#AREA Tatooine~ #AUTHOR Ludwig~ #RANGES 0 30 0 30 $ #RESETMSG &wYou sense the coming of a sandstorm...~ #FLAGS 0 23 #ECONOMY 0 6270718 #MOBILES #2501 first mob~ a newly created first mob~ Some god abandoned a newly created first mob here. ~ ~ 1 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2502 tatooine gotomob~ a newly created tatooine gotomob~ Some god abandoned a newly created tatooine gotomob here. ~ ~ 3 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2503 hulking bantha tethered~ a hulking bantha~ A collosal shaggy bantha is standing here, huffing as you pass by. ~ This hulking animal has a huge mouth and a imposing curled horns. It is standing near the adjacent apartment building, perhaps waiting for it's owner. ~ 3 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > death_prog 100~ mea $n You quickly jump out of the way as the massive animal falls. ~ | #2504 moisture farmer~ a moisture farmer~ A nicely toasted moisture farmer strides thtough the familiar streets. ~ There is no way he could've walked here. He must live nearby or have access to a landspeeder. He strides comfortably under the Tatooine suns, well accustomed to the heat. ~ 129 0 1000 Z 3 0 92 4d90+1 0d4+2 50 0 8 8 1 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 131075 1 2 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 #2505 muscular noghri male average~ a muscular noghri male of average height~ A muscular noghri male of average height is standing here. ~ ~ 3 0 1000 Z 5 0 -300 1d1+499 0d4+2 279 0 8 8 1 10 10 10 10 10 10 25 0 0 0 0 0 6 0 0 0 65 64 0 1 1 0 0 0 0 32 0 0 0 0 0 0 0 0 0 > greet_prog 100~ mpsleep 6 if ispc($n) if rand(39) emote looks at you endif endif mpsleep 49 if ispc($n) say hey can you help me? im lost... endif ~ > act_prog p looks at you.~ mpsleep 16 if rand(20) emote puts some credits in a &CD&cu&Cr&ca&Cs&ct&Ce&ce&Cl B&ca&Cc&ck&Cp&ca&Cc&ck&D endif ~ > fight_prog 33~ if rand(70) if rand(50) setblaster stun else setblaster full endif endif mpsleep 10 if rand(50) if rand(50) say wtf are you doing? else say stop endif endif ~ > death_prog 100~ mpe &RLester is DEAD!&w ~ | #2506 rodian pilot~ a rodian pilot~ A rodian pilot walks through the streets, minding his own business. ~ ~ 1073741825 0 0 Z 2 0 95 2d25+150 0d4+2 95 0 8 8 0 14 10 10 9 10 10 10 0 0 0 0 0 3 0 0 0 0 0 0 3 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2507 rambunctious group kids~ a group of kids~ A rambunctious group of kids is playing around here. ~ ~ 1 0 1000 Z 2 0 95 2d25+100 0d4+2 3 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > rand_prog 15~ if isfight($i) emote start yelling for help and crying. else if rand(50) laugh else mpe A boy impresses the rest of the group with a home-made voice changer. endif endif ~ | #2512 gruff firrerreo overweight~ a gruff firrerreo~ An overweight, gruff firrereo is polishing and organizing his piles of junk. ~ His golden skin glimmers slightly, even in the shade of a market stall. Silver scars crisscross over his mutilated left ear. His outfit is reminiscent of what Dash Rendar wore during his famous adventures. ~ 3 0 0 Z 2 0 95 4d25+300 0d4+2 989 0 8 8 1 10 10 10 10 25 10 10 0 0 0 0 0 22 0 0 0 3 4096 0 0 0 0 0 8192 0 0 0 0 0 0 0 0 0 0 0 #2513 twilek trader~ a twilek trader~ A sharp-toothed Twilek walks through the streets, looking a bit suspicious. ~ This twilek looks shady yet confident, as if he had immunity in this Tatooine outpost. His sharp teeth show whenever he mutters something to a passerby. ~ 16777217 0 0 Z 5 0 87 1d10+50 0d4+2 0 0 8 8 1 10 10 10 10 10 10 10 0 0 0 0 0 2 0 0 0 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2514 merle tosche elderly human~ an elderly Merle Tosche~ An elderly human in sandrobes is thouroughly checking a nearby control panel. ~ He's got a wrinkly face, some whisps of white hair, and white beard stubble. He's a little out of touch with recent events, but he's still an amazing electrician. Given enough time to ponder a problem, he can do it. ~ 1 0 400 Z 1 0 0 0d0+0 0d0+0 70 0 8 8 1 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > greet_prog 100~ mpsleep 4 if rand(40) mutter endif ~ > act_prog p looks at you.~ mpsleep 3 say Eh, who's there? Oh it's you. if rand(50) say Watch out for those Imperial pigs. The rebellion will triumph one day I tell ya. else say They sell some really nice power reserve droids on Alderaan. You should check it out some day. endif ~ | #2515 billy tosche young human~ Billy Tosche~ Billy Tosche is here, selling a variety of electrical items. ~ ~ 3 4194816 400 Z 6 0 85 1d10+60 0d4+2 30 0 8 8 0 10 20 10 20 10 25 10 0 0 0 0 0 0 0 0 0 1 1 3 22 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2516 peddler three-eyes humanoid gran~ a gran peddler~ &z A three-eyed peddler with large ears is creeping around here. ~ He's all you would expect in a Gran, physically anyway. Each of his three eyes are on short, thick stalks. His great big ears and powerful eyes might be as sensitive as a probe droid's sensor array. Of course, they MIGHT BE. And he just MIGHT BE an upstanding citizen reselling legally obtained items... ~ 16777217 4194816 -1000 Z 17 0 -50 1d50+100 1d4+2 0 0 8 8 1 10 10 10 20 10 10 20 0 0 0 0 0 29 0 0 0 1 1 0 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > act_prog p looks at you.~ if isfight($i) say What are you starin' at, huh? gouge else say Hey you. Yeah you... I've got some stuff that was left behind by a cargo transport. Are you interested in buying some of it? endif ~ > speech_prog no no. nah nah. nope nope. negative negative.~ if isfight($i) say Screw you, clown! else em gives a quick nod and looks away, "Come 'round back if you change your mind, aright?" endif ~ > speech_prog toolkit toolkit.~ if isfight($n) scowl $n else if goldamt($i) >= 420 mpdeposit 420 mpoload 2509 say Ok, stranger. em gets a toolkit in a small plastic case from a nearby duffel bag. give toolkit $n drop toolkit mpat 101 drop all mpat 101 mppurge else if sex($n) == 2 em sticks out his hand impatiently, "That toolkit costs 420 creds, ma'am." else em sticks out his hand impatiently, "That toolkit costs 420 creds, wise guy." endif endif endif ~ > custom_prog trigger_defel_goldamt~ if isfight($i) else if goldamt($i) == 0 say How many? You haven't given me any damn credits yet. else if goldamt($i) >= 500000 say You've handed over more than five hundred thousand creds... em snickers, "You gonna want something or is this a gift?" else if goldamt($i) >= 100000 say You've handed over more than one hundred thousand credits. You're a pretty big spender, eh? else if goldamt($i) >= 25000 say You gave me more than twenty-five thousand creds. Are you gonna buy something? else if goldamt($i) >= 5000 say You gave me over five thousand credits. It should be enough to buy a few things. else if goldamt($i) >= 2500 say You've handed over more than 2500 credits. It should be enough to buy something nice. else if goldamt($i) >= 500 say You gave me more than 500 credits. else if goldamt($i) >= 420 say You gave me more than 420 credits. else say You haven't given me enough to buy anything, not even a toolkit. endif endif endif endif endif endif endif endif endif ~ > speech_prog creds creds? credits credits? gold how have?~ mpat 2502 trigger_defel_goldamt ~ > speech_prog p don't know~ if isfight($i) say Maybe this'll help you decide! bash else em narrows his eyes at you. endif ~ > speech_prog dunno dunno, maybe uh uh, uhh uhh, um um, umm umm, um... uh... uh.. um.. faggot fag fucker bitch fuck shit~ em narrows his eyes at you. ~ > speech_prog yes yes, yes. yeah yeah, yeah. yea yea, yea. yup yup, yup. sure sure, sure. ya ya, ya. ok ok, ok. yes.. yes...~ if isfight($i) spit $n else say I've got a neat toolkit for 420 credits. I have some Devaronian energy drinks at 2500 credits each. And I recently got some toy training remotes. I'll let you have one for 2500 creds. say say Gimme the creds and tell me what you want, ya hear? endif ~ > speech_prog list list.~ mpsleep 3 if isfight($i) sneer else say Do I look like a turbolift to you? endif ~ > speech_prog toy training remote remote.~ if isfight($i) scowl $n else if goldamt($i) >= 2500 mpdeposit 2500 mpoload 2510 nod $n emote grabs a small sphere from a nearby duffel bag. give remote $n drop remote mpat 101 drop all mpat 101 mppurge else emote shakes his head and says, "No bargaining, you've given me less than 2500 credits." endif endif ~ > speech_prog energy drink drink.~ if isfight($i) scowl $n else if goldamt($i) >= 2500 mpdeposit 2500 mpoload 2522 emote searches through his duffel bag and pulls out an unopened can. give adrenal $n drop adrenal mpat 101 drop all mpat 101 mppurge else emote frowns and says, "Those energy drinks are 2500 credits each. Pay up if you want one." endif endif ~ | #2517 local technician tech weegee~ Weegee the local Tech~ Toolkit and datapad in hand, the local technician is here repairing a droid. ~ ~ 1090519043 4194816 1000 Z 13 0 67 1d1+499 1d4+2 0 0 8 8 0 10 25 25 10 10 10 1 0 0 0 0 0 0 0 0 0 1 1 0 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2518 droid service repair four-armed~ a four-armed service droid~ This four-armed service and repair droid is fixing a speeder behind him while selling items in front. ~ ~ 1090519043 0 0 Z 6 0 -200 1d1+399 0d4+2 125 0 8 8 0 3 10 10 10 10 10 10 0 0 0 0 0 21 0 0 0 3 1 5 5 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2519 upper half sentry droid~ an unfinished sentry droid~ &w The unfinished upper half of a sentry droid is at your feet. ~ ~ 1073741825 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2560 standard_engi droid edroid~ edroid~ Edroid ~ ~ 1073741825 0 0 Z 5 0 87 1d10+50 0d4+2 0 0 8 8 0 1 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > speech_prog binders~ if otypecarry(durasteel) < 1 emote flashes a crude picture of durasteel on a tiny screen. endif if otypecarry(battery) < 1 emote flashes a crude picture of a battery on a tiny screen. endif if otypecarry(durasteel) < 1 else if otypecarry(battery) < 1 else mpe &G$I emits three beeps. It powers up and begins working on something... mpat 2503 trigger_edroid_binders endif endif ~ > custom_prog trigger_edroid_makebinders~ mpsleep 90 if otypeinv(durasteel) < 1 emote beeps and displays an error symbol on a tiny screen. endif if otypeinv(battery) < 1 emote beeps and displays an error symbol on a tiny screen. endif if otypeinv(battery) < 1 else if otypeinv(durasteel) < 1 else mpat 101 drop durasteel mpat 101 drop battery mpat 101 mppurge mpoload 79 emote finishes its work. drop binders endif endif ~ > speech_prog flashlight light~ if otypecarry(chemical) < 1 emote flashes a crude picture of chemicals on a tiny screen. endif if otypecarry(battery) < 1 emote flashes a crude picture of a battery on a tiny screen. endif if otypecarry(circuit) < 1 emote flashes a crude picture of a circuit on a tiny screen. endif if otypecarry(lens) < 1 emote flashes a crude picture of a lens on a tiny screen. endif if otypecarry(battery) < 1 else if otypecarry(lens) < 1 else if otypecarry(chemical) < 1 else if otypecarry(circuit) < 1 else mpe &G$I emits three beeps. It powers up and begins working on something... mpat 2503 trigger_edroid_flashlight endif endif endif endif ~ > custom_prog trigger_edroid_makeflashlight~ mpsleep 75 if otypeinv(battery) < 1 emote beeps and displays an error symbol on a tiny screen. endif if otypeinv(circuit) < 1 emote beeps and displays an error symbol on a tiny screen. endif if otypeinv(chemical) < 1 emote beeps and displays an error symbol on a tiny screen. endif if otypeinv(lens) < 1 emote beeps and displays an error symbol on a tiny screen. endif if otypeinv(battery) < 1 else if otypeinv(circuit) < 1 else if otypeinv(lens) < 1 else if otypeinv(chemical) < 1 else mpat 101 drop chemical mpat 101 drop battery mpat 101 drop circuit mpat 101 drop lens mpat 101 mppurge mpoload 2526 emote finishes its work. drop flashlight endif endif endif endif ~ > speech_prog p drop all~ em beeps. drop all ~ | #2561 standard_spar droid sdroid~ sdroid~ Sdroid ~ ~ 1073741825 0 0 Z 1 0 0 1d1+6000 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > speech_prog p gouge~ gouge ~ > speech_prog p bash~ bash ~ > speech_prog p disarm~ disarm ~ > speech_prog p punch~ punch ~ > speech_prog p kick~ kick ~ > speech_prog p flee~ flee ~ | #2599 PROGMOB_DEFEL~ a newly created PROGMOB_DEFEL~ Some god abandoned a newly created PROGMOB_DEFEL here. ~ ~ 2097155 4194816 0 Z 31 0 22 1d1+20000 3d4+2 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 6 6 0 0 1056768 0 0 0 0 0 0 0 0 0 0 0 > custom_prog trigger_defel_goldamt~ mpsleep 4 mpat $n trigger_defel_goldamt ~ | #2600 BT16 spider droid~ a newly created BT16 spider droid~ Some god abandoned a newly created BT16 spider droid here. ~ ~ 1073741825 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2601 Gonk droid power converter~ a newly created Gonk droid power converter~ Some god abandoned a newly created Gonk droid power converter here. ~ ~ 1073741825 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2602 WED treadwell droid~ a newly created WED treadwell droid~ Some god abandoned a newly created WED treadwell droid here. ~ ~ 1073741825 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #2999 testmob~ a newly created testmob~ Some god abandoned a newly created testmob here. ~ ~ 1073741825 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 > speech_prog test~ if cansee($n) say i can see $n else say i cant see $n endif ~ | #3000 last mob~ a newly created last mob~ Some god abandoned a newly created last mob here. ~ ~ 1 0 0 Z 1 0 0 0d0+0 0d0+0 0 0 8 8 0 10 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #2501 first obj~ a first obj~ A first obj is here.~ ~ 13 0 0 0 0 0 0 1 0 0 #2502 landspeeder~ a landspeeder~ A landspeeder is here.~ ~ 15 1073741824 0 500 0 0 0 300 0 0 #2503 weathered sign anchorhead~ a weathered sign~ &z A weathered sign is planted firmly into the ground&O.~ ~ 13 0 0 0 0 0 0 1 0 0 E sign weathered~ &O ___________________ &O | \_ &O | |_ &O | &zSOUTH TO ANCHORHEAD &O) &O |________________________/ ~ #2504 moisture vaporator~ a moisture vaporator~ &WA sand colored moisture vaporator&w almost blends into the suroundings.~ ~ 25 1073741824 0 0 1 0 0 1 0 0 E moisture vaporator~ It pulls moisture from the atmosphere at a rate of one to two Liters per day. ~ > use_prog 100~ mpe dsfdsf ~ | #2505 moisture vaporator broken~ a moisture vaporator~ &wAn unpowered moisture vaporator is here.&w~ ~ 13 1073741824 0 0 0 0 0 1 0 0 E moisture vaporator~ A blaster shot of some sort has pierced the intake. Yup, thar's yer problem. ~ #2507 lightweight folding chair~ &wa folding chair~ &w This lightweight folding chair offers comfort and simplicity.~ ~ 12 0 1 1 0 65 0 1 60 8 E lightweight folding chair~ A sticker on the back warns that the maximum weight is 500 kg. ~ > drop_prog 100~ mpforce $n emote pulls on the chair and unfolds it. ~ > get_prog 100~ mpforce $n emote folds the chair in on itself. ~ | #2508 used macrobinoculars macro binoculars old~ &wold macrobinoculars~ &wA pair of old binoculars is on the ground.~ ~ 96 0 131073 0 0 0 0 5 0 2 312 31 #2509 small toolkit plastic case~ &Wa small toolkit&D~ &WYou spot a small plastic case on the floor...~ ~ 66 0 16385 2 2 2 2 2 0 1 377 37 E small toolkit plastic case~ Looks like it can easily fit in a humanoid hand. It's got a clip loop for other types of limbs. ~ > wear_prog 100~ mpe The small toolkit clicks as it extends to full length. ~ > remove_prog 100~ mpforce $n emote twists the toolkit and pushes it into itself. ~ | #2510 toy training remote~ &ca toy training remote~ &cA toy training remote is floating in the air next to you.~ ~ 5 0 1 100 1 1 6 100 100 1 0 0 E toy training remote~ Even though it is only a toy, it is still very expensive due to the mini-repulsor technology inside. ~ > drop_prog 100~ emote activates as it falls and begins floating upwards. mpsleep 6 emote stops rising and stays floating in mid-air. ~ > get_prog 100~ mea $n ...but it escapes your grasp! mer $n ...but it escapes $s grasp! mpsleep 5 mea $n You follow the path of the toy remote and quickly snatch it out of the air! mer $n $n follows the path of the toy remote and quickly snatches it out of the air! emote deactivates in $n's hand. ~ > rand_prog 100~ emote spins back and forth looking for a target. mpsleep 6 emote shoots a fake laser at $r! if rand(40) mpe $r dodges quickly and evades the toy laser. else mpe A fake laser strikes $r, but $J looks unaffected. endif ~ | #2511 aerial map anchorhead paper dirty~ an aerial map of anchorhead~ A dirty piece of paper lies trampled on the ground.~ ~ 45 0 16385 2 2 2 0 1 100 49 #2512 Hapan Hussy magazine worn used~ Hapan Hussy issue #47~ This magazine on the ground looks... used.~ ~ 79 0 16385 1 1 1 1 1 850 10 E hapan hussy issue magazine used worn~ This issue of Hapan Hussy features beautiful petite brunettes. ~ #2513 neodymium magnet powerful~ &ca neodymium magnet&w~ &cA powerful magnet has been foolishly left on the ground.~ ~ 76 0 16385 1 1 1 1 1 0 3 270 48 E neodymium magnet powerful~ &RWarning! &wMay cause interference with communication equipment. ~ #2514 analog multimeter device~ an analog multimeter~ A dusty device was discarded here.~ ~ 80 0 16385 0 20 20 -1 1 66 20 E analog multimeter device~ You can use this on something to measure its voltage or resistance. ~ > use_prog 100~ mpe $n is actor, $t is victim, $o is object, $p is second object. ~ | #2515 power cell battery huge~ a huge power cell~ Someone left behind this huge power cell, it was probably too heavy.~ ~ 65 0 1 7900 0 0 0 25 1100 23 E huge power cell~ Warning: do not drop on children or small animals. ~ #2516 electropulse pistol pulse weird~ &Wan electropulse pistol&w~ A weird looking pistol was dropped here.~ ~ 5 8192 8193 6 9 9 6 200 499 3 1000 100 E pistol pulse electropulse weird~ A homemade contraption that fires bolts of elctricity ~ A 18 4 #2517 electrical jumpsuit grey~ &za grey electrical jumpsuit&w~ &zA grey jumpsuit lies in a heap on the ground.&w~ ~ 9 8192 41 2 4 5 0 0 1 20 2 E grey electrical jumpsuit~ An old two piece jumpsuit. It doesn't do anything special, but most electricians prefer to wear them over street clothes. ~ #2518 cheap power cell battery household~ a cheap power cell~ Someone has discarded this cheap household power cell.~ ~ 65 0 1 2 2 2 2 1 5 0 #2519 portable flood lamp~ &Wa portable flood lamp&w~ &WA portable flood lamp is on the floor, illuminating the area in front of it.&w~ ~ 1 1 1 0 0 -1 0 2 132 13 E portable flood lamp~ It uses a high capacity power cell, and it recharges itself through solar light and physical movement. ~ #2520 handful reddish potpourri~ reddish potpourri~ A handful of reddish potpourri is scattered on the floor.~ ~ 61 0 1 1 1 0 0 1 38 3 #2521 superconductor toroidal donut~ a toroidal superconductor~ A superconductor in the shape of donut is barely visible on the ground.~ ~ 71 0 1 2 2 2 2 1 90 9 E toroidal superconductor donut~ The toroidal shape of this superconductor creates a magnetic field that is self-balancing, and is thus cleaner. ~ #2522 Adrenal Energy Drink can~ &CAdrenal Energy Drink&D~ &CAn energy drink is on the ground! In a can! Oh yeah!&w~ ~ 10 0 1 4 -1 -1 -1 2 2500 250 E Adrenal Energy Drink can~ It is laced with MAO Inhibitors, otherwise known as MAOIs. Your stomach's MAOs will not be able to dissolve the pure adrenaline in this energy drink, and so it will be absorbed directly into your bloodstream. Oh yeah! ~ #2523 briefcase black simple~ &zA black briefcase&D~ &zA simple black briefcase is on the floor, attracting absolutely no attention.~ ~ 15 0 16385 25 7 2524 12 1 0 0 E black briefcase simple~ The briefcase is just a metal case with leather sewn over it. ~ #2524 small copper key tiny~ a small copper key~ Some tiny copper object shines faintly on the floor...~ ~ 82 0 1 0 0 0 0 1 0 0 E small copper key tiny~ What could this key open? ~ #2525 cane sturdy~ a sturdy cane~ A sturdy cane is lying on the ground.~ ~ 5 0 8193 20 40 40 7 -1 -1 2 0 0 #2526 generic flashlight light~ a generic flashlight~ A generic flashlight was carelessly misplaced here.~ ~ 1 0 1 0 0 1000 0 1 0 0 #2587 kitchen table~ a kitchen table~ A kitchen table sits in the middle of the room.~ ~ 12 0 0 0 0 4 0 20 0 0 #2592 self defense functions disk datadisk~ droid self-defense functions datadisk~ A droid builder's datadisk has been left here.~ ~ 13 0 1 0 0 0 0 1 900 90 E self defense functions disk datadisk~ It contains predefined functions for droid combat. ~ #2593 refurbished droid vocabulator~ a refurbished droid vocabulator~ A refurbished droid vocabulator is here.~ ~ 9 4224 4 24 -100 0 0 1 0 0 #2594 bronzium droid chasis~ &Oa bronzium droid chasis&w~ &OA heap of bronzium parts is on the floor.&w~ ~ 75 0 1 0 0 0 0 2 1500 250 E bronzium droid chasis~ It is custom shaped for a particular droid, so it cannot be worn. The chasis is 100% bronzium, a very strong alloy. Hmm... ~ A 13 5 #2595 standard engineering routines datadisk disk~ droid engineering routines datadisk~ A droid builder's datadisk has been left here.~ ~ 13 0 1 0 0 0 0 1 900 200 E engineering routines disk datadisk~ It contains precision routines for droid manufacturing. ~ #2596 basic AI protocols datadisk disk~ datadisk of droid basic AI protocols~ A droid builder's datadisk has been left here.~ ~ 13 0 1 0 0 0 0 1 900 200 E droid basic AI protocols disk datadisk~ It contains the basic artificial intelligence protocols for droids. Without this, a droid would not be able to take simple commands. It would simple be a robot. ~ #2597 vibrating fork weird~ a vibrating fork~ A weird vibrating fork with uneven prongs is on the ground.~ ~ 49 2 16385 0 0 0 0 1 0 0 #2598 heavy ewok rug~ a heavy ewok rug~ &OA heavy ew&gok &Orug covers part of the floor.&w~ ~ 12 134217728 0 2 0 577 0 28 0 0 E heavy ewok rug~ A really thich rug made by the ewok artisans of Endor's moon. ~ #2599 short bed~ a short bed~ &bA short bed with blue sheets of bubbled hydraluminum is in the corner.&w~ ~ 12 0 0 0 0 1089 0 239 1399 139 E bed short blue sheets~ It feels as comfortable as cotton, but it stays cool by channeling excess heat into a thermal reservoid in the floor. It functions much like the heat sink of an antque motherboard. During the cold desert night, it slowly releases the stored heat. ~ #2600 deprecated ATM machine~ a deprecated ATM machine~ &wA deprecated ATM machine with blocky buttons has been set up here.~ ~ 12 0 1 0 0 0 0 775 0 0 E deprecated atm machine~ This automated teller machine isn't connected to anything. It must be wireless over short distances. The machine is extremely heavy, it must be full of credchips. ~ > get_prog 100~ mpforce $n emote lifts an ATM machine into the air, demonstrating great strength. ~ | #2601 rusted droid chasis~ a rusted droid chasis~ The rusted out metal chasis of a poor droid is here, half buried in the sand.~ ~ 15 0 0 208 0 0 0 207 0 0 E rusted droid chasis metal~ The inside is full of sand. A working droid part would be hard to find in this old chasis. ~ #2602 rusty droid vocabulator discarded part~ a rusty droid vocabulator~ Frayed wires stick out of this discarded droid part.~ ~ 39 33554432 1 536870912 0 0 0 1 0 0 E rusty droid vocabulator discarded part~ Without a droid central processor, this voice box is useless for translation. A button on the bottom will output the most recently used voice messages. ~ > push_prog 100~ if rand(17) say Foo Foo! Atee mana, choomb Solo... else if rand(20) say HAHAHAHHA else if rand(25) say Griixx'ka Viloz? Jzheev uba -ba -ba -ba -ba &c*static* else if rand(33) say 01100010 11101010 10100010 11101001 00000110 11101010 10100010 01100010 10100010 00000110 else if rand(50) if rand(75) say ...well some duraplast, a battery, a circuit, a lens, and two different superconductors will do just fine else say Accessing nearby wireless equipment... mpoload 64 2 chat hello mpat 101 drop all mpat 101 mppurge endif else em snores loudly. endif endif endif endif endif ~ | #3000 last obj~ a last obj~ A last obj is here.~ ~ 13 0 0 0 0 0 0 1 0 0 #0 #ROOMS #2501 Tatooine low_room~ ~ 0 4 1 0 0 0 840 D4 ~ ~ 0 -1 3000 0 D5 ~ ~ 0 -1 2529 0 R M 0 2600 1 2501 R M 0 2601 1 2501 > speech_prog test~ if ovnumhere(2601) == 0 mpe none of ovnum 2601 here else mpe not zero endif ~ > speech_prog test2~ if otyperoom(crystal) == 0 mpe zero crystals in room else mpe not zero crystals endif ~ > speech_prog test3~ if mobinroom(2600) == 0 mpe zero of mob 2600 in room else mpe (zero of mob 2600 in room) returned false endif ~ | S #2502 For Permaclosed doors and Progmob~ ~ 0 1074038276 1 0 0 0 1 R M 0 2599 1 2502 S #2503 droidprogs~ ~ 0 1073741828 1 0 0 0 840 > custom_prog trigger_edroid_binders~ trigger_edroid_makebinders ~ > custom_prog trigger_edroid_flashlight~ trigger_edroid_makeflashlight ~ | S #2504 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2505 Desert Streets~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2506 0 D1 ~ ~ 0 -1 2530 0 D3 ~ ~ 0 -1 2520 0 S #2506 &bPublic Communications Array&W~ ~ 0 268 1 0 0 0 840 D1 ~ ~ 0 -1 2507 0 D2 ~ ~ 0 -1 2505 0 R O 0 38 1 2506 R O 0 2600 1 2506 S #2507 &bComm Room Rest Area&W~ ~ 0 8388620 1 0 0 0 840 D3 ~ ~ 0 -1 2506 0 S #2508 Path Through Anchorhead~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2535 0 D2 ~ ~ 0 -1 2534 0 S #2509 WanderingMobSpawnRoom~ ~ 0 295948 1 0 0 0 840 D0 ~ ~ 2048 -1 2525 0 D3 ~ ~ 2048 -1 2559 0 D8 ~ ~ 2048 -1 2520 0 D9 ~ ~ 2048 -1 2532 0 R M 0 2504 2 2509 S #2510 Storage~ ~ 0 4 1 0 0 0 840 D1 ~ ~ 2051 -1 2591 0 R M 0 2505 1 2510 R E 0 129 1 12 R E 0 128 1 11 R E 0 127 1 7 R E 0 126 1 10 R E 0 125 1 13 R E 0 124 1 8 R E 0 123 1 6 R E 0 122 1 5 R E 0 121 1 9 R G 0 141 1 R G 0 133 1 R E 0 152 1 16 R E 0 132 1 22 R G 0 149 1 R G 0 151 1 R D 0 2510 1 1 > time_prog 20~ if rand(30) open east mpforce muscular east endif close east ~ | S #2511 Outside the Tosche Power Station~ ~ 0 8 1 0 0 0 840 D1 ~ ~ 0 -1 2512 0 D3 ~ ~ 0 -1 2518 0 S #2512 &wInside the Power Station~ ~ 0 12 1 0 0 0 840 D2 ~ ~ 16777216 -1 2513 0 D3 ~ ~ 16777216 -1 2511 0 R M 0 2515 1 2512 R E 0 2517 1 5 R E 0 2516 1 16 R G 0 2513 1 R G 0 2515 1 R G 0 2514 1 R G 0 2521 1 R G 0 2518 1 S #2513 &wInside the Power Station~ toirodal ~ 0 8 1 0 0 0 840 D0 ~ ~ 0 -1 2512 0 D1 ~ ~ 0 -1 2514 0 D3 ~ ~ 33554432 -1 2516 0 S #2514 &wNear the quick-chargers~ ~ 0 8 1 0 0 0 840 D3 ~ ~ 0 -1 2513 0 R M 0 2514 1 2514 R E 0 2525 1 16 S #2515 behind some crates~ You are in a small space between a line of metal crates and the wall of the stone building to the west. You can easily see over the crates and into the nearby street. ~ 0 12 1 0 0 0 840 D0 ~ ~ 33556480 -1 2518 0 D1 ~ ~ 0 -1 2516 0 D6 ~ ~ 33556480 -1 2517 0 R M 0 2516 1 2515 R E 0 51 1 16 S #2516 Under a Billowing Canopy~ defel geologist, cave ~ 0 4 1 0 0 0 840 D0 ~ ~ 0 -1 2517 0 D1 ~ ~ 33556480 -1 2513 0 D3 ~ ~ 2048 -1 2515 0 S #2517 Dry Sandy Street~ ~ 0 4 1 0 0 0 840 D0 ~ ~ 0 -1 2518 0 D2 ~ ~ 0 -1 2516 0 S #2518 Dry Sandy Street~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2519 0 D1 ~ ~ 0 -1 2511 0 D2 ~ ~ 0 -1 2517 0 S #2519 Dry Sandy Street~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2532 0 D2 ~ ~ 0 -1 2518 0 S #2520 Sandstone Streets of Anchorhead~ ~ 0 0 1 0 0 0 840 D1 ~ ~ 0 -1 2505 0 D7 ~ ~ 0 -1 2521 0 S #2521 Winding Path Through Anchorhead~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2522 0 D8 ~ ~ 0 -1 2520 0 S #2522 Passing the Desert-Proof Domed Buildings~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2525 0 D1 ~ ~ 0 -1 2523 0 D2 ~ ~ 0 -1 2521 0 D3 ~ ~ 0 -1 2524 0 S #2523 &OAn Empty Merchant Stall&w~ ~ 0 12 1 0 0 0 840 D3 ~ ~ 0 -1 2522 0 S #2524 &OAn Empty Merchant Stall&w~ ~ 0 12 1 0 0 0 840 D1 ~ ~ 0 -1 2522 0 S #2525 Passing the Desert-Proof Domed Buildings~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2528 0 D1 ~ ~ 0 -1 2526 0 D2 ~ ~ 0 -1 2522 0 D3 ~ ~ 0 -1 2527 0 S #2526 &OAn Empty Merchant Stall&w~ ~ 0 12 1 0 0 0 840 D3 ~ ~ 0 -1 2525 0 S #2527 &OAn Empty Merchant Stall&w~ ~ 0 12 1 0 0 0 840 D1 ~ ~ 0 -1 2525 0 S #2528 Entrance to Anchorhead, Tatooine~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2529 0 D2 ~ ~ 0 -1 2525 0 D6 ~ ~ 2048 -1 2585 0 S #2529 Outskirts of Anchorhead~ ~ 0 4 10 0 0 0 840 D0 ~ ~ 0 -1 2546 0 D2 ~ ~ 0 -1 2528 0 D4 ~ ~ 2048 -1 2501 0 R O 0 2504 1 2529 S #2530 Sandstone Streets of Anchorhead~ ~ 0 0 1 0 0 0 840 D0 ~ 'heavy metal door~ 8389671 2999 2502 0 D1 ~ ~ 0 -1 2531 0 D3 ~ ~ 0 -1 2505 0 S #2531 &OAmidst The Merchant Stalls&w~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2533 0 D1 ~ ~ 0 -1 2532 0 D3 ~ ~ 0 -1 2530 0 S #2532 &OAmidst The Merchant Stalls&w~ ~ 0 0 1 0 0 0 840 D2 ~ ~ 0 -1 2519 0 D3 ~ ~ 0 -1 2531 0 D6 ~ ~ 0 -1 2534 0 R M 0 2513 1 2532 R G 0 2520 1 R G 0 2511 1 R G 0 2512 1 S #2533 &OBehind Three Canopied Stalls&w~ ~ 0 12 1 0 0 0 840 D2 ~ ~ 16777216 -1 2531 0 R M 0 2512 1 2533 R G 0 134 1 R G 0 133 1 R G 0 2507 1 R G 0 2508 1 R G 0 2519 1 R G 0 64 1 S #2534 Path Through Anchorhead~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2508 0 D1 ~ ~ 0 -1 2575 0 D9 ~ ~ 0 -1 2532 0 S #2535 Circular Clearing In Anchorhead~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2538 0 D1 ~ ~ 16777216 -1 2559 0 D2 ~ ~ 0 -1 2508 0 S #2536 On the hot sand~ ~ 0 0 10 0 0 0 840 D0 ~ ~ 0 -1 2537 0 D2 ~ ~ 0 -1 2538 0 S #2537 Burning Sands~ ~ 0 0 10 0 0 0 840 D2 ~ ~ 0 -1 2536 0 D6 ~ ~ 0 -1 2539 0 D7 ~ ~ 0 -1 2540 0 S #2538 Anchorhead East Entrance~ ~ 0 4 1 0 0 0 840 D0 ~ ~ 0 -1 2536 0 D2 ~ ~ 0 -1 2535 0 D3 ~ ~ 2048 -1 2580 0 S #2539 Burning Sands~ ~ 0 4 10 0 0 0 840 D0 ~ ~ 0 -1 2550 0 D9 ~ ~ 0 -1 2537 0 S #2540 Burning Sands~ ~ 0 0 10 0 0 0 840 D3 ~ ~ 0 -1 2541 0 D8 ~ ~ 0 -1 2537 0 S #2541 Flat Desert~ ~ 0 0 10 0 0 0 840 D1 ~ ~ 0 -1 2540 0 D7 ~ ~ 0 -1 2542 0 R O 0 2504 1 2541 S #2542 Sunbaked Desert~ ~ 0 0 10 0 0 0 840 D3 ~ ~ 0 -1 2543 0 D8 ~ ~ 0 -1 2541 0 S #2543 On the hot sand~ ~ 0 48 10 0 0 0 840 D1 ~ ~ 0 -1 2542 0 D9 ~ ~ 0 -1 2544 0 R O 0 2503 1 2543 S #2544 On the hot sand~ ~ 0 0 10 0 0 0 840 D2 ~ ~ 0 -1 2545 0 D6 ~ ~ 0 -1 2543 0 S #2545 Faint Path In The Sand~ ~ 0 0 10 0 0 0 840 D0 ~ ~ 0 -1 2544 0 D2 ~ ~ 0 -1 2546 0 S #2546 Near A City~ ~ 0 0 10 0 0 0 840 D0 ~ ~ 0 -1 2545 0 D2 ~ ~ 0 -1 2529 0 S #2547 Into the desert~ ~ 0 4 1 0 0 0 1 D0 ~ ~ 0 -1 2548 0 S #2548 The Tatooine Desert~ ~ 0 4 1 0 0 0 840 D2 ~ ~ 0 -1 2547 0 > entry_prog 100~ if level($n) <= 30 mea $n You'll need a landspeeder to cross the desert. mptransfer $n 2547 mpat $n mpforce $n look else mpe check roomprog endif ~ | S #2549 Open Desert~ ~ 0 4 10 0 0 0 840 D1 ~ ~ 0 -1 2551 0 D3 ~ ~ 0 -1 2550 0 D6 ~ ~ 0 -1 2551 0 D8 ~ ~ 0 -1 2551 0 S #2550 Burning Sands~ ~ 0 4 10 0 0 0 840 D1 ~ ~ 0 -1 2549 0 D2 ~ ~ 0 -1 2539 0 R O 0 2504 1 2550 S #2551 Open Desert~ ~ 0 4 10 0 0 0 840 D1 ~ ~ 0 -1 2552 0 D3 ~ ~ 0 -1 2549 0 D7 ~ ~ 0 -1 2549 0 D9 ~ ~ 0 -1 2549 0 R O 0 2601 1 2551 R P 0 2602 1 2601 S #2552 Open Desert~ ~ 0 4 10 0 0 0 840 D0 ~ ~ 0 -1 2553 0 D3 ~ ~ 2048 -1 2551 0 D6 ~ ~ 0 -1 2553 0 D9 ~ ~ 0 -1 2551 0 S #2553 Atop a stretching sand dune~ ~ 0 4 10 0 0 0 840 D0 ~ ~ 0 -1 2554 0 D2 ~ ~ 0 -1 2552 0 D9 ~ ~ 0 -1 2552 0 S #2554 Near A Desert Cave~ ~ 0 4 10 0 0 0 840 D2 ~ ~ 0 -1 2553 0 R O 0 2505 1 2554 S #2555 Floating in a void~ ~ 0 4 1 0 0 0 840 S #2556 Floating in a void~ ~ 0 4 1 0 0 0 840 S #2557 Floating in a void~ ~ 0 4 1 0 0 0 840 S #2558 Floating in a void~ ~ 0 4 1 0 0 0 840 S #2559 Residential Street~ ~ 0 0 1 0 0 0 840 D1 ~ ~ 0 -1 2560 0 D3 ~ ~ 16777216 -1 2535 0 R M 1 2507 1 2559 S #2560 Path to a Communal Desert Settlement~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2593 0 D2 ~ ~ 0 -1 2561 0 D3 ~ ~ 0 -1 2559 0 R M 0 2503 1 2560 S #2561 Before Many Desert Homes~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2560 0 D6 ~ 'rounded door~ 16777219 -1 2562 0 D8 ~ 'rounded door~ 16777219 -1 2566 0 D9 ~ 'rounded door~ 8389671 2999 2502 0 R D 0 2561 6 1 R D 0 2561 8 1 R D 0 2561 9 2 S #2562 &wA Small Home~ ~ 0 12 1 0 0 0 840 D1 ~ ~ 0 -1 2563 0 D9 ~ 'rounded door~ 3 -1 2561 0 R D 0 2562 9 1 S #2563 &wShort Hallway~ ~ 0 12 1 0 0 0 840 D2 ~ ~ 0 -1 2564 0 D3 ~ ~ 0 -1 2562 0 S #2564 &wMeeting Room~ ~ 0 12 1 0 0 0 840 D0 ~ ~ 0 -1 2563 0 D1 ~ ~ 33554432 -1 2565 0 S #2565 Street Behind A Comm Tower~ ~ 0 4 1 0 0 0 840 D3 ~ ~ 0 -1 2564 0 S #2566 &wTechnician's home~ ~ 0 8 1 0 0 0 840 D1 ~ ~ 0 -1 2567 0 D7 ~ 'rounded door~ 3 -1 2561 0 R D 0 2566 7 1 S #2567 &wLiving Area~ ~ 0 8 1 0 0 0 840 D0 ~ ~ 0 -1 2568 0 D1 ~ ~ 33556480 -1 2571 0 D1 ~ ~ 0 -1 2572 0 D2 ~ ~ 0 -1 2569 0 D3 ~ ~ 0 -1 2566 0 S #2568 &wNeatly Kept Bedroom~ ~ 0 8388620 1 0 0 0 840 D2 ~ ~ 0 -1 2567 0 R O 0 2599 1 2568 S #2569 &wTechnician's Work Room~ ~ 0 67108876 1 0 0 0 840 D0 ~ ~ 0 -1 2567 0 D8 ~ ~ 0 -1 2570 0 R M 1 2517 1 2569 R M 1 2519 1 2569 S #2570 &zA Dark Storage Room&w~ heavy ewok rug ~ 0 12 1 0 0 0 840 D2 ~ 'back door~ 3 -1 2573 0 D7 ~ ~ 0 -1 2569 0 R O 0 2598 1 2570 R P 0 2597 1 2598 R D 0 2570 2 1 S #2571 &wLong Hallway~ ~ 0 4 1 0 0 0 840 D1 ~ ~ 0 -1 2620 0 D3 ~ ~ 0 -1 2567 0 S #2572 &wLong Hallway~ ~ 0 4 1 0 0 0 840 S #2573 An Outdoor Garage~ ~ 0 4 1 0 0 0 840 D0 ~ 'back door~ 2051 -1 2570 0 D2 ~ ~ 16777216 -1 2576 0 R M 1 2518 1 2573 R G 0 2594 1 R G 0 2596 1 R G 0 2595 1 R G 0 2592 1 R D 0 2573 0 1 S #2574 TechGarageStorage~ ~ 0 4 1 0 0 0 840 S #2575 Side Streets~ ~ 0 0 1 0 0 0 840 D1 ~ ~ 0 -1 2576 0 D3 ~ ~ 0 -1 2534 0 S #2576 Dry Windy Clearing~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2573 0 D1 ~ ~ 0 -1 2577 0 D3 ~ ~ 0 -1 2575 0 S #2577 Dusty Street on the Eastside~ uss ~ 0 0 1 0 0 0 840 D1 ~ 'old blast door~ 3 -1 2578 0 D3 ~ ~ 0 -1 2576 0 R M 1 2506 1 2577 R D 0 2577 1 1 S #2578 &wA Cooled Office~ ~ 0 4 1 0 0 0 840 D3 ~ 'old blast door~ 3 -1 2577 0 R D 0 2578 3 1 S #2579 Floating in a void~ ~ 0 4 1 0 0 0 840 S #2580 A Nearly Empty Street~ ~ 0 4 1 0 0 0 840 D1 ~ ~ 0 -1 2538 0 D3 ~ ~ 0 -1 2581 0 S #2581 On A Lonely Street~ ~ 0 4 1 0 0 0 840 D1 ~ ~ 0 -1 2580 0 D3 ~ 'door to a Storage Hangar~ 25165863 -1 2582 0 D7 ~ ~ 0 -1 2583 0 R D 0 2581 3 2 S #2582 &zOutdoor Hangar Entrance&w~ ~ 0 0 1 0 0 0 840 D1 ~ ~ 25165863 -1 2581 0 D2 ~ ~ 0 -1 2587 0 R D 0 2582 1 2 S #2583 Northern Edge of Anchorhead~ ~ 0 4 1 0 0 0 840 D3 ~ ~ 0 -1 2584 0 D8 ~ ~ 0 -1 2581 0 S #2584 Near The Outskirts~ ~ 0 4 1 0 0 0 840 D0 ~ ~ 0 -1 2586 0 D1 ~ ~ 0 -1 2583 0 D3 ~ ~ 0 -1 2585 0 S #2585 Near The Outskirts~ ~ 0 4 1 0 0 0 840 D1 ~ ~ 0 -1 2584 0 D9 ~ ~ 0 -1 2528 0 S #2586 On The Warm Sand~ ~ 0 4 1 0 0 0 840 D2 ~ ~ 0 -1 2584 0 R O 0 2504 1 2586 S #2587 &YHangar Walkway&w~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2582 0 D1 ~ ~ 0 -1 2589 0 D2 ~ ~ 0 -1 2588 0 D3 ~ ~ 0 -1 2590 0 S #2588 &YHangar Walkway&w~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2587 0 D1 ~ ~ 0 -1 2592 0 D3 ~ ~ 0 -1 2591 0 S #2589 Anchorhead Storage Hangar~ ~ 0 0 1 0 0 0 840 D2 ~ ~ 0 -1 2592 0 D3 ~ ~ 0 -1 2587 0 S #2590 Anchorhead Storage Hangar~ ~ 0 0 1 0 0 0 840 D1 ~ ~ 0 -1 2587 0 D2 ~ ~ 0 -1 2591 0 S #2591 Anchorhead Storage Hangar~ ~ 0 48 1 1024 0 0 840 D0 ~ ~ 0 -1 2590 0 D1 ~ ~ 0 -1 2588 0 S #2592 Anchorhead Storage Hangar~ ~ 0 0 1 0 0 0 840 D0 ~ ~ 0 -1 2589 0 D3 ~ ~ 0 -1 2588 0 S #2593 &wInside A Sandbrick Building~ ~ 0 12 1 0 0 0 840 D0 ~ ~ 0 -1 2594 0 D2 ~ ~ 16777216 -1 2560 0 S #2594 &wA Drab Hallway~ ~ 0 12 1 0 0 0 840 D0 ~ ~ 0 -1 2597 0 D1 ~ ~ 0 -1 2595 0 D2 ~ ~ 0 -1 2593 0 D3 ~ ~ 0 -1 2596 0 S #2595 &wsmall unused apartment~ ~ 0 10485772 1 0 0 0 840 D3 ~ ~ 0 -1 2594 0 S #2596 &wsmall unused apartment~ ~ 0 10485772 1 0 0 0 840 D1 ~ ~ 0 -1 2594 0 S #2597 &wA Drab Hallway~ ~ 0 12 1 0 0 0 840 D1 ~ ~ 0 -1 2598 0 D2 ~ ~ 0 -1 2594 0 D3 ~ ~ 0 -1 2599 0 S #2598 &wsmall unused apartment~ ~ 0 10485772 1 0 0 0 840 D3 ~ ~ 0 -1 2597 0 S #2599 &wsmall unused apartment~ ~ 0 10485772 1 0 0 0 840 D1 ~ ~ 0 -1 2597 0 S #2600 housing~ ~ 0 1073741828 1 0 0 0 840 S #2601 housing~ ~ 0 1073741828 1 0 0 0 840 S #2602 housing~ ~ 0 1073741828 1 0 0 0 840 S #2603 housing~ ~ 0 1073741828 1 0 0 0 840 S #2604 housing~ ~ 0 1073741828 1 0 0 0 840 S #2605 housing~ ~ 0 1073741828 1 0 0 0 840 S #2606 housing~ ~ 0 1073741828 1 0 0 0 840 S #2607 housing~ ~ 0 1073741828 1 0 0 0 840 S #2608 housing~ ~ 0 1073741828 1 0 0 0 840 S #2609 housing~ ~ 0 1073741828 1 0 0 0 840 S #2610 housing~ ~ 0 1073741828 1 0 0 0 840 S #2611 housing~ ~ 0 1073741828 1 0 0 0 840 S #2612 housing~ ~ 0 1073741828 1 0 0 0 840 S #2613 housing~ ~ 0 1073741828 1 0 0 0 840 S #2614 housing~ ~ 0 1073741828 1 0 0 0 840 S #2615 housing~ ~ 0 1073741828 1 0 0 0 840 S #2616 housing~ ~ 0 1073741828 1 0 0 0 840 S #2617 housing~ ~ 0 1073741828 1 0 0 0 840 S #2618 housing~ ~ 0 1073741828 1 0 0 0 840 S #2619 housing~ ~ 0 1073741828 1 0 0 0 840 S #2620 &wSimple Kitchen~ ~ 0 1073741828 1 0 0 0 840 D3 ~ ~ 0 -1 2571 0 R O 0 2587 1 2620 S #2621 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2622 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2623 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2624 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2625 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2626 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2627 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2628 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2629 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2630 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2631 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2632 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2633 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2634 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2635 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2636 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2637 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2638 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2639 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2640 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2641 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2642 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2643 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2644 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2645 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2646 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2647 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2648 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #2649 Floating in a void~ ~ 0 1073741828 1 0 0 0 840 S #3000 Tatooine hi_room~ wasinroom(target) == vnum, cansee(target), mentalstate(target) == value mpcommands: modalign(target) == value, modmstate(target) == value check if isfight is working w for indoors complete outskirt path past shady guy, more stuff? walkers: group kids, farmer, treadwell, rodian. ~ 0 4 1 0 0 0 840 D5 ~ ~ 0 -1 2501 0 R M 0 2502 1 3000 > leave_prog 100~ mea $n leaving ~ | S #0 #SHOPS 2512 0 0 0 0 0 120 90 0 23 ; a gruff firrerreo 2513 0 0 0 0 0 120 90 0 23 ; a twilek trader 2515 0 0 0 0 0 120 90 0 23 ; Billy Tosche 2518 0 0 0 0 0 80 50 0 23 ; a four-armed service droid 0 #REPAIRS 0 #SPECIALS S #$