DBZu/area/
DBZu/area/imc/
DBZu/boards/
DBZu/clans/
DBZu/color/
DBZu/councils/
DBZu/deity/
DBZu/doc/mudprogs/
DBZu/gods/
DBZu/log/
DBZu/notes/
DBZu/player/a/
DBZu/player/backup/c/
DBZu/player/backup/k/
DBZu/player/c/
DBZu/player/d/
DBZu/player/j/
DBZu/player/k/
DBZu/player/o/
DBZu/player/r/
DBZu/player/s/
DBZu/player/t/
DBZu/player/v/
DBZu/player/w/
DBZu/player/z/
#AREA   JPA~



#VERSION 1
#AUTHOR Vegeta~

#RANGES
0 65 0 65
$

#FLAGS
1

#ECONOMY 0 340365

#CLIMATE 2 2 2

#MOBILES
#251
first mob~
a newly created first mob~
Some god abandoned a newly created first mob here.
~
~
3 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#252
Saiyan Warrior~
a Saiyan Warrior~
A large Saiyan is standing here ready to train the Newbies.
~
~
3 0 0 C
1 0 0 0d0+0 0d0+0
0 8000
112 112 1
5 5 5 5 5 5 5
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
sa If you think your strong enough then try your luck!
taunt $n
~
> death_prog 100~
mpmload 252
~
|
#253
Morgue Guard~
Morgue Guard~
The Morgue Guard is standing here retrieving corpses.
~
~
67108867 0 0 S
101 0 0 0d0+0 0d0+0
0 100000000
112 112 0
> bribe_prog 5000000~
say Here you go $n.
bodybag $n yes
drop $n
drop $n
drop $n
~
> greet_prog 100~
tell $n Hello, if you'd like me to retrieve your corpse just give 5000000 coins Morgue.
~
> speech_prog p i need a keycard~
if clan($n) == the syndicate
mpoload 10482
give keycard $n
else
endif
~
|
#271
Trainer~
A Trainer~
A Trainer is standing here
~
~
67108867 0 0 S
1 0 0 0d0+0 0d0+0
0 100000000
112 112 0
> greet_prog 100~
sa Hello $n
sa Ready for your lessons?
~
> speech_prog p hi~
if rand(5)
say WOOT!
else
endif
~
|
#292
Female Receptionist~
The Female Receptionsist~
The Female Receptionsist is standing here.
~
~
67108867 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
> greet_prog 100~
sa Welcome to the Hotel. I hope you enjoy your stay.
sa If you need any information, just say so.
smile
~
> speech_prog p white key~
mpforce $n give 100 coins female
mpoload 252
give white $n
~
> speech_prog p grey key~
mpforce $n give 100 coins female
mpoload 253
give grey $n
~
> speech_prog p green key~
mpforce $n give 100 coins female
mpoload 254
give green $n
~
> speech_prog p yellow key~
mpforce $n give 100 coins female
mpoload 304
give yellow $n
~
> speech_prog p orange key~
mpforce $n give 500 coins female
mpoload 312
give orange $n
~
> speech_prog p brown key~
mpforce $n give 500 coins female
mpoload 314
give purple $n
~
> speech_prog p purple key~
mpforce $n give 500 coins female
mpoload 314
give purple $n
~
> speech_prog p cyan key~
mpforce $n give 500 coins female
mpoload 318
give cyan $n
~
> speech_prog p pink key~
mpforce $n give 500 coins female
mpoload 317
give pink $n
~
> speech_prog p gold key~
mpforce $n give 1000 coins female
mpoload 325
give gold $n
~
> speech_prog p silver key~
mpforce $n give 1000 coins female
mpoload 324
give silver $n
~
> speech_prog p bronze key~
mpforce $n give 1000 coins female
mpoload 328
give bronze $n
~
> speech_prog p i need information~
nod
sa To the east is the Elevator
sa To the west you'll find the Dining Room
sa And to the south are the Restrooms and the Entrance
smile
sa If you'd like to see what rooms are available and
sa their prices, just look at the sign.
~
> speech_prog p black key~
mpforce $n give 500 coins female
mpoload 315
give black $n 
~
|
#300
last mob~
a newly created last mob~
Some god abandoned a newly created last mob here.
~
~
3 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#327
Young Man~
A Young Man~
A Young Man is standing here
~
~
67108867 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
> greet_prog 100~
sa What are you doing in my room!? GET OUT!
mpat $n mpforce $n west
~
|
#0


#OBJECTS
#231
first obj~
a newly created first obj~
Some god dropped a newly created first obj here.~
~
13 1073741824 0
0 0 0 0
1 0 0
#232
Wall~
a Wall~
&zA wall covered in etchings is here infront of you.&D~
~
12 0 0
0 0 0 0
10000 0 0
#251
first obj~
a newly created first obj~
Some god dropped a newly created first obj here.~
~
13 0 0
0 0 0 0
1 0 0
#252
White Key~
&WWhite Room Key~
&WA small White Key has been left here.~
~
18 0 1
302 0 0 0
1 0 0
#253
Grey Key~
&zGrey Room Key~
&zA small Grey Key has been left here~
~
18 0 1
301 0 0 0
1 0 0
#254
Green Key~
&GGreen Room Key~
&GA small Green Room Key has been left here~
~
18 0 1
305 0 0 0
1 0 0
#300
last obj~
a newly created last obj~
Some god dropped a newly created last obj here.~
~
13 0 0
0 0 0 0
1 0 0
#304
Yellow Key~
&YYellow Key~
&Y A small Yellow Key has been left here~
~
18 0 1
304 0 0 0
1 0 0
#311
Brown Key~
&OBrown Room Key~
&OA small Brown Room Key has been left here~
~
18 0 1
311 0 0 0
1 0 0
#312
Orange Key~
&OOrange Room Key~
&OA small Orange Room Key has been left here.~
~
18 0 1
312 0 0 0
1 0 0
#314
Purple Key~
&pPurple Room Key~
&p A small Purple Key has been left here~
~
18 0 1
314 0 0 0
1 0 0
#315
Black Key~
&zBlack Room Key~
&zA small Black Key has been left here~
~
18 0 1
315 0 0 0
1 0 0
#317
Pink Key~
&PPink Room Key~
&PA small Pink Key has been left here~
~
18 0 1
317 0 0 0
1 0 0
#318
Cyan Key~
&cCyan Room Key~
&cA small Cyan Key has been left here~
~
18 0 1
318 0 0 0
1 0 0
#324
Silver Key~
&wSilver Room Key~
&wA small Silver Key has been left here~
~
18 0 1
324 0 0 0
1 0 0
#325
Gold Key~
&YGold Room Key~
&YA small Gold Key has been left here~
~
18 0 1
325 0 0 0
1 0 0
#326
Wall~
a Wall~
&CA wall covered in etchings is here infront of you.&D ~
~
12 0 0
0 0 0 0
1 0 0
#328
Bronze Key~
&OBronze Room Key~
&OA small Bronze Key has been left here~
~
13 0 1
328 0 0 0
1 0 0
#334
Whiskey's House Key~
&YWhiskey's House Key&D~
&YWhiskey's House Key is lying on the ground.&D~
~
8 0 16385
0 0 0 0
1 0 0
#335
Carmelo's House Key~
&YCarmelo's House Key&D~
&YCarmelo's House Key is lying on the ground.&D~
~
8 0 16385
0 0 0 0
1 0 0
#336
Russell's House Key~
Russell's House Key~
Some god dropped a newly created Russell's House Key here.~
~
8 0 16385
336 0 0 0
1 0 0
#337
Hector's House Key~
Hector's House Key~
Some god dropped a newly created Hector's House Key here.~
~
8 0 16385
337 0 0 0
1 0 0
#338
Heineken's House Key~
&YHeineken's House Key&D~
&YHeineken's House Key is lying on the ground.&D~
~
8 0 16385
0 0 0 0
1 0 0
#339
Maul's House Key~
&YMaul's House Key&D~
&YMaul's House Key is lying on the ground&D~
~
8 0 16385
0 0 0 0
1 0 0
#0


#ROOMS
#231
Residential Avenue~
While sightseeing throughout Junction Point Alpha, it appears that you've made
your way to Residential Avenue. Various houses line the streets, some looking
rather shabby, and others looking very suave. A few of these dwellings even
appear to belong to some of the warriors of the Dragonball Z Universe.
~
0 1073741824 1
D0
~
~
25166887 334 334
D1
~
~
0 -1 232
D2
~
~
25166887 335 335
D3
~
~
0 -1 284
S
#232
Residential Avenue~
While sightseeing throughout Junction Point Alpha, it appears that you've made
your way to Residential Avenue. Various houses line the streets, some looking
rather shabby, and others looking very suave. A few of these dwellings even
appear to belong to some of the warriors of the Dragonball Z Universe.
~
0 1073741824 1
D0
~
~
25166887 336 336
D1
~
~
0 -1 233
D2
~
~
25166887 337 337
D3
~
~
0 -1 231
S
#233
Residential Avenue~
While sightseeing throughout Junction Point Alpha, it appears that you've made
your way to Residential Avenue. Various houses line the streets, some looking
rather shabby, and others looking very suave. A few of these dwellings even
appear to belong to some of the warriors of the Dragonball Z Universe.
~
0 1073741824 1
D0
~
~
25166887 338 338
D1
~
~
25166887 341 341
D2
~
~
25166887 339 339
D3
~
~
0 -1 232
S
#234
Carmelo's Additional House Room 1~
This is your desc. You can edit this with HOUSE DESC.
~
0 1049608&4 0
D4
~
~
0 -1 335
S
#235
&RMaul's Gravity Room~
This room has a Gravity Machine here.
The gravity machine has a dial that reads between 1 and 5000
Time to train.... BITCH
~
0 1049608&4 0
D1
~
~
0 -1 339
S
#236
&RMaul's Room~
&r
This is Maul's room
He has a 74 Inch Flatscreen Plasma HD TV
Surround Sound
A Sony DVD Player
A King-Size Bed
An Xbox-360
And stuffs
On the wall somebody spraypainted "Maul Rocks"
Under it somebody spraypainted "Maul you owe me 2.6mil gold"
And under that somebody spraypainted "No i don't, you GAVE it to meh"
~
0 1049608&4 0
D0
~
~
0 -1 339
S
#237
Floating in a void~
~
0 1073741828 1
S
#238
&CA dull light hallway~
&WYou get the weird feeling that being in the place isn't one of the best
places to be right now. You think its a good idea to powerup and head
back the way you came.
~
0 1049608&4 0
D1
~
~
0 -1 338
S
#240
Residential Avenue~
While sightseeing throughout Junction Point Alpha, it appears that you've made
your way to Residential Avenue. Various houses line the streets, some looking
rather shabby, and others looking very suave. A few of these dwellings even
appear to belong to some of the warriors of the Dragonball Z Universe.
~
0 1073741824 1
D3
~
~
0 -1 237
S
#245
Floating in a void~
~
0 1073741828 1
S
#251
&GJunction Point Alpha~
You find yourself in a brightly lit hallway. As you look around you notice
several small circular windows. A sign tells you that you are located on 
a place that is apparently named 'Junction Point Alpha'. Judging by the
fact that all you can see is rock from the asteroid, and that this station is
built on and stars, you reckon that the nearest center of life must be at
least millions of lightyears away.  

To the north you notice the Newbie Building.  

To the west you notice the recently built JPA Dome, a small residential
area where people can buy their houses after acquiring enough money. You
might want to have a look around and spot some prospective property.  

Somebody spraypainted "Goku was here" on The wall... 

&GFuture&W
&gSomebody spraypainted &W"&bD&BBZ&WU&B" &gon The Wall...
~
0 4 1
D0
~
~
0 -1 252
D3
~
~
0 -1 3609
D4
~
~
0 -1 332
D6
~
~
0 -1 284
S
#252
A Hallway~
This long rectangular hallway is streamed with lights, illuminating it along
each of its walls. As you look around, it appears that you have no choice
but to keep going North. There seems to be a large building waiting for
you at the end. The portal to the South is basically a large sphere, that has
a silverish liquid which is flowing frequently.
 
To continue type: 'North'
~
0 0 1
D0
~
~
0 -1 253
D2
~
~
0 -1 251
S
#253
Entrance to the Newbie Complex~
You now stand before two large doors which have an engraving above it. 
It's a small complex now that you look at it from this perspective. The
large doors open slowly as if they were reading your mind. The engraving
above the doors read: "Only by training, you will unlock your true power".
 
To continue into the complex type 'North'
~
0 0 1
D0
~
~
0 -1 254
D2
~
~
0 -1 252
S
#254
Inside the Newbie Complex~
Upon entering the room you look around to see computer terminals, and 
blinking lights all around you. There is a hologram to your left that has some
words that is displaying, "All movement is based on the compass directions.
You can go North, South, East, West, Northeast (NE), Southwest (SW), 
Southeast (SE), Northwest (NW), Up and Down. To move in one 
of these directions, simply type the direction you wish to move in (I.E,
North or N for North, South or S for South, etc). Well, now that we've
covered the basics, go North and meet your next teacher." With that being
said, he bows and disappears in a brilliant display of light.
~
0 0 1
D0
~
~
0 -1 255
D2
~
~
0 -1 253
S
#255
Between Lesson Rooms~
You find yourself between all the rooms which teach different lessons that
are very helpful in this MUD. The hallway seems to be the same size and it
has the same illumination of the rest of it. You find yourself on the
middle of the Newbie Complex. There is a &Yhologram &gwhich is displayed
in the middle of the room.
~
0 0 1
D0
~
~
0 -1 258
D1
~
~
0 -1 257
D2
~
~
0 -1 254
D3
~
~
0 -1 256
D4
~
~
0 -1 259
D5
~
~
0 -1 260
E
hologram~
&z=============================================================================
 
&REast:  &CHow to Practice your skills.
&RWest:  &CUses of the Score Command.
&RDown:  &CInformations on all the races.
&RNorth: &CTransporters.
 
&z=============================================================================
~
S
#256
Score Command~
As you enter the room, the only thing you notice is the large hologram that
activates as the computer sensed your movement. The hologram reads as the
following : Using the Score command: By typing "Score" it will inform you
of your race, energy, lifeforce, powerlevel, blessscore, attributes, gold,
and other things that will be helpful to play on this MUD. Like age and
hours you have played. And other things like your current position, fighting
style and your PKILL data once you reaced a certain PL.
~
0 0 1
D1
~
~
0 -1 255
S
#257
How To Practice~
As you enter the room, the only thing you notice is the large hologram that
activates as the computer sensed your movement. The hologram reads as the
following: Practicing skills: Type Slist and you will get a list of the
skill you can learn and what powerlevel you need to practice them. Typing
practice will inform you of what skills you know, and whow proficient you
are at them. To learn a skill out of a trainer, just type Practice <Skill>
and you will automatically learn them, but you will need to train them on your
own if you want to succeed everytime you use them. 
Type Alist to bring up a list of abilities unique to your race.
~
0 0 1
D3
~
~
0 -1 255
S
#258
Below the Training Facility~
Walking down the hallway, you notice a small spiral case that leads upwards
from the hallway. It looks like that up there, all the combat training
goes on. Since you can hear all the fighting sounds from where you are
standing. As you look to your North, you notice that it's the Transporter
zone.
~
0 0 1
D0
~
~
0 -1 269
D2
~
~
0 -1 255
D4
~
~
0 -1 270
S
#259
Speech Therapy Room~
As you walk into this room you see the same motif that you saw earlier.
Various monitors are displayed along the walls, and an intercom playing
annoying elevator music are all around you. As you come to the center of
the room, a fairly new looking android walks up to you and begins to talk
to you. He says "So you've make it this far? I am suprrised that such an
inferior creature has lasted this long. Although it is against my better
judgement, I will teach you how to converse with the rest of the world.
To talk to those within the same room as you, use the say command (typing
say <message> will say something). There are other channels that you can
master, all of which involve typing the channel name, and then your
message. There is the chat channel, shout, war, racetalk and newbiechat
(for newbie questions). Should you find any bugs in the MUD feel free 
to use bug <message> to inform the DBZU staff. I think I have taught
you enough to function properly." With that said he walks off.
~
0 0 1
D5
~
~
0 -1 255
S
#260
Between Race Information Rooms~
Upon entering of the room, you look at all the diffrent race choices
that you can pick from. Up from here, will take you back to the Newbie Complex.
There is a &Yhologram &g displaying in the center of the room showing the 
diffrent rooms of each race. You should take a look at it so it can be
easier to enter the race of your choice.
~
0 0 1
D0
~
~
0 -1 261
D1
~
~
0 -1 262
D2
~
~
0 -1 268
D3
~
~
0 -1 263
D4
~
~
0 -1 255
D6
~
~
0 -1 264
D7
~
~
0 -1 265
D8
~
~
0 -1 266
D9
~
~
0 -1 267
E
Hologram~
&Y
-----------------------------------------------

North - Namek Information Room
East  - Human Information Room
South - Halfbreed Information Room
West  - Saiyan Information Room
Up    - Between Lessons Room
Northeast - Android  Information Room
Northwest - Icer Information Room
Southeast - Mutant Information Room
Southwest - Biodroid Information Room

-----------------------------------------------
~
S
#261
Namek Information Room~
Nameks are a strange alien race from a planet of the same name. They
have green skin, with sections of pink, ribbed flesh on their arms
and legs. They tend to be peaceful, but above all else they are very wise.
Their abilities are diverse, ranging from healing those who have been
injured, to extending limbs to attack from a distance. They can
regenerate these limbs if they are severed, and are even rumored to be
the originators of the dragonballs. Despite their peaceful tendencies,
they are strangely suited to the arts of war, given their many abilities,
and some of their race do indeed take advantage of this.
~
0 0 1
D2
~
~
0 -1 260
S
#262
Human Information Room~
Humans have the potential to possibly be as strong as the most powerful
Saiya-Jin. Humans have the innate ability to improve themselves in a short
period of time, resulting in a faster gain of power than any other race!
As if this wasn't enough, if humans push themselves enough, they are able
to achieve a state of being known only as "Super Human". In this stage,
their power increases by a huge magnitude, making them a formidable
opponent in battle.
~
0 0 1
D3
~
~
0 -1 260
S
#263
Saiyan Information Room~
A brutal, primitive race, the Saiya-Jins were a race of bandits on 
Planet Plant. Their long time rivals, the Tsufuru-jin, managed to keep
the physically strong race in check with their technology. However, the
Saiya-jins took over the planet when Plant had its first full moon in a
long time. The planet was renamed Vegeta, and the Saiya-jins adopted
Tsufuru-jin machines for themselves. Ignorance brought the downfall of
their race when they refused to heed Bardock's warning about Frieza.
Their home world was smashed to bits, and only a handful of Saiya-jins
survived. All members of their race (even half-bloods) possess the
ability to become Oozaru, though few reach the level of Super Saiyan.
~
0 0 1
D1
~
~
0 -1 260
S
#264
Android Information Room~
Androids are beings that consist mostly or sometimes entirely of mechanical
parts. Yet they still maintain the appearance of a human. Androids are
made of artificially by a mad scientist in the Red Ribbon Army. These super
machines often have minds of their own, though some merely have basic
programming. Most of them are programmed to destroy a certain target at
any cost. They possess the ability to draw power from a target. Being made
with advanced technology, they may analyze a target far more accurately
than a scouter. Also, they may take technological components and install
them, upgrading or healing their body.
~
0 0 1
D9
~
~
0 -1 260
S
#265
Icer Information Room~
Icers are a race of mostly evil, arrogant, destructive beings. Upon first
glance, Icers appear to be relatively weak, possibly even child-like. But
make no mistake. Icers are among the most feared creatures in the galaxy.
Even the weakest Icer possesses the ability to transform itself, boosting
its PL to double what it once was. Furthermore, truly powerful icers are
able to transform to greater froms, boosting their powerlevel to heights
that are unimaginable to the normal person. A powerful Icer, transformed,
could easily annihilate an entire planet, reducing it to mere cinders. 
Icers are also very technologically advanced. The scouter is based on
their designs, as any Icer foot-soldier will tell you.
~
0 0 1
D8
~
~
0 -1 260
S
#266
Mutant Information Room~
Mutants are a strange and unique race. Even their individual members
are unique, often looking completely diffrent from one another. All 
Mutants possess the ability to mutate their body further than they 
already are, granting them abilities, and often making them stronger
or quicker as well. Some are able to mutate so much that they look
completely diffrent from their original form. Rumor has it that
there have been members of the Ginyu Force that were Mutants.
~
0 0 1
D7
~
~
0 -1 260
S
#267
Biodroid Information Room~
Biodroids are biologically engineered androids. They are made of cells of a
large variety of races. This makes it possible that they have the skills
of many races combined. Biodroids are known for their unusual way of
training. When a bioandroid kills someone who is close to his/her own pl,
or higher they have the ability to absorb biomass from the victim. When a
biodroid gathered  enough biomass they transform to another stage. Unlike
other races biodroids don't lose powerlevel when they die. However they do
lose a part of their  gathered biomass. When you die to often you can go
back a stage, however you will lose the higher mod that the stage gave
until you get enough biomass again.
~
0 0 1
D6
~
~
0 -1 260
S
#268
Halfbreed Information Room~
Half-Breeds are not a simple mix of just any two races. They are, more
specifically, half Human, and half Saiyan. Half-Breeds, for the most part,
live on Earth. Like Saiyans, they are born with a monkey tail also, like
their Saiyan parents, they have the ability to become a Super Saiyan, as
well as transform into the giant monkey-beast known as Oozaru, though the
latter is only possible if their tails are still attached during a full
moon. Rumor has it that Half-Breeds are incapable of attaining as high of 
a level of Super Saiyan, though this is hard to prove, since so few attain
such unheard-of power. 
~
0 4 1
D0
~
~
0 -1 260
S
#269
Entrance to Capsule Corp Jump Gates~
At the end of the hallway, you notice that you are between what it seems to
be the transporter rooms. These transporters will most likely transfer you
to the different planets they exist on this universe. Once you are
transported, you are able to get back to this place by activating them
from the other side.
~
0 4 1
D0
~
~
0 -1 275
D1
~
~
0 -1 276
D2
~
~
0 -1 258
D3
~
~
0 -1 277
S
#270
Combat Training Facility~
As you enter this room, you see a completely diffrent looking room. It
resembles a lush green field of grass and flowers. As you spin around and
look at your surroundings you notice a large ring in the middle of the
field. As you walk to the ring you see a large strong Saiyan, apparently
awaiting your arrival. Once you step into the ring, he tells you that this
is your last lesson to learn, and to prepare for a fight. When you are
ready type 'nod' to begin your battle. As you prepare for your battle, a
vortex appears above you and a rope drops down from the vortex, allowing
you to go through it.    To fight the Saiyan, type 'Kill <Target>' In this
caseit would be Kill Saiyan.
~
0 4 1
D0
~
~
0 -1 271
D1
~
~
0 -1 272
D2
~
~
0 -1 274
D3
~
~
0 -1 273
D4
~
~
0 -1 251
D5
~
~
0 -1 258
S
#271
The Trainers Room~
The room is somewhat well maintained and has adequate lighting for what
goes on here. Oddly, there are no windows nor doors in this room. The room
is designed as a large square with a tall, muscular man standing calmly in
the middle. In each of the four corners of the room is a small ring where
one can train and practice their newly aquired skills. 
~
0 2097156 1
D2
~
~
0 -1 270
S
#272
Healing Chamber~
Entering the room, you first notice that it is completely dark, this helps
the wounded who are inside the healing chamber, sleeping, able to recover
faster than normal, so they can get back in action. There are some
first-aid kits attached to the walls, and there are many chambers in lines
scattered across the room. 
~
0 36 1
D3
~
~
0 -1 270
S
#273
Gravity Room~
Entering the room, you first notice the large machine in the middle of the 
room, which probably controls the room's gravity. The floor is made out of 
strong resistant red tiles which can support a large amount of weight. The
only exit to the outside, is the same way that you came.
 
&R*** &YTraining Higher than you should, Will result in Death. &R***
~
0 4&1 1
D1
~
~
0 -1 270
S
#274
Sparring Chambers~
This room is completely blank, it's white tiles are made out of strong
resistant tiles. The only exit available is the one to your North, which
is the way you came in here. This room, is specialized since you can 
spar other players and just stun them, not kill them.
 
&R*** &YDo not use Energy Attacks while sparring in this room. &R***
~
0 4&2 1
D0
~
~
0 -1 270
S
#275
&R Planet Earth Transporter~
Entering a rather arge grey room standing before a small platform,  a
machine upon it beeps from time to time labeled "Earth Transporter", and
there seems that there is no other exit, other than the one you came into
this large room. 
 
&GTo use this transporter, say transport me
~
0 4 1
D2
~
~
0 -1 269
> speech_prog p Transport me~
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 1700
mpat $n mpforce $n look
~
|
S
#276
Between Transporter Halls~
Walking through the jump gate area, people scurry to and from the  many
diffrent halls where bright blue flashing lights can be seen above each
hall there is a sign stating where the destination is. Capsule Corp logs
can be seen hanging from banners above your head. 
~
0 4 1
D0
~
~
0 -1 278
D1
~
~
0 -1 279
D2
~
~
0 -1 280
D3
~
~
0 -1 269
S
#277
Between Transporter Halls~
Walking through the jump gate area, people scurry to and from  many
diffrent halls where bright blue flashing lights can be seen above each
hall there is a sign stating where the destination is. Capsule Corp logs
can be seen hanging from banners above your head. 
~
0 4 1
D0
~
~
0 -1 281
D1
~
~
0 -1 269
D2
~
~
0 -1 283
D3
~
~
0 -1 282
S
#278
&R Planet Namek Transporter~
Entering a rather arge grey room standing before a small platform,
a machine upon it beeps from time to time labeled "Namek Transporter",
and there seems that there is no other exit, other than the one you came
 into this large room.
 
&GTo use this transporter, say transport me
~
0 4 1
D2
~
~
0 -1 276
> speech_prog p Transport me~
if race($n)==Namek
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 801
mpat $n mpforce $n look
else
mea $n ACCESS DENIED!! You are not a Namek
endif
~
|
S
#279
&R Planet Myuutanto Transporter~
Enter a rather arge grey room standing before a small platform,  a machine
upon it beeps from time to time labeled "Myuutanto Transporter", and there
seems that there is no other exit, other than the one you came into this
large room. 
 
&GTo use this transporter, say transport me
~
0 4 1
D3
~
~
0 -1 276
> speech_prog p Transport me~
if race($n)==Mutant
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 400
mpat $n mpforce $n look
else
mea $n ACCESS DENIED!! You are not a Mutant
endif
~
|
S
#280
&RPlanet Vegeta Transporter~
Enter a rather arge grey room standing before a small platform, a machine
upon it beeps from time to time labeled "Vegeta Transporter", and there
seems that there is no other exit, other than the one you came into this
large room. 
 
&GTo use this transporter, say transport me
~
0 4 1
D0
~
~
0 -1 276
> speech_prog p Transport me~
if race($n)==Saiyan
or race($n)==Halfbreed
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 10201
mpat $n mpforce $n look
else
mea $n ACCESS DENIED!! You are not a Saiyan or Halfbreed!
endif
~
|
S
#281
&R Android Station Transporter~
Enter a rather arge grey room standing before a small platform, a machine
upon it beeps from time to time labeled "Android Transporter", and there
seems that there is no other exit, other than the one you came into this
large room. 
 
&GTo use this transporter, say transport me
~
0 4 1
D2
~
~
0 -1 277
> speech_prog p Transport me~
if race($n)==Android
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 753
mpat $n mpforce $n look
else
mea $n ACCESS DENIED!! You are not an Android
endif
~
|
S
#282
&RPlanet Freezar Transporter~
Entering a rather arge grey room standing before a small platform, a
machine upon it beeps from time to time labeled "Freezar Transporter", and
there seems that there is no other exit, other than the one you came into
this large room. 
 
&GTo use this transporter, say transport me
~
0 4 1
D1
~
~
0 -1 277
> speech_prog p Transport me~
if race($n)==Icer
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 630
mpat $n mpforce $n look
else
mea $n ACCESS DENIED!! You are not an Icer!
endif
~
|
S
#283
&RGerok Planet Transporter~
Entering a rather arge grey room standing before a small platform, a
machine upon it beeps from time to time labeled "Gerok Transporter", and
there seems that there is no other exit, other than the one you came into
this large room. 
 
&GTo use this transporter, say transport me
~
0 4 1
D0
~
~
0 -1 277
> speech_prog p Transport me~
if race($n)==Biodroid
mea $n _yel A burst of energy explodes from the transporter and takes you away
mer $n _yel $n steps into the transporter and vanishes.
mptrans $n 501
mpat $n mpforce $n look
else
mea $n ACCESS DENIED!! You are not a Biodroid
endif
~
|
S
#284
&C Path to the Hotel~
A path this size and extraordinary is normally uncommon when approaching a 
hotel. Trees and other foliage line the path on either side that demand
anyone's attention. Everything seems almost picture perfect and very
serene. A few people can be seen walking to or from the hotel. A light
grumble of some kind of machinery is heard somewhere north.
~
0 4 1
D1
~
~
0 -1 231
D3
~
~
0 -1 342
D6
~
~
0 -1 285
D9
~
~
0 -1 251
S
#285
&CA Large Path~
A path this size and extraordinary is normally uncommon when approaching a
hotel. Trees and other foliage line the path on either side that demand
anyone's attention. Everything here seems almost picture perfect aside
from the noise from what sounds like a large machine. The woman
groundskeeper tends to the flowers and trees, keeping everything in tip
top shape. 
~
0 4 1
D0
~
~
0 -1 286
D9
~
~
0 -1 284
S
#286
&CA Large Path~
Trees and other beautifully well kept foliage continues to follow the path
on either side. The hotel to the north is unbelieveable. From what can be
seen of it, beautiful would be an understatement. Its massive and
detailed size is simply incredible. Towards the south an almost inaudible
sound of some machinery can be heard, but at a nice distance. 
~
0 4 1
D0
~
~
0 -1 287
D2
~
~
0 -1 285
S
#287
&C Main Lobby~
An enormous chandalier hangs from the ceiling of the lobby. It shines with 
a brilliance second to none. The beautifully designed carpet covers from 
the entrance to the front desk and is easily recognizable as nothing
cheap. To the north is the front desk where a young lady sits awaiting
arrivals. To the west are the restrooms and to the south is the Hotel's 
outside path. 
~
0 4 1
D0
~
~
0 -1 292
D2
~
~
0 -1 286
D3
~
~
0 -1 288
S
#288
&CHallway~
This hallway leads to the first floor restrooms. On either side, the  walls
are painted a spicy red color adding an almost jazzy feeling on top of the
soft jazz music coming from the almost invisible speakers on the ceiling.
Small, yet bright lights shine down, lighting the hallway and the shiny,
spotless, black and white tiled floor.
~
0 4 1
D1
~
~
0 -1 287
D3
~
~
0 -1 289
S
#289
&CHallway~
On the west wall, a beautiful painting is hung adding flavor to the area.
Soft music is heard coming from either of the restrooms located to the 
north and south of here. The floor here is tiled black and white and is
absolutely spotless. A small yet beautiful chandalier hangs from the
ceiling lighting the hallway.
~
0 4 1
D0
~
~
0 -1 290
D1
~
~
0 -1 288
D2
~
~
0 -1 291
S
#290
&P Ladies Restroom~
Light music plays in the background and echoes throughout the room. The
light pink and white tile flooring is incredibly shiny and clean, as if
it's brand new. Beautiful paintings hang on all walls in this restroom,
leaving very little actual wall space. A baby changing station is located
on the west wall under a few pictures.
~
0 4 1
D2
~
~
0 -1 289
> entry_prog 100~
if sex($n)==2
mpecho Welcome to the ladies room
else
mpat $n mpecho You fall backwards as a lady slams the door in your face!!!!
mpat $n mpforce $n s
endif
~
|
S
#291
&B Mens Restroom~
Light music plays in the background and the first thing noticeable sends a
smile to any man walking in. Two fairly large flat screen TV's hang on the
wall on either side of the restroom, one above the sinks and the other on
a wall across from the door. The entire room is spotless and the color of 
a light blue with white tiles.
~
0 4 1
D0
~
~
0 -1 289
> entry_prog 100~
if sex($n)==1
mpecho Welcome to the Mens room.
else
mpat $n mpecho You are not a man. Get OUT!!!
mpat $n mpforce $n n
endif
~
|
S
#292
&Cthe Front Desk~
A circular desk sits in this room with a receptionist behind it. Pamphlets
and other travel info sit on top of the counter. In the center of the desk
is a large key-rack where the keys to each room hang. A telephone rings and
the young woman begins to take a reservation. A large sign hangs above the 
desk with information about the Hotel.
~
0 4 1
D1
~
~
0 -1 295
D2
~
~
0 -1 287
D3
~
~
0 -1 293
E
sign~
&z=====================================================
 
&YPricing&O:
 
&CSecond Floor&c:
&RWhite  Room Key    &W100
&RGrey   Room Key    &W100
&RGreen  Room Key    &W100
&RYellow Room Key    &W100
 
&CThird&c:
&ROrange Room Key    &W500
&RBrown  Room Key    &W500
&RBlack  Room Key    &W500
&RPurple Room Key    &W500
&RCyan   Room Key    &W500
&RPink   Room Key    &W500
 
&CSuite&c:
&RGold   Room Key    &W1000
&RSilver Room Key    &W1000
&RBronze Room Key    &W1000
 
&z=====================================================
~
S
#293
&CHallway~
This hallway is like most other hallways with music in the background and
the uncommon figure walking briskly past. Towards the north, laughter and
chatter can be heard along with the clatter of dishes and the wonderful
aroma of freshly made food. A large couch in the corner of the hallway
seems very inviting to most anyone who must wait in line. 
~
0 4 1
D0
~
~
0 -1 294
D1
~
~
0 -1 292
S
#294
&ODining Room~
Large parties seem to fill the room with noise, laughter and a constant
chatter. The floor is carpeted and a few chandaliers hang from an all
marble ceiling. Each table is made out of an expensive looking wood along
with its chairs. Waiters and waitresses walk briskly around waiting their
tables and refilling drinks. The aroma of food is very strong here, and
everything smells wonderful.
~
0 4 1
D2
~
~
0 -1 293
S
#295
&RElevator &w- &YFloor 1~
This elevator is one of the fanciest elevators ever made. Mirrors cover the
walls from floor to ceiling, each engraved with an intricate design. Soft
music plays in the background, not the normal elevator music but soft
soothing music. A &wPanel &gis built into the wall with a list of floor
choices. 
~
0 4 1
D3
~
~
0 -1 292
E
panel~
&wBy looking at the panel, an automated screen flips on.
It read:
&r==========================================
&GYou are currently on: &rFloor one
 
&CSay: &g'Floor 2' &CTo go to: &gFloor 2
     &g'Floor 3' &CTo go to: &gFloor 3
     &g'Floor 4' &CTo go to: &gFloor 4
 
&YPlease enjoy your stay here at the Hotel.
&r==========================================
~
> speech_prog p Floor 2~
mea $n _yel You take the elevator to the second floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 296
mpat $n mpforce $n look
~
> speech_prog p Floor 3~
mea $n _yel You take the elevator to the third floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 309
mpat $n mpforce $n look
~
> speech_prog p Floor 4~
mea $n _yel You take the elevator to the fourth floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 322
mpat $n mpforce $n look
~
|
S
#296
&RElevator &w- &YFloor 2~
This elevator is one of the fanciest elevators ever made. Mirrors cover the
walls from floor to ceiling, each engraved with an intricate design. Soft
music plays in the background, not the normal elevator music but soft
soothing music. A &wPanel &gis built into the wall with a list of floor
choices. 
~
0 4 1
D0
~
~
0 -1 297
E
panel~
&wBy looking at the panel, an automated screen flips on.
It reads:
&r==========================================
&GYou are currently on: &rFloor Two
 
&CSay: &g'Floor 1' &CTo go to: &gFloor 1
     &g'Floor 3' &CTo go to: &gFloor 3
     &g'Floor 4' &CTo go to: &gFloor 4
 
&YPlease enjoy your stay here at the Hotel.
&r==========================================
~
> speech_prog p Floor 1~
mea $n _yel You take the elevator to the first floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 295
mpat $n mpforce $n look
~
> speech_prog p Floor 3~
mea $n _yel You take the elevator to the third floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 309
mpat $n mpforce $n look
~
> speech_prog p Floor 4~
mea $n _yel You take the elevator to the fourth floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 322
mpat $n mpforce $n look
~
|
S
#297
&YHallway~
The floor is made entirely of wood with an old, yet very fancy rug on top
of it. The hallway itself looks very clean  yet worn due to its constant
use. Small yet powerful lights with a glass case around them light each
section of the hallway well enough. An occasional 'bang' from younger kids
in one of the rooms is heard.  
~
0 4 1
D0
~
~
0 -1 300
D1
~
~
1 -1 299
D2
~
~
0 -1 296
D3
~
~
1 -1 298
S
#298
&YCheap Room~
This is a fairly small room with a small window on the west wall. Two
double beds take up one side of the room while the bathroom, desk and
television take up the rest. Aside from its cheap-ness, the room still
looks very cozy and inviting. With a closer look, the room looks very
clean and tidy.
~
0 4 1
D1
~
~
0 -1 297
S
#299
&YCheap Room~
This is a fairly small room with a small window on the east wall. Two
double beds take up one side of the room while the bathroom, desk, and
television take up the rest. Aside from its cheap-ness, the room still
looks very cozy and inviting. With a closer look, the room looks very
clean and tidy.
~
0 4 1
D3
~
~
33 -1 297
S
#300
&YHallway~
The floor here is made entirely of wood with an old, yet very fancy rug on
top of it. The hallway looks very clean yet worn due to its constant use.
Small yet powerful lights with a glass case around them light each section
of the hallway well enough. An occasional 'bang' from younger kids in one
of the rooms is heard.
~
0 4 1
D0
~
~
0 -1 303
D1
~
~
7 253 301
D2
~
~
0 -1 297
D3
~
~
7 252 302
S
#301
&wGrey Room~
This is a fairly small room with a small window on the east wall. Two
double beds take up one side of the room while the bathroom, desk and
television take up the rest. Aside from its cheap-ness, the room still
looks very cozy and inviting. With a closer look, the room looks very
clean and tidy.
~
0 0 1
D3
~
~
6 253 300
S
#302
&WWhite Room~
This is a fairly small room with a small window on the east wall. Two
double beds take up one side of the room while the bathroom, desk and
television take up the rest. Aside from its cheap-ness, the room still
looks very cozy and inviting. With a closer look, the room looks very 
clean and tidy.
~
0 0 1
D1
~
~
6 252 300
S
#303
&YHallway~
The floor here is made entirely of wood with an old, yet very fancy rug on
top of it. The hallway itself looks very clean yet worn due to its
constant use. Small yet powerful lights with a glass case around them
light each section of the hallway well enough. An occasional 'bang' from
younger kids in one of  the rooms is heard.
~
0 4 1
D0
~
~
0 -1 306
D1
~
~
7 254 304
D2
~
~
0 -1 300
D3
~
~
7 304 305
S
#304
&YYellow Room~
This is a fairly small room with a small window on the east wall. Two
double beds take up one side of the room while the bathroom, desk and
television take up the rest. Aside from its cheap-ness, the room still
looks very cozy and inviting. With a closer look, the room looks very
clean and tidy.
~
0 4 1
D3
~
~
7 304 303
S
#305
&GGreen Room~
This is a fairly small room with a small window on the west wall. Two
double beds take up one side of the room while the bathroom, desk and
television take up the rest. Aside from its cheap-ness, the room still
looks very cozy and inviting. With a closer look, the room looks very
clean and tidy.
~
0 4 1
D1
~
~
7 254 303
S
#306
&YHallway~
The floor here is made entirely of wood with an old, yet very fancy rug on
top of it. The hallway itself looks very clean yet worn due to its
constant use. Small yet powerful lights with a glass case around them
light each section of the hallway well enough. An occasional 'bang' from
younger kids in one of the rooms is heard.
~
0 4 1
D1
~
~
0 -1 308
D2
~
~
0 -1 303
D3
~
~
0 -1 307
S
#307
&YMain Lounge &W- &B 2nd Floor~
Though this room is small, it seems very cozy. A few older yet 
comfortable couches and chairs sit facing towards an older television
set. A single book shelf full of books sits in the corner with a few
magazines on top of it. The carpet here looks clean yet worn as if its
been used frequently. A few floor lamps light the room.
~
0 4 1
D1
~
~
0 -1 306
S
#308
&YSnack Bar &W- &B 2nd Floor~
A few people are sitting at the numerous tables in this room. Its nothing
fancy but the food looks good. The counter is in a circular shape in one
corner of the room with the grill behind it. Faint music plays in the
background but its hard to hear over the customers. Everyone here seems to
be enjoying themselves.
~
0 4 1
D3
~
~
0 -1 306
S
#309
&RElevator &W- &YFloor 3~
This elevator is one of the fanciest elevators ever made. Mirrors cover the
walls from the floor to ceiling, each engraved with an intricate design. 
Soft music plays in the background, not the normal elevator music but soft
soothing music. A &wpanel &g is built into the wall with a list of floor 
choices.
~
0 4 1
D0
~
~
0 -1 310
E
panel~
&wBy looking at the panel, an automated screen flips on.
It reads:
&r==========================================
&GYou are currently on: &rFloor Three
 
&CSay: &g'Floor 1' &CTo go to: &gFloor 1
     &g'Floor 2' &CTo go to: &gFloor 2
     &g'Floor 4' &CTo go to: &gFloor 4
 
&YPlease enjoy your stay here at the Hotel.
&r==========================================
~
> speech_prog p Floor 1~
mea $n _yel You take the elevator to the first floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 295
mpat $n mpforce $n look
~
> speech_prog p Floor 2~
mea $n _yel You take the elevator to the second floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 296
mpat $n mpforce $n look
~
> speech_prog p Floor 4~
mea $n _yel You take the elevator to the fourth floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 322
mpat $n mpforce $n look
~
|
S
#310
&YHallway~
The hallway is carpeted with a pretty plain design but is very  well kept
none the less. Small yet powerful lights with a glass covering, light each
section of the hallway, each almost chandalier like. The sound of TVs can
be heard further down the hall along with an occasional 'boom' from the
children on the floor below.
~
0 4 1
D0
~
~
0 -1 313
D1
~
~
7 311 311
D2
~
~
0 -1 309
D3
~
~
7 312 312
S
#311
&O Brown Room~
This room is a little above average and contains everything one would need.
A mini-fridge sits under a small sink and counter with a small microwave
and coffee maker sitting on top. A comfortable couch and two smaller
chairs with a TV in the center makes the living room. In the next room is
the entrance to the bathroom and two twin beds. A fairly large window
opens up to a nice view of the forest.
~
0 4 1
D3
~
~
7 311 310
S
#312
&O Orange Room~
This room is a little above average and contains everything one would need.
A mini-fridge sits under a small sink and counter with a small microwave
and coffee maker sitting on top. A comfortable couch and two smaller
chairs with a TV in the center makes the living room. In the next room is
the entrance to the bathroom and two twin beds. A fairly large window
opens up to a nice view of the forest.
~
0 4 1
D1
~
~
7 312 310
S
#313
&Y Hallway~
The hallway is carpeted with a pretty plain design but is very well kept
none the less. Small yet powerful lights with a glass covering light each
section of the hallway, each almost chandalier like. The sound of TVs can
be heard further down the hall along with an occasional 'boom' from the
children on the floor below.
~
0 4 1
D0
~
~
0 -1 316
D1
~
~
7 314 314
D2
~
~
0 -1 310
D3
~
~
1 315 315
S
#314
&p Purple Room~
This room is a little above average and contains everything one would need.
A mini-fridge sits under a small sink and counter with a small microwave
and coffee maker sitting on top. A comfortable couch and two smaller
chairs with a TV in the center makes the living room. In the next room is
the entrance to the bathroom and two twin beds. A fairly large window
opens up to a nice view of the forest.
~
0 4 0
D3
~
~
7 314 313
S
#315
&z Black Room~
This room is a little above average and contains everything one would need.
A mini-fridge sits under a small sink and counter with a small microwave
and coffee maker sitting on top. A comfortable couch and two smaller
chairs with a TV in the center makes the living room. In the next room is
the entrance to the bathroom and two twin beds. A fairly large window
opens up to a nice view of the forest.
~
0 4 1
D1
~
~
1 315 313
S
#316
&YHallway~
The hallway is carpeted with a pretty plain design but is very well kept
none the less. Small yet powerful lights with a glass covering light each
section of the hallway, each almost chandalier like. The sound of TVs can
be heard further down the hall along with occasional 'boom' from the
children on the floor below.
~
0 0 1
D0
~
~
0 -1 319
D1
~
~
7 317 317
D2
~
~
0 -1 313
D3
~
~
7 318 318
S
#317
&P Pink Room~
This room is a little above average and contains everything one would need.
A mini-fridge sits under a small sink and counter with a small microwave
and coffee maker sitting on top. A comfortable couch and two smaller
chairs with a TV in the center makes the living room. In the next room is
the entrance to the bathroom and two twin beds. A fairly large window
opens up to a nice view of the forest.
~
0 0 1
D3
~
~
7 317 316
S
#318
&c Cyan Room~
This room is a little above average and contains everything one would need.
A mini-fridge sits under a small sink and counter with a small microwave
and coffee maker sitting on top. A comfortable couch and two smaller
chairs with a TV in the center makes the living room. In the next room is
the entrance to the bathroom and two twin beds. A fairly large window
opens up to a nice view of the forest.
~
0 0 1
D1
~
~
7 318 316
S
#319
&Y Hallway~
The hallway is carpeted with a pretty plain design but its very  well kept
none the less. Small yet powerful lights with a glass covering light each
section of the hallway, each almost chandalier like. The sound of TVs can
be heard further down the hall along with an occasional 'boom' from
children on the floor below.
~
0 0 1
D1
~
~
0 -1 320
D2
~
~
0 -1 316
D3
~
~
0 -1 321
S
#320
&Y Snack Bar &w- &B3rd Floor~
There are no tables in this small snack bar except for the counter. Five
brand new bar stools line the counter with a comfortable padded seat on
each. Everything in the small bar seems well kept and tidy. A small radio
sitting on the counter softly plays a familiar old tune that most anyone
would recognize. Though the bar isn't used very often, its great for a
late night snack. 
~
0 0 1
D3
~
~
0 -1 319
S
#321
&Y Main Lounge &w- &B3rd Floor~
Though this lounge is small, it seems very inviting. Plush couches and
chairs lay spread about the room. The walls are lined with small book
shelves and magazine stands for anyone to read. Soft music plays in the
background keeping everyone in a mellow mood. Two TVs hang from the wall
on either side of the room. Both TVs are on political channels and are
muted but with subtext  to show what is being said.
~
0 0 1
D1
~
~
0 -1 319
S
#322
&RElevator &w- &YFloor 4~
This elevator is one of the fanciest elevators ever made. Mirrors cover the
walls from floor to ceiling, each engraved with an intricate design. Soft
music plays in the background, not the normal elevator music but soft
soothing music. A &wPanel &gis built into the wall with a list of floor
choices. 
~
0 0 1
D0
~
~
0 -1 323
E
panel~
&wBy looking at the panel, an automated screen flips on.
It reads:
&r==========================================
&GYou are currently on: &rFloor Four
 
&CSay: &g'Floor 1' &CTo go to: &gFloor 1
     &g'Floor 2' &CTo go to: &gFloor 2
     &g'Floor 3' &CTo go to: &gFloor 3
 
 
&YPlease enjoy your stay here at the Hotel.
&r==========================================
~
> speech_prog p Floor 1~
mea $n _yel You take the elevator to the first floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 295
mpat $n mpforce $n look
~
> speech_prog p Floor 2~
mea $n _yel You take the elevator to the second floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 296
mpat $n mpforce $n look
~
> speech_prog p Floor 3~
mea $n _yel You take the elevator to the third floor.
mer $n _yel walks into the elevator and the doors close behind him.
mptrans $n 309
mpat $n mpforce $n look
~
|
S
#323
&Y Hallway &w- &RVIP &YFloor~
This is the top floor to the hotel and the most extravagant. Each door has
its own name plate engraved with the name of the current occupant. The
ceiling is made of glass allowing the sun to warm and light the hall. The
floor is covered in a beautifully designed carpet looking very expensive
and well kept. A few maids and bellhops walk past keeping this VIP floor
spotless. 
~
0 0 1
D0
~
~
0 -1 326
D1
~
~
7 324 324
D2
~
~
0 -1 322
D3
~
~
1 325 325
S
#324
&RVIP &YSuite &w- &WSilver Suite~
This has got to be one of the most fabulous suites ever created for anyone.
A built in big screen TV is the most noticeable feature. The furnishings
are absolutely gorgeous, maticulous detail has been done to every piece.
The bathroom is almost as big as the hotel's main bathroom and much
fancier. A paging service is listed on a panel towards the west wall with
a list of the VIP's Butler, Maid and Bellhop.
~
0 0 1
D3
~
~
7 324 323
S
#325
&RVIP &YSuite &w- &YGold Suite~
This has got to be one of the most fabulous suites ever created for anyone.
A built in big screen TV is the most noticeable feature. The furnishings
are absolutely gorgeous, maticulous detail has been done to every piece.
The bathroom is almost as big as the hotel's main bathroom and much
fancier. A  paging service is listed on a panel towards the west wall with
a list of the VIP's Butler, Maid and Bellhop.
~
0 0 1
D1
~
~
1 325 323
S
#326
&YHallway &w- &RVIP &YFloor~
This is the top floor to the hotel and the most extravagant. Each door has
its own name plate engraved with the name of the current occupant. The
ceiling is made of glass allowing the sun to warm and light the hall. The
floor is covered in a beautifully designed carpet looking very expensive
and well kept. A few maids and Bellhops walk past keeping this VIP floor
spotless. 
~
0 0 1
D0
~
~
0 -1 329
D1
~
~
3 -1 327
D2
~
~
0 -1 323
D3
~
~
7 328 328
S
#327
&RVIP &YSuite~
This has got to be one of the most fabulous suites ever created for anyone.
A built in big screen TV is the most noticeable feature. The furnishings
are absolutely gorgeous, maticulous detail has been done to every piece.
The  bathroom is almost as big as the hotel's main bathroom and much
fancier. A paging service is listed on a panel towards the west wall with
a list of the VIP's Butler, Maid and Bellhop.
~
0 0 1
D3
~
~
33 -1 326
S
#328
&RVIP &YSuite &W- &OBronze Suite~
This has got to be one of the most fabulous suites ever created for anyone.
A  built in big screen TV is the most noticeable feature. The furnishings
are absolutely gorgeous, maticulous detail has been done to every piece.
The bathroom is almost as big as the hotel's main bathroom and much
fancier. A  paging service is listed on a panel towards the west wall with
a list of the VIP's Butler, Maid and Bellhop.
~
0 0 1
D1
~
~
39 328 326
S
#329
&Y Hallway &w- &RVIP &YFloor~
This is the top floor to the hotel and the most extravagant. Each door has
its own name plate engraved with the name of the current occupant. The
ceiling is made of glass allowing the sun to warm and light the wall. The 
floor is covered in a beautifully designed carpet looking very expensive
and well kept. A few maids and bellhops walk past keeping this VIP floor
spotless. 
~
0 4 1
D1
~
~
0 -1 331
D2
~
~
0 -1 326
D3
~
~
0 -1 330
S
#330
&PMaid's &YLounge~
Mops, sweepers and any other type of cleaning machine or items fill this
room. Three large wash/dry machines stand surrounded by linen in one
corner of the room while a few loads finish running. A table with a few
stacks of playing cards sit in the center of the room alongside a fairly
large TV. 
~
0 4 1
D1
~
~
0 -1 329
S
#331
&RVIP &YLounge~
The room is split into two diffrent sections seperated by a wall and is
much bigger then one would expect. The first section is very quiet with
inviting furniture placed all around the room. The walls are lined with
books of many diffrent kinds and sizes, waiting to be read. The second
section has no less then 20 TV's each tuned to a diffrent channel.
Headsets lie on a center table labeled for each TV. Large windows in both
sections show a spectacular view of the grounds. 
~
0 4 1
D3
~
~
0 -1 329
S
#332
Hall of the Player Killers~
As you enter the room, you notice a very neat, furnished area. Trophies and
certificates cover all the walls. In front of you, the wall has etchings all
over it. As you look closer you can see all of the Pkillers ranked by their
pkills.
~
0 4 1
D0
~
~
0 -1 333
D5
~
~
0 -1 251
S
#333
Hall of the Roleplayers~
As you enter the room, you notice a very neat, furnished area. Trophies and
certificates cover all the walls. In front of you, the wall has etchings all
over it. As you look closer you can see all of the Roleplayers ranked by their
rplevel.
~
0 4 1
D0
~
~
0 -1 340
D2
~
~
0 -1 332
S
#334
Whiskey's House~
This is your desc. You can edit this with HOUSE DESC.
~
0 1074791432&4 0
D2
~
~
25166887 334 231
S
#335
Carmelo's House~
This is your desc. You can edit this with HOUSE DESC.
~
0 1074791432&4 0
D0
~
~
25166887 335 231
D5
~
~
0 -1 234
S
#336
&CRussell's Vault~
&rMy Vault
~
0 1074791432&4 0
D2
~
~
25166887 336 232
S
#337
&OHector's Labrinth~
~
0 1074791432&4 0
D0
~
~
25166887 337 232
S
#338
&CALCHOHOL~
&WYour presence in this room has been logged
~
0 1074791432&4 0
D2
~
~
25166887 338 233
D3
~
~
0 -1 238
S
#339
&rMaul's Storage Room~
&rThere is an assortment of items here.... from special armor.... to yardran scouters and sensu beans
~
0 1074791432&4 0
D0
~
~
25166887 339 233
D2
~
~
0 -1 236
D3
~
~
0 -1 235
S
#340
Junction Point Alpha - Morgue~
gett'em and leave
~
0 4 1
D2
~
~
0 -1 333
S
#341
&bGa&zbri&bel's &zL&bai&zr&D~
&RThis is my house nuff said.&D
~
0 1074791432&4 0
D3
~
~
25166887 341 233
S
#342
Residential Avenue~
While sightseeing throughout Junction Point Aplha, it appears that you've made
your way to Residential Avenue. Various houses line the streets, some looking
rather shabby, and others looking very suave. A few of these dwellings even
appear to belong to some of the warriors of the Dragonball Z Universe.
~
0 1073741828 1
D1
~
~
0 -1 284
D3
~
~
0 -1 343
S
#343
Residential Avenue~
While sightseeing throughout Junction Point Aplha, it appears that you've made
your way to Residential Avenue. Various houses line the streets, some looking
rather shabby, and others looking very suave. A few of these dwellings even
appear to belong to some of the warriors of the Dragonball Z Universe.
~
0 1073741828 1
D0
~
~
25166887 344 344
D1
~
~
0 -1 342
D2
~
~
3 -1 345
S
#344
Ghilly's House~
This is your desc. You can edit this with HOUSE DESC.
~
0 1074791436&4 0
D2
~
~
25166887 344 343
S
#345
Empty House~
~
0 1073741828 1
D0
~
~
3 -1 343
S
#346
Floating in a void~
~
0 1073741828 1
S
#351
Floating in a void~
~
0 1073741828 1
S
#0


#RESETS
M 0 327 1 327
M 0 292 1 292
D 0 326 1 1
M 0 252 1 270
M 0 271 1 271
O 1 232 1 332
O 1 326 1 333
M 1 253 1 251
D 0 341 3 2
D 0 233 0 2
D 0 233 1 2
D 0 233 2 2
S


#SHOPS
0


#REPAIRS
0


#SPECIALS
S


#$