% *********************************************
% ***   STC  Standard  Item  Descriptions   ***
% *********************************************

	Gun 5
	name <Smoke Launcher>
	desig <SML-5>
	type <SMOKE BLAST 3>
	Range 5
	Scale 2
	Magazine 5
	sub
		Ammo 5
	end

	Gun 4
	name <Machine Cannon>
	desig <MAC-4>
	Range 6
	BV 3
	scale 2
	Magazine 60
	sub
		Ammo 4
	end


	Gun 5
	name <Vulcan Cannon>
	desig <VC-5>
	mass -7
	scale 2
	range 3
	acc -2
	BV 7
	magazine 80
	sub
		ammo 5
	end

	Gun 8
	name <Phalanx Cannon>
	desig <PC-8>
	mass -8
	scale 1
	range 6
	acc -2
	BV 7
	magazine 80
	sub
		ammo 8
		type <SCATTER>
	end

	Gun 3
	name <Light Autocannon>
	desig <LAC-3>
	scale 1
	mass -3
	range 4
	acc -1
	recharge 3
	BV 4
	Magazine 200
	sub
		ammo 3
	end

	Gun 2
	scale 2
	acc -2
	mass -9
	name <Autocannon>
	desig <AC-2>
	range 4
	BV 5
	magazine 120
	sub
		ammo 2
	end

	Gun 6
	name <Heavy Autocannon>
	desig <AC-6>
	scale 2
	mass -9
	Range 5
	ACC -1
	Recharge 1
	BV 3
	Magazine 60
	sub
		Ammo 6
	end

	Gun 10
	name <Very Heavy Autocannon>
	desig <AC-10>
	scale 2
	mass -10
	Range 7
	ACC -1
	Recharge 1
	BV 3
	Magazine 40
	sub
		Ammo 10
	end

Gun 8
Scale 2
name <Railgun>
desig <RG-8>
Range 6
BV 4
Magazine 100
sub
	Ammo 8
	mass -8
end

Gun 16
Scale 2
name <Heavy Railgun>
desig <RG-16>
Range 7
BV 3
Magazine 60
sub
	Ammo 16
	mass -10
end

Gun 12
Scale 2
name <Gauss Rifle>
desig <GR-12>
Range 10
Recharge 1
Magazine 16
sub
	Ammo 12
end

Gun 24
Scale 2
name <Heavy Gauss Rifle>
desig <GR-24>
Range 12
Recharge 1
Magazine 10
sub
	Ammo 24
end

BeamGun 5
Scale 2
name <Combat Laser>
DESIG <LAS-5>
Range 3
Recharge 3
ACC 1

BeamGun 10
Scale 2
name <Laser Cannon>
DESIG <LAS-10>
Range 5
Recharge 3
ACC 1

BeamGun 2
Scale 2
name <Particle Cannon>
desig <PAR-2>
type <OVERLOAD ANTIAIR>
Range 7
ACC 1
Recharge 3

BeamGun 6
Scale 2
name <Heavy Particle Cannon>
desig <PAR-6>
type <OVERLOAD ANTIAIR>
Range 8
ACC 1

BeamGun 13
Scale 2
name <Superheavy Particle Cannon>
desig <PAR-13>
type <OVERLOAD ANTIAIR>
Range 9
Recharge 1

BeamGun 8
name <Phase Cannon>
desig <PHS-8>
type <ArmorPiercing>
scale 2
Range 12

BeamGun 25
name <Heavy Phase Cannon>
desig <PHS-25>
type <ArmorPiercing>
Scale 2
Range 8
Recharge 1

MLauncher 5
name <Incendiary Missiles>
SCALE 2
desig <ICML-12>
Range 8
Magazine 12
type <SWARM>
sub
	rockets 5
	type <BURN>
end


MLauncher 4
name <Haywire Missiles>
desig <HWML-2>
Scale 2
type <HAYWIRE ANTIAIR>
range 10
acc 2
Magazine 2
sub
	Rockets 4
end

MLauncher 4
name <Haywire Missiles>
desig <HWML-4>
Scale 2
type <HAYWIRE ANTIAIR>
range 10
acc 2
Magazine 4
sub
	Rockets 4
end

MLauncher 4
name <Haywire Missiles>
desig <HWML-8>
Scale 2
type <HAYWIRE ANTIAIR>
range 10
acc 2
Magazine 8
sub
	Rockets 4
end

MLauncher 1
name <Light Rockets>
desig <LRL-16>
Scale 2
Range 6
ACC -2
Magazine 16
sub
	Rockets 1
end

MLauncher 1
name <Light Rockets>
desig <LRL-32>
Scale 2
Range 6
ACC -2
Magazine 32
sub
	Rockets 1
end

MLauncher 1
name <Light Rockets>
desig <LRL-48>
Scale 2
Range 6
ACC -2
Magazine 48
sub
	Rockets 1
end

MLauncher 20
name <Light Nuclear Missile>
desig <NUKE-1>
Scale 2
Range 15
Recharge 1
Magazine 1
sub
	Rockets 20
	type <Blast 3 Hyper Haywire>
end

MLauncher 20
name <Light Nuclear Missiles>
desig <NUKE-6>
Scale 2
Range 15
Recharge 1
Magazine 6
sub
	Rockets 20
	type <Blast 3 Hyper Haywire>
end

MLauncher 15
name <Gajira Heavy Missiles>
scale 2
desig <GHML-2>
Range 10
Magazine 2
sub
	Rockets 15
end

MLauncher 15
name <Gajira Heavy Missiles>
scale 2
desig <GHML-3>
Range 10
Magazine 3
sub
	Rockets 15
end

MLauncher 14
name <Heavy Rocket Pod>
desig <HRP-6>
scale 2
acc -1
range 13
magazine 6
sub
	rockets 14
end

MLauncher 14
name <Heavy Rocket Pod>
desig <HRP-12>
scale 2
acc -1
range 13
magazine 12
sub
	rockets 14
end


	gear 4 4 2
	scale 2
	name <Swarm Missiles>
	desig <SWML-20>
	Range 8
	Magazine 20
	sub
		gear 5 4 2
		type <SWARM>
	end

	gear 4 4 2
	scale 2
	name <Swarm Missiles>
	desig <SWML-40>
	Range 8
	Magazine 40
	sub
		gear 5 4 2
		type <SWARM>
	end

	gear 4 4 2
	name <Swarm Missiles>
	scale 2
	desig <SWML-60>
	Range 8
	Magazine 60
	sub
		gear 5 4 2
		type <SWARM>
	end

	gear 4 4 2
	name <Swarm Missiles>
	scale 2
	desig <SWML-120>
	Range 8
	Magazine 120
	sub
		gear 5 4 2
		type <SWARM>
	end


%  ********************
%  ***   TREASURE   ***
%  ********************

	Grenade 15
	name <Flame Gland>
	desig <FLAMEGLAND>
	meat
	Scale 0
	type <Blast 2 BURN>

	gear 10 0 6
	name <Lobster Shield>
	desig <LOBSTERSHIELD>
	scale 0
	stat 1 2
	sub
		gear 4 0 12
		name <Spikes>
		type <BRUTAL MYSTERY STUN>
		scale 0
		Recharge 3
	end

	GenRepairFuel 45
	name <Spare Parts>
	scale 0
	desig <SPAREPARTS-1>
	mass 1

	MechaRepairFuel 250
	name <Mecha Parts>
	scale 0
	desig <SPAREPARTS-2>
	mass 1

	SkillModifier 0
	name <Sentinel FCS>
	desig <SENTINELFCS>
	CyberSlot <ARTILLERY>
	type <CYBER MECHA>
	Stat 1 2
	Stat 2 3

	SkillModifier 0
	name <Self Defense Matrix>
	desig <SELFDEFENSEMATRIX>
	CyberSlot <FIGHTING>
	type <CYBER MECHA>
	Stat 1 4
	Stat 2 1

	Food 30
	name <Red Bear Liver>
	desig <REDBEARLIVER>
	% Status Effect (1), Duration Step12, Regen(3), Skill25 but can't resist anyways
	effect <1  12 3 25>
	FoodXValue 1500
	FoodMorale -5

	Food 20
	name <Dragon Heart>
	desig <DRAGONHEART>
	% Healing (2), restore Step9 damage using skill 20 (First Aid)
	effect <2  9 20 0>
	FoodXValue 2000
	FoodMorale -2


%  ***************
%  ***  PROPS  ***
%  ***************

Prop 2
name <Victim>
desig <VICTIM-1>
roguechar <_>
SDL_SPRITE <prop_default.bmp>
Frame 6
% The PC must make a medical skill roll to revive the victim.
% If the roll succeeds, increase the VICTIMSRECOVERED total.
% If the roll fails badly, the victim might die... In any case,
% attempting resuccitation costs MENTAL.
Use <ifYesNo 1 2 3 Goto Clue16>
Clue16 <V= 1 SkRoll 16 MENTAL ifG V1 11 else GoCheckDie Print 5 SelfRunAway OneVictimRecovered ifG #VictimsRecovered 1 Print 7>
GoCheckDie <ifG 5 V1 else GoNoGood Print 4 SelfRunAway>
GoNoGood <Print 6>
Msg1 <This victim needs immediate medical aid. Do you attempt resuscitation?>
Msg2 <Attempt resuscitation.>
Msg3 <Don't bother.>
Msg4 <The victim dies while being treated.>
Msg5 <The victim regains consciousness and is removed from the scene.>
Msg6 <You attempt to treat the victim's wounds.>
Msg7 <\VAL #VictimsRecovered victims have been rescued.>

Prop 2
name <Mushrooms>
desig <FUNGUS-1>
roguechar <,>

Prop 10
name <Shrine>
desig <SHRINE-1>
SDL_SPRITE <prop_default.bmp>
Frame 7
roguechar <+>
use <Print 1>
clue34 <ifG ComTime V1 else GoBeenBefore V= 1 ComTime V+ 1 86400 Reputation 7 -d4 MENTAL ifG SkRoll 34 10 else GoNoDice ifG d100 PCRep 7 else GoNoDice Print 2 XPV 150>
GoNoDice <Print 3>
GoBeenBefore <Print 4>
Msg1 <It's a small shrine.>
Msg2 <You meditate at the shrine. You feel enlightened.>
Msg3 <You meditate at the shrine.>
Msg4 <You've already meditated at this shrine today.>

Prop 80
name <Monolith>
desig <MONOLITH>
roguechar <~>
SDL_SPRITE <prop_default.bmp>
Frame 8

Prop 3
name <Physics Workbench>
% This apparatus will have a different experiment every 24 hours.
% The PC will be able to train his mecha skills by using it.
% V1 = Recharge Time
% V2 = Message Matcher
% V3 = Skill Change Time
% V4 = Skill to train
desig <APPARATUS-1>
update <ifG ComTime V3 V= 3 ComTime V+ 3 86400 V= 4 d5>
roguechar <=>
clue29 <V= 2 10 V+ 2 V4 ifYesNo V2 5 6 ifG ComTime V1 else GoBeenBefore Print 7 V= 1 ComTime V+ 1 86400 Reputation 7 d4 MENTAL ifG SkRoll 29 10 else GoNoDice ifG PCRep 7 -d100 else GoNoDice Goto GoSuccess>
GoSuccess <V= 2 20 V+ 2 V4 Print V2 SkillXP V4 100>
GoNoDice <Print 2>
GoBeenBefore <Print 3>
Msg2 <The experiment fails.>
Msg3 <You've already tried this experiment today.>
Msg5 <Perform an experiment.>
Msg6 <Don't touch anything.>
Msg7 <You attempt an experiment...>
Msg11 <The apparatus has been set up to investigate energy beam focusing technology.>
Msg12 <The apparatus has been set up to investigate ballistic weapon trajectory calculation.>
Msg13 <The apparatus has been set up to investigate extreme short range optimal mecha fire arcs.>
Msg14 <The apparatus has been set up to investigate mecha limb flexibility and impact strength.>
Msg15 <The apparatus has been set up to investigate mecha control factors.>
Msg21 <The experiment is a success. You make some new discoveries about Mecha Gunnery.>
Msg22 <The experiment is a success. You make some new discoveries about Mecha Artillery.>
Msg23 <The experiment is a success. You make some new discoveries about Mecha Weapons.>
Msg24 <The experiment is a success. You make some new discoveries about Mecha Fighting.>
Msg25 <The experiment is a success. You make some new discoveries about Mecha Piloting.>

Prop 5
name <Anatomy Model>
% This apparatus will have a different experiment every 24 hours.
% The PC will be able to train his medical skills by using it.
% V1 = Recharge Time
% V2 = Message Matcher
% V3 = Skill Change Time
% V4 = Skill to train
desig <APPARATUS-2>
roguechar <=>
update <ifG ComTime V3 V= 3 ComTime V+ 3 86400 if= d2 1 else GoMed V= 4 20>
GoMed <V= 4 16>
clue29 <V= 2 10 V+ 2 V4 ifYesNo V2 5 6 ifG ComTime V1 else GoBeenBefore Print 7 V= 1 ComTime V+ 1 86400 Reputation 7 d4 MENTAL ifG SkRoll 29 10 else GoNoDice ifG PCRep 7 -d100 else GoNoDice Goto GoSuccess>
GoSuccess <V= 2 30 V+ 2 V4 Print V2 SkillXP V4 100>
GoNoDice <Print 2>
GoBeenBefore <Print 3>
Msg2 <The experiment fails.>
Msg3 <You've already tried this experiment today.>
Msg5 <Perform an experiment.>
Msg6 <Don't touch anything.>
Msg7 <You attempt an experiment...>
Msg26 <The apparatus has been set up to investigate emergency medical techniques.>
Msg40 <The apparatus has been set up to investigate new surgical techniques.>
Msg46 <The experiment is a success. You make some new discoveries about First Aid.>
Msg50 <The experiment is a success. You make some new discoveries about Medicene.>

Prop 5
name <COMPUTER>
Desig <COMPUTER-1>
roguechar <!>
SDL_SPRITE <prop_default.bmp>
Frame 0

Prop 12
% This one should be a server tower...
name <COMPUTER>
Desig <COMPUTER-2>
roguechar <!>
SDL_SPRITE <prop_default.bmp>
Frame 3

Prop 15
name <Machine>
Desig <MACHINE-1>
roguechar <&>

Prop 20
name <Machine>
Desig <MACHINE-2>
roguechar <&>

Prop 8
name <Filing Cabinet>
Desig <FILINGCABINET>
roguechar <">
SDL_SPRITE <prop_default.bmp>
Frame 4

Prop 12
name <Bookshelf>
Desig <BOOKSHELF-1>
roguechar <">
SDL_SPRITE <prop_default.bmp>
Frame 9

Prop 10
name <Ultima Fighter>
Desig <VIDEOGAME1>
rogueChar <&>
use <ifG ComTime V1 else GoAlreadyPlayed ifYesNo 1 2 3 ifG PC$ 100 else GoNoPlay Cash+ -100 V= 1 ComTime V+ 1 86400 Goto GoStartGame>
GoStartGame <PCMoraleDMG -d10 ifG SkRoll 4 25 else GoLose SkillXP 4 d100 Print 6 PCMoraleDMG -d10>
GoLose <SkillXP 4 d6 Print 7>
GoNoPlay <Print 4>
GoAlreadyPlayed <Print 5>
Msg1 <ULTIMA FIGHTER!!! $100 per play.>
Msg2 <Play the game>
Msg3 <Don't bother>
Msg4 <You can't afford to play the game...>
Msg5 <You've already played Ultima Fighter once today.>
Msg6 <This is a great game! You defeated Lord Gariott, the final boss!>
Msg7 <This is a great game!>

Prop 5
name <Vending Machine>
Desig <VENDING-1>
rogueChar <&>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
SDL_SPRITE <prop_default.bmp>
Frame 2

Prop 25
name <Kiosk>
Desig <Kiosk>
rogueChar <$>
SDL_SPRITE <default_items.bmp>
Frame 6


Food 30
name <Boxed Lunch>
desig <FOOD-1>

Food 20
name <Hot Dog>
desig <FOOD-2>

Food 25
name <Meat>
desig <FOOD-3>
FoodMorale -1

Food 20
name <Sashimi>
desig <FOOD-4>
FoodMorale 1

Prop 3
name <Video Terminal>
desig <TV>
roguechar <&>
use <ifYesNo 1 2 3 MoreMemo News>
Msg1 <This is a video info terminal. Would you like to check the news to see what's happening in the world?>
Msg2 <Yes I would.>
Msg3 <No, not really.>
SDL_SPRITE <prop_default.bmp>
Frame 1

Cloud
name <Smoke>
desig <SMOKE-1>
roguechar <*>
stat 1 5
stat 2 2
stat 7 50

Cloud
name <Steam>
desig <SMOKE-2>
roguechar <*>
stat 1 5
stat 2 2
stat 7 -1

Cloud
name <Toxic Gas>
desig <GAS-1>
roguechar <*>
stat 1 5
stat 2 1
effect <0 6 0 15 POISON ARMORIGNORE NOMETAL CANRESIST>
fx_desc <# chokes for # damage!>

Flame
name <Fire>
desig <FIRE-1>
roguechar <#>
stat 1 3
stat 2 3
effect <0 3 0 13 BRUTAL CANRESIST>
fx_desc <# is burnt by the fire for # damage!>

MetaTerrain 0 5
name <Box>
desig <CHEST-1>
roguechar <=>
stat 6 5
frame 15
AltFrame 2 15
AltFrame 1 16
USE <if# 0 StatVal STAT_Lock else GoCloseDoor  if= StatVal STAT_Lock -1 else GoDoorLocked Print 1  SetStat STAT_Lock 0  Transform 1>
GoDoorLocked <Print 6>
GoCloseDoor <Print 2 SetStat STAT_Lock -1  Transform 2>
roguechar <=>
roguechar1 <->
roguechar2 <=>
SDL_Sprite <meta_terrain.bmp>
CLUE32 <ifG StatVal STAT_Lock 0 else GoNotLocked Mental ifG CodeBreaking StatVal STAT_Lock else GoNoUnlock Print 3 XPV 50 SetStat STAT_Lock 0 Transform 1>
GoNoUnlock <Print 4>
GoNotLocked <Print 5>
REVEAL <Print 7>
Msg1 <You open the box.>
Msg2 <You close the box.>
Msg3 <You unlock the box.>
Msg4 <You do not manage to unlock the box.>
Msg5 <The box does not appear to be locked.>
Msg6 <The box is locked.>
Msg7 <You find a hidden box!>

MetaTerrain 0 10
name <Locker>
desig <CHEST-2>
roguechar <=>
stat 6 5
frame 15
AltFrame 2 15
AltFrame 1 16
USE <if# 0 StatVal STAT_Lock else GoCloseDoor  if= StatVal STAT_Lock -1 else GoDoorLocked Print 1  SetStat STAT_Lock 0  Transform 1>
GoDoorLocked <Print 6>
GoCloseDoor <Print 2 SetStat STAT_Lock -1  Transform 2>
roguechar <=>
roguechar1 <->
roguechar2 <=>
SDL_Sprite <meta_terrain.bmp>
CLUE32 <ifG StatVal STAT_Lock 0 else GoNotLocked Mental ifG CodeBreaking StatVal STAT_Lock else GoNoUnlock Print 3 XPV 50 SetStat STAT_Lock 0 Transform 1>
GoNoUnlock <Print 4>
GoNotLocked <Print 5>
REVEAL <Print 7>
Msg1 <You open the locker.>
Msg2 <You close the locker.>
Msg3 <You unlock the locker.>
Msg4 <You do not manage to unlock the locker.>
Msg5 <The locker does not appear to be locked.>
Msg6 <The locker is locked.>
Msg7 <You find a hidden locker!>

ARCH Drone
desig <DRONE-1>
SDL_SPRITE <aer_drone.png>
statline 10 10 10 10 10 5 2 2
roguechar <d>
metal
mod Body
	armor 2
	sub
		BeamGun 5
		name <Combat Laser>
		ArcJet 8
	end
end

