/
Crimson2/alias/
Crimson2/area.tmp/
Crimson2/area.tmp/AnomalySpaceDock/
Crimson2/area.tmp/AnomalyStation/
Crimson2/area.tmp/AntHill/
Crimson2/area.tmp/ArcticTerrarium/
Crimson2/area.tmp/BuilderCity/
Crimson2/area.tmp/Dungeon/
Crimson2/area.tmp/MiningDock/
Crimson2/area.tmp/PipeSystem/
Crimson2/area.tmp/RattArea/
Crimson2/area.tmp/RobotFactory/
Crimson2/area.tmp/SilverDale/
Crimson2/area.tmp/StarshipFearless/
Crimson2/area.tmp/StationConduits/
Crimson2/area.tmp/TerrariumAlpha/
Crimson2/area.tmp/TerrariumBeta/
Crimson2/area.tmp/TestArea/
Crimson2/area.tmp/Void/
Crimson2/area/
Crimson2/area/AnomalySpaceDock/
Crimson2/area/AnomalyStation/
Crimson2/area/MiningDock/
Crimson2/area/PipeSystem/
Crimson2/area/SilverDale/
Crimson2/area/StationConduits/
Crimson2/area/Void/
Crimson2/board/
Crimson2/clone/
Crimson2/lib/
Crimson2/mole/
Crimson2/mole/mole_src/HELP/
Crimson2/player/
Crimson2/util/
Crimson2/wldedit/
Crimson2/wldedit/res/
#2700
builder couch~
a builder couch~
A beatup looking builder couch has been wired into the ship here~
  One of the most important discoveries from the anomaly is this piece of
technology.  This is the equipment that enhances the psionic and spiritual
abilities of the user.  Finding this equipment is never an easy task, for
most of the anomaly is uncharted.  Well, you have found it. Let's see how it
works. (Try PRACTICE'ing)
~
OTHER 0 NOWEAR
0 0 0 0
-1 0 0
P
@COMMAND~
{
  if(CharPractice(EVENT_THING,COMMAND,SF_PLASMA|SF_PSYCHIC,0,35)) {
    BLOCK_CMD=TRUE;
  }
}~
#2701
laser cutters~
a laser cutter~
An industrial laser cutter has been left lying here~
  Its an extremely powerfully builder-tech laser cutter. Its probably got 
enough power to even damage the builder hull metal. 
~
OTHER 0 NOWEAR
0 0 0 0
10 0 0
P
@USE~
{
  thing t;
  t=ThingFind(NULL,2504,BaseGetInside(EVENT_THING),TF_OBJ,0);
  BLOCK_CMD=TRUE;
  if(t==TNULL) {
    SendAction(EVENT_THING,TNULL,SEND_SRC,"^aYou try to use the cutter, but there\'s nothing here to cut!\n");
    SendAction(EVENT_THING,TNULL,SEND_ROOM,"^a$n tries to use the cutter, but there\'s nothing here to cut!\n");
  }
  else {
    SendAction(EVENT_THING,TNULL,SEND_SRC,"^aYou use the cutter to cut through the grate!\n");
    SendAction(EVENT_THING,TNULL,SEND_ROOM,"^a$n uses a cutter to cut through a grate!\n");
    ObjectFree(t);
    ObjectCreate(BaseGetInside(EVENT_THING),2505);
  }
}~
#2702
gray moss collar~
a gray Psi-moss collar~
A large ring of gray psi-moss is hovering in mid-air here~
  Its small colony of gray psi-moss. As long as it doesnt get too big it
exists in a symbiotic relationship with a host.
~
OTHER 0 NECK
0 0 0 0
1 400 0
A
WIS 3
#2703
large gray woven sheet wiring plastic~
a large gray woven sheet~
A large gray sheet of woven wiring and plastic pipe is lying here~
  Its a thick "skin" of woven electrical wiring and bits of plastic piping. 
Theres bits of gray fungus growing on it here and there. You could probably 
wrap it around yourself and wear it as a poncho. 
~
ARMOR 0 OVERBODY
6 1024 1536 0
2 0 0
A
CON 2
#2704
orange keycard~
a orange keycard~
A orange keycard is collecting dust here~
  Its a piece of plain orange metal. Its probably some kind of keycard. Its 
about the same size as a playing card. 
~
KEY 0 NOWEAR
0 0 0 0
1 0 0
#2705
yellow keycard~
a yellow keycard~
A yellow keycard is collecting dust here~
  Its a piece of plain yellow metal. Its probably some kind of keycard. Its 
about the same size as a playing card. 
~
KEY 0 NOWEAR
0 0 0 0
1 0 0
#2706
green keycard~
a green keycard~
A green keycard is collecting dust here~
  Its a piece of plain green metal. Its probably some kind of keycard. Its 
about the same size as a playing card. 
~
KEY 0 NOWEAR
0 0 0 0
1 0 0
#2707
blue keycard~
a blue keycard~
A blue keycard is collecting dust here~
  Its a piece of plain blue metal. Its probably some kind of keycard. Its 
about the same size as a playing card. 
~
KEY 0 NOWEAR
0 0 0 0
1 0 0
#2708
corroded metal lump~
a corroded lump of metal~
A corroded lump of metal looks about a million years old here.~
  Its a corroded lump of metal, its impossible to tell what it used to be. 
All you can tell is that its covered with the oil, grease, and rust of about 
a million years of neglect. 
~
OTHER 0 NOWEAR
0 0 0 0
1 0 0
#2709
gray gel coil~
a gel covered coil~
A small coil lies here, its coated with a slimy looking gray gel~
  Its small colony of gray psi-fungus feeding off a small electrical coil.
Its just about the right size to wear as a ring.
~
OTHER 0 FINGER
0 0 0 0
2 1000 0
A
STR 3
#2710
black pants~
a pair of black pants~
A pair of black pants lie in a heap here~
  Its a tough pair of utilitarian black uniform pants. Theres a few specs
of gold moss here and there, but the fungus isnt making much headway against
whatever material the pants are made from.
~
ARMOR 0 LEGS
5 83886080 50331648 0
2 300 0
#2711
tough chunk mossy bark~
a large chunk of mossy bark~
A tough looking chunk of bark is here, its covered by azure moss.~
  Its a large roughly square chunk of tough bark. It is almost completely
covered by azure moss.
~
ARMOR 0 SHIRT
4 771 0 0
10 350 0
#2712
azure algae skin clinging~
a thin skin of azure algae~
A small clinging skin of azure algae is here~
  Its a small surviving patch of the azure master colony. Its clingy and has 
small tendrils, you could probably wear it wrapped around the palm of one of 
your hands. 
~
OTHER 0 EITHER-HAND
0 0 0 0
2 0 0
A
INT 1
A
MOVE 10
#2713
main sensor console~
the Sensor Console~
The main sensor console is here, humming slightly~
  Its hard to make out the alien language, but luckily radar displays are
much the same no matter who makes them. Its looks as though sensors are
picking up a large cloud of objects in space, not too far away from the ore
transport!
~
OTHER 0 NOWEAR
0 0 0 0
-1 0 0
#2714
main engineering console switch toggle~
the Engineering Console~
The main engineering console is here, humming slightly~
  Its looks pretty damaged. The only thing that looks okay is a toggle 
switch set to one side of the console. 
~
OTHER 0 NOWEAR
0 0 0 0
-1 0 0
P
@USE~
{
  BLOCK_CMD=TRUE;
  if(PropertyGetInt(WorldOf(2602),"OreTransFuel")) {
    PropertySetInt(WorldOf(2602),"OreTransFuel",0);
    SendAction(EVENT_THING,TNULL,SEND_SRC,"^aYou toggle the console switch. The TOP light is lit.\n");
    SendAction(EVENT_THING,TNULL,SEND_ROOM|SEND_VISIBLE,"^a$n toggles the console switch. The TOP light is lit.\n");
  }
  else {
    PropertySetInt(WorldOf(2602),"OreTransFuel",1);
    SendAction(EVENT_THING,TNULL,SEND_SRC,"^aYou toggle the console switch. The BOTTOM light is lit.\n");
    SendAction(EVENT_THING,TNULL,SEND_ROOM|SEND_VISIBLE,"^a$n toggles the console switch. The BOTTOM light is lit.\n");
  }
}~
#2715
captains console switch red toggle~
the Captains Console~
The captains personal console is here, humming slightly~
  Its looks pretty damaged. The only thing that looks okay is a big red 
toggle switch set to one side of the console. 
~
OTHER 0 NOWEAR
0 0 0 0
-1 0 0
P
@USE~
{
  thing w;
  str s;
  s="OreTransLaser";
  w=WorldOf(2645);
  BLOCK_CMD=TRUE;
  if(PropertyGetInt(w,s)) {
    PropertySetInt(w,s,0);
    SendAction(EVENT_THING,CODE_THING,SEND_SRC,"^aYou use the $N; some lights looking like a power display read empty\n");
    SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_VISIBLE,"^a$n uses the $N; some lights looking like a power display read empty\n");
  }
  else {
    PropertySetInt(w,s,1);
    SendAction(EVENT_THING,CODE_THING,SEND_SRC,"^aYou use the $N; a power display reads full\n");
    SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_VISIBLE,"^a$n uses the $N; a power display reads full\n");
  }
}~
#2716
industrial parts cleaner~
the Parts Cleaner~
A large industrial parts cleaner is here.~
  Its looks much like any large parts cleaner anywhere. Its essentially a 
great big washing machine used to clean up rust old parts and make them as 
shiny as when they were new. 
~
CONTAINER 0 NOWEAR
20 0 0 0
-1 0 0
P
@USE~
{
  int i;
  i=ObjectCount(CODE_THING,2708);
  ObjectCreateNum(CODE_THING,2707,i);
  ObjectStrip(CODE_THING,2708,2708,TNULL);
  SendAction(EVENT_THING,CODE_THING,SEND_SRC,"^aYou use the $N; the rust is cleaned off everything inside!\n");
  SendAction(EVENT_THING,CODE_THING,SEND_ROOM|SEND_VISIBLE,"^a$n uses the $N; the rust is cleaned off everything inside!\n");
  BLOCK_CMD=TRUE;
}~
$