rjust(%q5,5)] ([rjust(round(mul(fdiv(%q5,%q0),100),0),3)]%%)%r[setq(5,sc(eng_batt_level))][setq(6,sc(eng_batt_max))][space(8)]batteries: [rjust(%q5,5)]/[rjust(%q6,5)] ([rjust(round(mul(fdiv(%q5,%q6),100),0),3)]%%)[space(2)]\[[switch(%q7,ON,online,OFF,offline,DAMAGED,damaged)]\]%r[switch(%q7,ON,[space(14)]use: [rjust(%q8,5)]/[rjust(%q9,5)] ([rjust(round(mul(fdiv(%q8,%q9),100),0),3)]%%))] &FUN_NSTATUS #68=[setq(0,u(FUN_POSITION))][setq(1,sc(nav_heading))]Position([extract(%q0,1,1)]):%b%bbearing:%b%b[extract(%q0,2,1)]%b%b%belevation:%b%b[extract(%q0,3,1)]%b%b%brange:%b%b[extract(%q0,4,1)]%rOrientation:%b%b%b%bheading:%b%b[extract(%q1,1,1)]%b%b%belevation:%b%b[extract(%q1,2,1)]%b%b%bwarp:%b%b[sc(nav_speed)]%r%rShield status:%r%b%b%bFore:[rjust(sc(shd_shield_level,0),5)][space(5)]Aft:[rjust(sc(shd_shield_level,1),5)][space(5)]Port:[rjust(sc(shd_shield_level,2),5)][space(5)]Starboard:[rjust(sc(shd_shield_level,3),5)]%r%b%b[u(FUN_SHIELD_STATUS,0)]:[u(FUN_SHIELD_ACTION,0)]%b%b%b[u(FUN_SHIELD_STATUS,1)]:[u(FUN_SHIELD_ACTION,1)]%b%b%b%b[u(FUN_SHIELD_STATUS,2)]:[u(FUN_SHIELD_ACTION,2)][space(9)][u(FUN_SHIELD_STATUS,3)]:[u(FUN_SHIELD_ACTION,3)]%r%r[switch(sc(nav_door_status),OPEN,The docking bay doors are open.%r,CLOSED,The docking bay doors are closed.%r)][switch(sc(shd_cloak_status),ON,The cloaking device is engaged.%r,OFF,The cloaking device is offline.%r,CLOAKING,The cloaking device is engaging.%r,DECLOAKING,The cloaking device is disengaging.%r)]%rAvailable warp power: [sc(eng_alloc_nav)]%rAvailable shield power: [sc(eng_alloc_shields)]%rShield Allocations:%b%bfore:[rjust(sc(shd_alloc_shield,0),4)]%b%baft:[rjust(sc(shd_alloc_shield,1),4)]%b%bport:[rjust(sc(shd_alloc_shield,2),4)]%b%bstarboard:[rjust(sc(shd_alloc_shield,3),4)] &FUN_TSTATUS #68=[setq(8,get(v(DATADBREF)/CF_GUN_NAME))][setq(9,get(v(DATADBREF)/CF_TORP_NAME))]Total available power: [sc(eng_alloc_tac)]%rPower allocated to [capstr(%q8s)]: [sc(tac_alloc_guns)] [capstr(%q9s)]: [sc(tac_alloc_torps)] Tractor: [sc(tac_alloc_tractor)]%r%r%q8 status:%r [iter(lnum(sc(tac_gun_qty)),u(FUN_GUN_LINE,##))]%r%q9 torpedo status:%r [iter(lnum(sc(tac_torp_qty)),u(FUN_TORP_LINE,##))][capstr(%q9)] charging controls set to: [switch(sc(tac_charge_status),ON,automatic,OFF,manual)]%r[capstr(%q9)] reloading controls set to: [switch(sc(tac_reload_status),ON,automatic,OFF,manual)]%r%r[setq(2,sc(tac_lock_status))][setq(3,extract(%q2,2,1))][switch(extract(%q2,1,1),OFF,Weapon directors free.,PENDING,Weapons lock pending on Contact \[%q3{]}: [sc(name,c%q3)],LOCKED,Weapon directors locked on Contact \[%q3{]}: [sc(name,c%q3)])]%r[setq(2,sc(tac_tractor_status))][setq(3,sc(tac_tractor_target))][switch(%q2,DRAW,Tractor beam locked on Contact \[%q3{]}: [sc(name,c%q3)]%rDraw mode engaged.%r,OFF,Tractor beam disengaged.%r,ON,Tractor beam locked on Contact \[%q3{]}: [sc(name,c%q3)]%rDraw mode disengaged.%r,DAMAGED,Tractor beam generator damaged.)][switch(sc(tac_sensor_status),DAMAGED,Passive sensors damaged.%r)][switch(sc(tac_scanner_status),DAMAGED,Active scanners damaged.%r)] &FUN_CSTATUS #68=Comm channel configuration:%r%r%bchannel[space(20)]freq%r [iter(lnum(6),u(FUN_CHANNEL_LINE,##))] &CMD_CSTATUS #68=$comm status:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_CSTATUS),The ship must be active to use that command.)] &CMD_CSTATUS2 #68=$cs:@pemit %#=[switch(sc(active,v(DATADBREF)),1,u(FUN_CSTATUS),The ship must be active to use that command.)] &CMD_RESURRECT #68=$resurrect:&ST_HULL_DAMAGE [v(DATADBREF)]=0 0;&ST_SYSTEM_DAMAGE [v(DATADBREF)]=[fold(me/FUN_FOLDEDIT,1 2 3 4 5 6 7 8 9,get(v(DATADBREF)/ST_SYSTEM_DAMAGE))];@pemit %#=Ship repaired. &FUN_FOLDEDIT #68=[edit(%0,%1,0)] &CF_CONSOLE_TYPES #68=navigation tactical engineering shields transporters communication active @set #68=VISUAL @parent #68=#17 @tel #69=#87 @Startup #69=@dol v(CF_START_OBJECTS)={think sc(add_object, ##)};think sc(set_debug_char,#40) &CF_START_OBJECTS #69=#45 #67 #9 #114 @set #69=VISUAL @set #69=SPACE @Desc #70=As soon as you had walked onto this deck, you could hear those engines hum in perfect harmony with each other. The power emanating from this deck is enormous. You notice it is never dull and boring here, as people often seem to be quick paced to ensure perfect efficiency to the warp and impulse engines. There are vast numbers of computer terminals and readouts throughout the area, while in the far background, you notice the familiar blue light that is the Warp Core's matter/antimatter.%r @set #70=FLOATING @set #70=INHERIT @set #70=VISUAL @parent #70=#82 @chzone #70=#60 @set #70=FLOATING @tel #61 @switch extract(version(),1,1)=PennMUSH,{@tel #71=here},{get #71; drop #71} @link #71=#70 @Osucc #71=walks into Main Engineering. @Succ #71=You walk into Main Engineering. @Odrop #71=:walks in from the bridge. @set #71=VISUAL @tel #70 @switch extract(version(),1,1)=PennMUSH,{@tel #72=here},{get #72; drop #72} @link #72=#61 @Osucc #72=walks onto the bridge. @Succ #72=You walk onto the bridge. @Odrop #72=walks in from Main Engineering. @set #72=VISUAL &CF_CONSOLE #73=#76 @set #73=FLOATING @set #73=INHERIT @set #73=VISUAL @parent #73=#46 @chzone #73=#60 @set #73=FLOATING @tel #61 @switch extract(version(),1,1)=PennMUSH,{@tel #74=here},{get #74; drop #74} @link #74=#73 @Osucc #74=walks into the transporter room. @Succ #74=You walk into the transporter room. @Odrop #74=walks in from the bridge. @set #74=VISUAL @tel #73 @switch extract(version(),1,1)=PennMUSH,{@tel #75=here},{get #75; drop #75} @link #75=#61 @Osucc #75=walks onto the bridge. @Succ #75=You walk onto the bridge. @Odrop #75=enters from the transporter room. @set #75=VISUAL @tel #76=#73 @UserDBREF #76=#343 @DataDBREF #76=#59 &ST_MODE #76=send &ST_COORDS #76= #318 #321 #45 #9 &ST_LOCK #76=#318 &ST_TARGETS #76=#320 &ST_TARGET #76=#320 @set #76=INHERIT @set #76=VISUAL @set #76=SPACE @parent #76=#14 &CF_CONSOLE #77=#81 @set #77=FLOATING @set #77=INHERIT @set #77=VISUAL @parent #77=#46 @chzone #77=#340 @set #77=FLOATING @set #78=FLOATING @set #78=INHERIT @set #78=VISUAL @parent #78=#308 @chzone #78=#340 @set #78=FLOATING @tel #77 @switch extract(version(),1,1)=PennMUSH,{@tel #79=here},{get #79; drop #79} @link #79=#78 @Osucc #79=heads out onto the landing pad. @Succ #79=You head out onto the landing pad. @Odrop #79=emerges from the transporter room. @set #79=VISUAL @tel #78 @switch extract(version(),1,1)=PennMUSH,{@tel #80=here},{get #80; drop #80} @link #80=#77 @Osucc #80=walks into the transporter room. @Succ #80=You walk into the transporter room. @Odrop #80=enters from outside. @set #80=VISUAL @tel #81=#77 @DataDBREF #81=#45 &ST_MODE #81=send &ST_TARGET #81=#28 @set #81=INHERIT @set #81=VISUAL @set #81=SPACE @parent #81=#14 @tel #82=#93 @Aleave #82=@dol lcon(me)={@switch not(comp(get(##/USERDBREF), %#))=1,{@ulock ##=##;@userdbref ##}} @set #82=VISUAL &CF_CONSOLE #83=#86 @set #83=FLOATING @set #83=INHERIT @set #83=VISUAL @parent #83=#46 @set #83=FLOATING @tel #28 @switch extract(version(),1,1)=PennMUSH,{@tel #84=here},{get #84; drop #84} @link #84=#83 @Osucc #84=heads into the transporter room. @Succ #84=You head into the transporter room. @Odrop #84=enters from the bridge. @set #84=VISUAL @tel #83 @switch extract(version(),1,1)=PennMUSH,{@tel #85=here},{get #85; drop #85} @link #85=#28 @Osucc #85=walks onto the bridge. @Succ #85=You walk onto the bridge. @Odrop #85=walks in from the transporter room. @set #85=VISUAL @tel #86=#83 @UserDBREF #86=#167 @DataDBREF #86=#9 &ST_MODE #86=send &ST_COORDS #86= #45 &ST_LOCK #86=SPACE @set #86=INHERIT @set #86=VISUAL @set #86=SPACE @parent #86=#14 @Desc #87=This is the room for space master objects. @set #87=FLOATING @set #87=VISUAL @set #87=FLOATING @Aenter #88=@switch sc(active,%#)=@lock/enter %#=%#;@lock/leave %#=%# @set #88=AUDITORIUM @set #88=DARK @set #88=FLOATING @set #88=INHERIT @set #88=VISUAL @set #88=FLOATING @set #89=FLOATING @set #89=VISUAL @set #89=FLOATING @tel #87 @switch extract(version(),1,1)=PennMUSH,{@tel #90=here},{get #90; drop #90} @link #90=#89 @Osucc #90=enters the console master room. @Succ #90=You enter the console master room. @Odrop #90=enters from the space master room. @set #90=VISUAL @tel #89 @switch extract(version(),1,1)=PennMUSH,{@tel #91=here},{get #91; drop #91} @link #91=#87 @Osucc #91=walks into the space master room. @Succ #91=You walk into the space master room. @Odrop #91=enters from the console master room. @set #91=VISUAL @tel #78 @switch extract(version(),1,1)=PennMUSH,{@tel #92=here},{get #92; drop #92} @link #92=#0 @Osucc #92=walks into the swirling mists. @Succ #92=You walk into the swirling mists. @Odrop #92=appears suddenly within the mists. @set #92=VISUAL @set #93=FLOATING @set #93=VISUAL @set #93=FLOATING @tel #0 @switch extract(version(),1,1)=PennMUSH,{@tel #94=here},{get #94; drop #94} @link #94=#78 @Osucc #94=heads to Earth. @Succ #94=You head to Earth. @Odrop #94=emerges from the swirling mists. @set #94=VISUAL @set #95=FLOATING @set #95=VISUAL @set #95=FLOATING @tel #87 @switch extract(version(),1,1)=PennMUSH,{@tel #96=here},{get #96; drop #96} @link #96=#95 @Osucc #96=enters the object master room. @Succ #96=You enter the object master room. @Odrop #96=enters from the space master room. @set #96=VISUAL @tel #95 @switch extract(version(),1,1)=PennMUSH,{@tel #97=here},{get #97; drop #97} @link #97=#87 @Osucc #97=walks into the space master room. @Succ #97=You walk into the space master room. @Odrop #97=enters from the console master room. @set #97=VISUAL @tel #87 @switch extract(version(),1,1)=PennMUSH,{@tel #98=here},{get #98; drop #98} @link #98=#0 @Osucc #98=walks into the swirling mists. @Succ #98=You walk into the swirling mists. @set #98=VISUAL @tel #0 @switch extract(version(),1,1)=PennMUSH,{@tel #99=here},{get #99; drop #99} @link #99=#87 @Osucc #99=walks into the space master room. @Succ #99=You enter the space master room @Odrop #99=emerges from the swirling mists. @set #99=VISUAL @tel #87 @switch extract(version(),1,1)=PennMUSH,{@tel #100=here},{get #100; drop #100} @link #100=#93 @Osucc #100=enters the room masters room. @Succ #100=You enter the room masters room. @Odrop #100=enters from the space master room. @set #100=VISUAL @tel #93 @switch extract(version(),1,1)=PennMUSH,{@tel #101=here},{get #101; drop #101} @link #101=#87 @Osucc #101=walks into the space master room. @Succ #101=You walk into the space master room. @Odrop #101=enters from the room masters room. @set #101=VISUAL @set #102=FLOATING @set #102=INHERIT @set #102=VISUAL @parent #102=#82 @set #102=FLOATING @tel #39 @switch extract(version(),1,1)=PennMUSH,{@tel #103=here},{get #103; drop #103} @link #103=#102 @Osucc #103=walks into Main Engineering. @Succ #103=You walk into Main Engineering. @Odrop #103=walks in from the bridge. @set #103=VISUAL @tel #102 @switch extract(version(),1,1)=PennMUSH,{@tel #104=here},{get #104; drop #104} @link #104=#39 @Osucc #104=walks onto the bridge. @Succ #104=You walk onto the bridge. @Odrop #104=walks in from Main Engineering. @set #104=VISUAL &CF_CONSOLE #105=#109 @set #105=FLOATING @set #105=INHERIT @set #105=VISUAL @parent #105=#46 @set #105=FLOATING @tel #39 @switch extract(version(),1,1)=PennMUSH,{@tel #106=here},{get #106; drop #106} @link #106=#105 @Osucc #106=walks into the transporter room. @Succ #106=You walk into the transporter room. @Odrop #106=walks in from the bridge. @set #106=VISUAL @tel #105 @switch extract(version(),1,1)=PennMUSH,{@tel #107=here},{get #107; drop #107} @link #107=#39 @Osucc #107=walks onto the bridge. @Succ #107=You walk onto the bridge. @Odrop #107=walks in from the transporter room. @set #107=VISUAL @tel #108=#102 @DataDBREF #108=#114 @set #108=INHERIT @set #108=VISUAL @set #108=SPACE @parent #108=#15 @tel #109=#105 @UserDBREF #109=#314 @DataDBREF #109=#114 &ST_COORDS #109= #23 #327 #45 #67 &ST_REF #109=#114 &ST_LOCK #109=#327 &ST_TARGETS #109=#329 &ST_TARGET #109=#329 @set #109=INHERIT @set #109=VISUAL @set #109=SPACE @parent #109=#14 @tel #110=#39 @DataDBREF #110=#114 @set #110=INHERIT @set #110=VISUAL @set #110=SPACE @parent #110=#13 @tel #111=#39 @DataDBREF #111=#114 @set #111=INHERIT @set #111=VISUAL @set #111=SPACE @parent #111=#12 @tel #112=#39 @DataDBREF #112=#114 @set #112=INHERIT @set #112=VISUAL @set #112=SPACE @parent #112=#11 @tel #113=#102 @DataDBREF #113=#114 @set #113=INHERIT @set #113=VISUAL @set #113=SPACE @parent #113=#10 @tel #114=#88 &CF_OWNER_NAME #114=Red &CF_OWNER_NUM #114=2 &ST_SPACE #114=0 &ST_STARTPOS #114=99900 0 0 &CF_DBREF_ENG #114=#102 &ST_SHIPS_IN_DOCK #114=#23 &ST_HULL_DAMAGE #114=0 0 &CF_CRITICAL_RANGE #114=10000 &EV_STARTUP #114=[sc(nav_open_doors)] &CF_ZONE #114=#115 &CF_XPORT_TARGETS #114=#39 #102 #105 &CF_DOCKING_BAY #114=#323 &CF_DBREF_BRIDGE #114=#39 &CF_CONSOLE_LIST #114=#108 #109 #110 #111 #112 #113 @set #114=INHERIT @set #114=VISUAL @set #114=SPACE @parent #114=#6 @tel #115=#338 @set #115=VISUAL @set #116=INHERIT @set #116=VISUAL @parent #116=#308 @set #116=FLOATING @tel #0 @switch extract(version(),1,1)=PennMUSH,{@tel #117=here},{get #117; drop #117} @link #117=#116 @Osucc #117=heads to Mars. @Succ #117=You head to Mars. @Odrop #117=emerges from the swirling mists. @set #117=VISUAL @tel #116 @switch extract(version(),1,1)=PennMUSH,{@tel #118=here},{get #118; drop #118} @link #118=#0 @Osucc #118=walks into the swirling mists. @Succ #118=You walk into the swirling mists. @Odrop #118=appears suddenly within the mists. @set #118=VISUAL &CF_CONSOLE #119=#122 @set #119=INHERIT @set #119=VISUAL @parent #119=#46 @set #119=FLOATING @tel #116 @switch extract(version(),1,1)=PennMUSH,{@tel #120=here},{get #120; drop #120} @link #120=#119 @Osucc #120=walks into the transporter room. @Succ #120=You walk into the transporter room. @Odrop #120=enters from outside. @set #120=VISUAL @tel #119 @switch extract(version(),1,1)=PennMUSH,{@tel #121=here},{get #121; drop #121} @link #121=#116 @Osucc #121=heads out onto the landing pad. @Succ #121=You head out onto the landing pad. @set #121=VISUAL @tel #122=#119 @UserDBREF #122=#2 @DataDBREF #122=#67 &ST_MODE #122=send &ST_REF #122=#67 @set #122=INHERIT @set #122=VISUAL @set #122=SPACE @parent #122=#14 @tel #123=#43 @DataDBREF #123=#43 @set #123=INHERIT @set #123=VISUAL @set #123=SPACE @parent #123=#68 @tel #124=#338 @Desc #124=You sit in the rather cramped cockpit of a standard-issue fighter. The controls are covered with the sweat and dirt of many previous pilot, and a musty odour hangs in the air. @set #124=VISUAL @tel #323 @switch extract(version(),1,1)=PennMUSH,{@tel #304=here},{get #304; drop #304} @link #304=#39 @Osucc #304=walks onto the bridge. @Succ #304=You walk onto the bridge. @Odrop #304=walks in from the docking bay. @tel #39 @switch extract(version(),1,1)=PennMUSH,{@tel #305=here},{get #305; drop #305} @link #305=#323 @Osucc #305=walks into the docking bay. @Succ #305=You walk into the docking bay. @Odrop #305=walks in from the bridge. @tel #308=#93 @Aenter #308=@switch sc(active,%#)=@unlock/leave %#;@unlock/enter %# @set #308=VISUAL @tel #311 @switch extract(version(),1,1)=PennMUSH,{@tel #309=here},{get #309; drop #309} @link #309=#28 @Osucc #309=walks onto the bridge. @Succ #309=You walk onto the bridge. @Odrop #309=walks in from the docking bay. @set #309=VISUAL @tel #28 @switch extract(version(),1,1)=PennMUSH,{@tel #310=here},{get #310; drop #310} @link #310=#311 @Osucc #310=walks into the docking bay. @Succ #310=You walk into the docking bay. @Odrop #310=walks in from the bridge. @set #310=VISUAL @set #311=FLOATING @set #311=INHERIT @set #311=VISUAL @parent #311=#308 @chzone #311=#57 @set #311=FLOATING @set #323=FLOATING @parent #323=#308 @chzone #323=#115 @set #323=FLOATING @tel #87 @switch extract(version(),1,1)=PennMUSH,{@tel #327=here},{get #327; drop #327} @link #327=#41 @tel #18 @switch extract(version(),1,1)=PennMUSH,{@tel #329=here},{get #329; drop #329} @link #329=#23 @tel #338 @switch extract(version(),1,1)=PennMUSH,{@tel #331=here},{get #331; drop #331} @link #331=#87 @tel #87 @switch extract(version(),1,1)=PennMUSH,{@tel #332=here},{get #332; drop #332} @link #332=#338 @tel #61 @switch extract(version(),1,1)=PennMUSH,{@tel #334=here},{get #334; drop #334} @link #334=#59 @tel #335=#338 @set #335=VISUAL @tel #336=#337 @DataDBREF #336=#337 @set #336=INHERIT @set #336=VISUAL @set #336=SPACE @parent #336=#68 @tel #337=#23 @Idesc #337=You sit in the rather cramped cockpit of a standard-issue fighter. The controls are covered with the sweat and dirt of many previous pilots, and a musty odour hangs in the air. &CF_OWNER_NAME #337=Red &CF_OWNER_NUM #337=2 &ST_DOCKED_AT #337=#67 &ST_STARTPOS #337=100000 0 0 &CF_DBREF_ENG #337=#337 &ST_HULL_DAMAGE #337=0 0 &CF_ZONE #337=#335 &CF_XPORT_TARGETS #337=#334 &CF_DBREF_BRIDGE #337=#337 &CF_CONSOLE_LIST #337=#336 @set #337=INHERIT @set #337=VISUAL @set #337=ENTER_OK @set #337=SPACE @parent #337=#34 @chzone #337=#335 @set #338=FLOATING @tel #340=#338 @set #340=VISUAL @dol search(name=Placeholder)=@nuke ## @switch extract(version(),1,1)=PennMUSH,@dol iter(lcon(#89),search(all,PARENT,##))={@set ##=!NO_COMMAND};@dol search(all,NAME,master)={@set ##=NO_COMMAND} @dbck @set me=!QUIET @lock/EnterLock #4=#4 @lock #6=#95 @lock #7=#95 @lock #8=#95 @lock #10=#89 @lock #11=#89 @lock #12=#89 @lock #13=#89 @lock #14=#89 @lock #15=#89 @lock #16=#0 @lock #17=#89 @lock #22=#22 @lock/UseLock #22=#22 @lock #24=#24 @lock/UseLock #24=#24 @lock #25=#25 @lock/UseLock #25=#25 @lock #26=#26 @lock #32=#32 @lock/UseLock #32=#32 @lock #33=#33 @lock/UseLock #33=#33 @lock #34=#95 @lock #35=#35 @lock/UseLock #35=#35 @lock #36=#36 @lock/UseLock #36=#36 @lock #37=#37 @lock/UseLock #37=#37 @lock #38=#38 @lock/UseLock #38=#38 @lock #43=#88 @lock #44=#95 @lock #46=#93 @lock #50=#50 @lock #51=#87 @lock #52=#87 @lock #53=#0 @lock #56=#95 @lock #62=#62 @lock/UseLock #62=#62 @lock #63=#63 @lock/UseLock #63=#63 @lock #64=#64 @lock/UseLock #64=#64 @lock #65=#65 @lock/UseLock #65=#65 @lock #66=#66 @lock/UseLock #66=#66 @lock #68=#89 @lock #76=#73 @lock/UseLock #76=#76 @lock #81=#77 @lock #82=#93 @lock #86=#83 @lock/UseLock #86=#167 @lock/SpeechLock #88=#88 @lock #108=#102 @lock/UseLock #108=#108 @lock #109=#105 @lock/UseLock #109=#314 @lock #110=#39 @lock/UseLock #110=#110 @lock #111=#39 @lock/UseLock #111=#111 @lock #112=#39 @lock #113=#102 @lock/UseLock #113=#113 @lock #122=#119 @lock/UseLock #122=#122 @lock #123=#123 @lock/UseLock #123=#123 @lock #336=#336 @lock/UseLock #336=#336 @lock/EnterLock #337=#337 @lock/LeaveLock #337=#337 @emit Installation complete.