/usr/share/games/gearhead/Series/STCdefault.txt is in gearhead-data 1.302-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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% *** 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-24>
Scale 2
Range 6
ACC -2
Magazine 24
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.png>
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 <,>
SDL_SPRITE <prop_default.png>
Frame 12
Prop 60
name <Shrine>
desig <SHRINE-1>
SDL_SPRITE <prop_default.png>
Frame 7
roguechar <+>
use <Print 1>
clue34 <ifG ComTime V1 else GoBeenBefore V= 1 NextDay 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 50
name <Target>
desig <TARGET-BUILDING>
Scale 2
roguechar <&>
SDL_SPRITE <prop_default.png>
Frame 11
Prop 80
name <Monolith>
desig <MONOLITH>
roguechar <~>
SDL_SPRITE <prop_default.png>
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 NextDay 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 NextDay 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 new surgical techniques.>
Msg30 <The apparatus has been set up to investigate emergency medical techniques.>
Msg46 <The experiment is a success. You make some new discoveries about Medicine.>
Msg50 <The experiment is a success. You make some new discoveries about First Aid.>
Prop 5
name <COMPUTER>
Desig <COMPUTER-1>
roguechar <!>
SDL_SPRITE <prop_default.png>
Frame 0
Prop 12
% This one should be a server tower...
name <COMPUTER>
Desig <COMPUTER-2>
roguechar <!>
SDL_SPRITE <prop_default.png>
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.png>
Frame 4
Prop 15
name <Bio-Tank>
desig <BIOTANK>
roguechar <~>
SDL_SPRITE <prop_default.png>
Frame 10
Prop 12
name <Bookshelf>
Desig <BOOKSHELF-1>
roguechar <">
SDL_SPRITE <prop_default.png>
Frame 9
Prop 10
name <Ultima Fighter>
Desig <VIDEOGAME1>
rogueChar <&>
SDL_SPRITE <prop_default.png>
Frame 13
use <ifG ComTime V1 else GoAlreadyPlayed ifYesNo 1 2 3 ifG PC$ 100 else GoNoPlay Cash+ -100 V= 1 NextDay 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!!! $100 per play.>
Msg2 <Play the game>
Msg3 <Don't bother>
Msg4 <You can't afford to play the game...>
Msg5 <You've already played Ultima Fighter once today.>
Msg6 <This is a great game! You defeated Lord Garriott, the final boss!>
Msg7 <This is a great game!>
Prop 5
name <Vending Machine>
Desig <VENDING-1>
rogueChar <&>
use <ifYesNo 1 2 3 ifG PC$ 49 Cash+ -50 GiveSTC .desc Print 4>
.desc <FOOD-1>
Msg1 <This vending machine sells boxed lunches for $50. Want to buy one?>
Msg2 <Yes I do.>
Msg3 <No, I don't.>
Msg4 <You buy a boxed lunch.>
SDL_SPRITE <prop_default.png>
Frame 2
Prop 25
name <Kiosk>
Desig <Kiosk>
rogueChar <$>
SDL_SPRITE <default_items.png>
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.png>
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.png>
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.png>
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
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