/
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/
#0
master trainer~
Master Trainer~
The Master Trainer stands here, awaiting pupils.~
The Master Trainer is a demi-god MOB designed to give players unlimited 
experience. This way, area builders can "pump" up characters to a higher 
level and test their areas. 
~
SENTINEL|STAYAREA BREATHWATER|DARKVISION|SEEINVIS|REGENERATION|ENDURANCE|PHASEWALK|WATERWALK|VACUUMWALK|SNEAK 0 S
200 900 747 2d14000+28100 3d126+100
0 168000
STANDING GALCIV-CITIZEN SEXLESS
P
@aftercommand~
{
  if(Hello(COMMAND)) {
    CharAction(CODE_THING,"say Ye Mortal Addresses The Master Trainer! Behold, and become wise.");
    CharGainExp(EVENT_THING,999999999);
  }
}~
#1
Willie Wonka~
Willie Wonka~
Willie Wonka is here, munching some chocolate.~
Willie is a short, fat fellow dressed in all-brown clothes. Well, actually, 
his shirt could be considered tan. He has a great big grin (and the 
occasional chocolate smudge) on his face.
~
SENTINEL BREATHWATER|ENDURANCE 1000 S
199 597 494 2d8950+0 3d500+500
10000 107400
STANDING SENTIENT-ROBOT MALE
P
@COMMAND~
{
  if(ObjectRedeem(CODE_THING,EVENT_THING,COMMAND,100,OR_BIO|OR_CHIP|OR_RICH)) {
    BLOCK_CMD=TRUE;
  }
  else {
    if(Hello(COMMAND)) {
      CharAction(EVENT_THING,COMMAND);
      BLOCK_CMD=TRUE;
      CharActionStr(CODE_THING,"say Hi-dily-Hoo %s!",ThingGetName(EVENT_THING));
    }
    else {
      if(StrIsCmd(COMMAND,"say")) {
        if(StrIn(COMMAND,"freeze")) {
          CharAction(EVENT_THING,COMMAND);
          BLOCK_CMD=TRUE;
          ThingSetWait(EVENT_THING,20);
          CharAction(CODE_THING,"say Bazam! Thou art frozen for 20 rounds.");
        }
        else {
          if(StrIn(COMMAND,"fox")) {
            CharAction(EVENT_THING,COMMAND);
            BLOCK_CMD=TRUE;
            CharAction(CODE_THING,"say You want a fox\? Bit-loopie-zam!");
            CharAction(MobileCreate(BaseGetInside(CODE_THING),166),"say Yip Yip Yip!");
          }
        }
      }
    }
  }
}~
P
@IDLE~
{
  thing t;
  int state;
  str var;
  var="IdleState";
  state=PropertyGetInt(CODE_THING,var)/* will return 0 if 'var' doesn exist */;
  if(state==0) {/* time to eat a chocolate bar */
    if(ObjectCount(CODE_THING,153)) {
      CharAction(CODE_THING,"eat chocolate");
      ThingSetIdleWait(CODE_THING,Number(30,150));
    }
    else {
      PropertySetInt(CODE_THING,var,1);
    }
  }
  else {
    if(state==1) {/* All out! Say "I'm all out"! */
      CharAction(CODE_THING,"say Oh my, I need more chocolate!");
      PropertySetInt(CODE_THING,var,2);
    }
    else {
      if(state==2) {/* Teleport to Merr */
        SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_CAPFIRST|SEND_VISIBLE,"^aA brown cloud wisps around $n and... he\'s gone!\n");
        t=WorldOf(165);
        ThingTo(CODE_THING,t);
        SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_CAPFIRST|SEND_VISIBLE,"^aA brown cloud wisps up from the ground and $n appears!\n");
        CharAction(CODE_THING,"say I have come for chocolate!");
        PropertySetInt(CODE_THING,var,3);
      }
      else {
        if(state==3) {/* At Merr's shop - buy if possible */
          t=ThingFind(NULL,165,BaseGetInside(CODE_THING),8,1)/*    t=CharFind(BaseGetInside(CODE_THING),165);
          
                    
                               */;
          if(t==TNULL) {
            CharAction(CODE_THING,"say Funny, Merr isn\'t here. Bummer.");
          }
          else {
            if(CharGetMoney(CODE_THING)<2000) {
              SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_CAPFIRST|SEND_AUDIBLE,"^aYou hear a tinkling sound coming from $n\n");
              CharSetMoney(CODE_THING,2000);
            }
            ObjectBuy(t,CODE_THING,"buy 5 chocolate",0,153);
          }
          PropertySetInt(CODE_THING,var,4);
        }
        else {
          if(state==4) {/* Teleport back home */
            SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_CAPFIRST|SEND_VISIBLE,"^aA brown cloud wisps around $n and... he\'s gone!\n");
            ThingTo(CODE_THING,WorldOf(5));
            SendAction(CODE_THING,TNULL,SEND_ROOM|SEND_CAPFIRST|SEND_VISIBLE,"^aA brown cloud wisps up from the ground and $n appears!\n");
            PropertySetInt(CODE_THING,var,0);
            ThingSetIdleWait(CODE_THING,Number(30,150));
          }
          else {
            PropertySetInt(CODE_THING,var,0);
          }
        }
      }
    }
  }
}~
#2
mortal paying homage~
Mortal paying homage~
A Mortal paying homage to Corbin is here, bowing and chanting.~
The Mortal is finely dressed in red flowing robes. It would seem that he
has already been blessed by Corbin.
~
SENTINEL|STAYAREA 0 1000 S
5 2 1 10d100+10000 2d5+1
2838 100
STANDING GALCIV-CITIZEN FEMALE
#3
grim socket reaper~
Grim Socket-Reaper~
The Grim Socket-Reaper is here, lording over its collection of lost sockets.~
The Grim Socket-Reaper is tall and wears a flowing cloak. The cloak casts a shadow over all
but the Reaper's hands... of which there are none visible!! Oy oh my!
~
SENTINEL|STAYAREA 0 0 S
100 500 400 4d1000+1000 3d6000+5000
0 1000
STANDING GALCIV-CITIZEN SEXLESS
P
%SPEED~
100~
#4
fear~
Fear~
Fear is cowering decrepidly wincing quietly hoping to not draw attention to itself.~
Your heart jumps as you see that your clothes are torn and coverd in bodily 
fluids, you look poor pathetic and smell of shit, drool runs from your lips 
as you mutter mindless things cowering in the rainy streets. 
~
AGGRESSIVE|STAYAREA|HYPERAGGR|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|REMR|RLASER|RPSYCHIC|RACID|RPOISON GROUP|IMPROVED|INVIS|DARKVISION|SEEINVIS|REGENERATION|ENDURANCE|HIDDEN|VACUUMWALK|SNEAK|SENSELIFE 0 S
1 100 100 100d3+0 100d3+0
0 0
STANDING NONE SEXLESS
#5
loathing~
Loathing~
Loathing is standing coldly observing with a bent frown and malice for what he has not.~
Your soul freezes noticing your face behind that sickining look of discust 
and self-hate you do not know what you hate more, your freinds, your self, 
your money or those with out any of them. 
~
AGGRESSIVE|STAYAREA|HYPERAGGR|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|REMR|RLASER|RPSYCHIC|RACID|RPOISON GROUP|IMPROVED|INVIS|DARKVISION|SEEINVIS|REGENERATION|ENDURANCE|HIDDEN|PHASEWALK|SNEAK|SENSELIFE 0 S
1 100 100 100d3+0 100d3+0
0 0
STANDING NONE SEXLESS
#6
death norman phantom~
^aDeath~
^aAn aged phantom is loosely wraped in a shadowy shroud^r.~
  Within the flowing robe you see a shattered body encased with translucent 
skin, there seems to be a great sorrow as his eyes fall upon you, it is not 
his fault...            ...^rIts YOUR Time! 
~
TRACKER|SENTINEL|RPUNCTURE|RSLASH|RCONCUSSIVE|RHEAT|REMR|RLASER|RPSYCHIC|RACID|RPOISON IMPROVED|INVIS|BREATHWATER|DARKVISION|SEEINVIS|REGENERATION|ENDURANCE|HIDDEN|PHASEWALK|WATERWALK|VACUUMWALK|SNEAK|SENSELIFE|PHASEDOOR 333 S
300 1000 800 3d3+3 1d1+665
0 168000
STANDING NONE MALE
#7
who?~
Who?~
Who is that over there?~
  You just CAN'T get a fix on this thing Who? Could It Be!?! 
~
PICKPOCKET|RESCUE BREATHWATER|DARKVISION|SEEINVIS|PHASEWALK|WATERWALK|VACUUMWALK|SENSELIFE|PHASEDOOR 0 S
1 0 0 1d1+0 1d1+0
0 0
STANDING NONE SEXLESS
$