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Ambient Design Proprietary 4-1-84
TEXT OUTPUT SYNTAX DESIGN
INTRODUCTION: This document defines all of the formats in which
text information is presented to the user.
I. DEFINITION FORMAT - the rules for defining the description
templates is the "regular expression" format defined in
"Principals of Compiler Design" by Aho,Ullman where:
L+ means one or more occurances of L
L* means zero or more occurances of L
L# where # is a digit, means 0-# occurances of L
L:M means L OR M but not both
L;M = (L:M):(L M) {means L AND/OR M}
Parentheses are used to group subexpressions
An example of a regular expression is:
identifier = letter(letter|digit)*
No subexpression is used unless it has been previously
defined.
Ascii characters are atomic expressions (expressions that
cannot be decomposed into subexpressions).
Literals are depicted within quotes.
II. OVERVIEW OF DESCRIPTIONS - see next section for detailed
syntax.
A. EQUIPTMENT
1. NAME - each piece of equiptment is named using one of
two possible name formats:
FUNCTIONAL-----><ethnic origin> function
STRUCTURAL-----><ethnic origin>
<color> structural entity
2. DESCRIPTION
a. VISUAL - received when the user selects "EXAMINE"
option.
VISUAL--><relative size>
<color> <texture> structural entity <feature>
b. FUNCTIONAL - received when the user successfully
analyzes the function of a piece of equiptment when
"USE"ing the "Function Analyzer".
FUNCTIONAL--> phyla class
c. USAGE - received when the user "USE"es a piece of
equiptment.
USAGE--><sound effect><visual effect><physical effect>
3. MASS SCANNER DESCRIPTION - received when the user "USE"es
the "Mass Scanner" on anything.
MASS SCANNER--->
state <composition> volume mass weight
4. BIO SCANNER - received when the user "USE"es the "Bio
Scanner" on anything.
BIO SCANNER---> <bio status>
<intelligence analog>
<agression analog>
<niche><edibility>
5. LIFEFORM DESCRIPTION - received when either "LOOK"ing at a
visible lifeform icon OR when not in "LOOK" mode and there
is a lifeform in your icon square OR when you EXAMINE a
lifeform.
a. VISUAL--> description set size
extreme size/height/length
<body proportion>
<number of legs>
<<symmetry>OR<simili>>
<color>
<texture>
<exterior type>
<height/length>
<movement feature>
<manipulative feature>
<weapon feature>
<decorative feature>
<carried items>
b. AUDIO--> <volume><frequency><sound type>
c. BEHAVIORAL--> <behavior>
d. BIO-STATUS--> <bio-status>
6. STARSHIP SENSOR DESCRIPTION-->
"gas" <composition>
"liquid" <composition>
"solid" <composition>
7. SCIENCE OFFICER DESCRIPTIVE ANALYSIS (STARSHIP ONLY)
a. OBJECT IDENTIFICATION---><star><planet>...
b. STELLAR DESCRIPTION--->
spectral class
luminosity class
stability
bio-possibility
c. PLANETARY DESCRIPTION--->
planet class ( gas giant, desert planet)
surface gravity
atmospheric density
global weather
life readings
technology level
d. ASTEROID DESCRIPTION--->
life readings
technology level
e. VESSEL/PROBE/BOUY--->
life readings
relative size
engine power
acceleration rate
sheild strength
f. DEBRIS--->nothing
8. PLANETARY TERRAIN (PLANETSIDE ONLY) - received as the
default description when on planet surface; overidden by
any other description or conversation.
a. SURFACE--->
(wild card)1
(texture)1
terrain type
(mineral-phyla name)1
b. ATMOSPHERIC--->
temperature
humidity
weather activity
visibility ( misty foggy clear )
<sky color>
<sun color(s)>
9. DAMAGE DESCRIPTION - received when select ENGINEER:DAMAGE
in the starship.
DAMAGE---> damage ( light, moderate, heavy, critical )
estimated repair time ( hours )
10. CONSTRUCT - received when "LOOK"ing or "EXAMINE"ing a
building icon on planet surface.
CONSTRUCT---> set size
size/height/length
<proportion>
<structure>
constuct type
(texture)1;(color)1
pronoun " APPEAR" ("S")1 " TO BE MADE OF "
determiner <substance> and vtb
(about)(approx)
<height/length> (cm/m) (high/long)
pronoun possesive <functional feature>
<decorative feature>
<contained items>
III. DESCRIPTION SYNTAX EXPRESSIONS
letter = "A":"B":"C"..."Z"
digit = "0":"1":"2"..."9"
determiner = "A":"AN"
vtb (verb to be) = "IS":"ARE"
pronoun = "THEY":"IT"
possessive = "HAVE":"HAS"
hue = "RED"|"GREEN":"GREENISH BROWN":.........(Appendix A)
tint = "DARK":"GREY":"LIGHT"..................(Appendix B)
luminosity = "BLINDING":"BRIGHT":.............(Appendix C)
color = luminosity:
(luminosity " ")1 pure hue :
(tint " ")1 pure hue:
mixed hue
structural entity = "BOX":"CONE":"ORB"........(Appendix D)
relative size = "WEE":"TINY":...."TREMENDOUS".(Appendix E)
proportion = "FLATTENED":"WIDE"...............(Appendix F)
texture = "SHINY":"SMOOTH":"HORNY"............(Appendix G)
structure = "ROUND":"ROD-SHAPED":.............(Appendix H)
symmetry = "AMORPHOUS":"IRREGULAR":...........(Appendix I)
************* ADD CODE TO APPENDIX J & SORT ****************
simili = "PLANT-LIKE":"BALLOON-LIKE"..........(Appendix J)
ethnic origin = "HUMAN"|"ELOWAN"..."XSTYTHIAN"(Appendix K)
kingdom name = "FOOD":"EQUIPMENT":"CONSTRUCT":
"LIFEFORM":"MINERAL":"CREW MEMBER"
equipment-phyla name = "WEAPON":"VEHICLE":....(Appendix L)
equipment-class name = "LASER":"MORTAR".......(Appendix M)
equipment functional name =
(ethnic origin)1
equipment-class name
equipment structural name = (ethnic origin)1
(color)1
structural entity
set size = "1":"2":"3":......"9999"
rough set size = (determiner):"2":..."25":
"30":"35"..."50":
"50":"100":..."200"
"200+":"300+":..."900+"
equipment item name = equipment functional name:
equipment structural name
rough set size:set size
crew member name = user defined:user defined:....
meter size = "1":"1.5":"2":"2.5"...."10":
"15":"20":"25"..."100"
description set size = rough set size:"THOUSANDS OF":
"MILLIONS OF"
feature number = (determiner:"ONE"):"2"..."10":"MANY"
lifeform item name = simili:
feature number " LEGGED":
symmetry
" LF " set size:rough set size
mineral-phyla name = "ALUMINUM":"AMMONIA"...(Appedix N)
mineral item name = mineral-phyla name set size
construct-phyla name = "BUILDING":"MONOLITH"...(Appendix O)
construct item name = construct-phyla name rough set size
serial number = "1":"2":"3"...."9999"
food item name = "FOODPACK " serial number set size
item name = equipment item name:
crew member name:
lifeform item name:
mineral item name:
construct item name:
food item name
equipment texture = "ROUGH":"SMOOTH"...... (Appendix G)
equipment feature = structural entity
equipment visual description =
determiner " " (relative size " ")1
(equipment texture " ")1
(color " ")1
structural entity
(" WITH " equipment feature
(" AND " equipment feature)1 )1 ". "
equipment functional description =
equipment-phyla name " : " equipment-class name
wildcard = "AWESOME":"BEAUTIFUL"....(Appendix R)
sound amplitude = "LOUD":"FAINT":"THUNDEROUS":"DEAFENING"
sound frequency = "HIGH PITCHED":"LOW PITCHED"
sound quality = "RINGING":"POUNDING":"PIERCING"...(Appendix P)
sound = (sound amplitude)1 ((", ")1 sound frequency)1
(sound quality:wildcard) " " "SOUND":"NOISE":"BLAST":"ROAR"
radiant energy = "BEAM OF ENERGY":"FLASH OF LIGHT":"BRIGHT GLARE"
visual effect = (luminosity " ")1 (hue " ")1 radiant energy
indirect object = item name
direct object = item name
weapon effect =
"MISSED":"HIT":"DAMAGED":"DESTROYED":"BLOWN AWAY":
"OBLITERATED"
internal effect = "FEELS SICK":"HAS DIED".....(Appendix Q)
special effect = "FALLS OFF":"OPENS UP".......(Appendix U)
physical effect = weapon effect:internal effect:special effect
indirect object effect =
("THE ")1 indirect object " " vtb " " physical effect ". ":"! "
direct object effect =
("THE ")1 direct object " " vtb " " physical effect ". ":"! "
equipment usage description =
"USING " equipment item name
("THERE IS " determiner
(sound:visual effect):
(sound "AND " determiner visual effect) ". ")1
(indirect object effect)1
(direct object effect)1
phase = "GASEOUS":"LIQUID":"SOLID"
quantity = ".001":".002":....."99,999"
mass scanner description =
phase (", " phase)2
mineral-phyla name (", " mineral-phyla name)2
"VOLUME: " quantity " CUBIC METERS"
"MASS: " quantity " KILOGRAMS"
"WEIGHT: " quantity " KILOGRAMS"
bio status = "DEAD":"NOT APPLICABLE":"IN STASIS":"SLEEPING":
"EXHAUSTED":"FEVERISH":"HALLUCINATING":"HEALTHY":
"HUNGRY":"INTOXICATED":"SICK":"STARVING":"TIRED":
"WOUNDED":"LOOSING BLOOD"
intelligence analog = "NOT APPLICABLE":"SPONGE":"SLUG":"ANT":
"LIZARD":"MOUSE":"EMU":"RABBIT":"CAT":"FOX":
"MONKEY":"APE":"SUB-HUMAN":"HUMAN":"SUPER-HUMAN"
agression analog = "NOT APPLICABLE":"APHID":"PENGUIN":"EMU":
"RABBIT":"SQUIRREL":"DEER":"COYOTE":
"RACCOON":"PUNJABI":"BOB CAT":"WOLF":
"RHINO":"GRIZZLY":"PIRANHA"
niche = "NOT APPLICABLE":"PRODUCER":"ELECTROVORE":
("PHOTOSYNTHETIC ")1 (HERBIVORE:CARNIVORE:OMNIVORE)
edibility special effect = "NOT APPLICABLE":"TOXIC":
"NEUROTOXIC":"INTOXICATING":
"MEDICINAL":"EDIBLE":"NOURISHING":"UNUSUAL":
"SLIGHTLY TOXIC"
percentage = ("1":"2":...."100") " %"
bio scanner description =
"BIO STATUS....... " bio status
"INTELLECT ANALOG: " intelligence analog
"AGRESSION ANALOG: " agression analog
"NICHE............ " niche
"EDIBILITY........ " edibility
"CONFIDENCE LEVEL: " percentage
exterior type = "SCALES":"EXOSKELETON":"FUR":"SKIN":"HAIR":
"FEATHERS":"ARMOR":"SURFACE"
ground movement feature = "LEG":"TENTACLE":"PSEUDOPOD":
"WHEEL":"TREAD":"CILIA"
air movement feature = "WING":"ROTOR":"PROPULSION TUBE":
"FLOTATION BULB"
manipulative feature = "WALDO":"ARM":"TENTACLE":"PSEUDOPOD":
"VINE":"STEM":"BRANCHE"
weapon feature = "HORN":"CLAW":"TEETH":"PINCER":"STINGER":
"BEAK":"HAND":"TENTACLE":"QUILL":"TAIL":
"MANDIBLE":"FEET":"THORN":"FOOT":"TUSK":
"POISON SAC":"ACID SAC"
general weapon feature =
(weapon feature:equipment class name)
decorative feature = "HORN":"BEAK":"SNOUT":"WING":"FEELER":
"SHELL":"PROTRUSION":"CREST":"MANE":
"EAR":"COMPOUND EYE":"EYE SPOT":
"EYE STALK":"EYE":"NECK":"MOUTH":
"WISKERS":"PLUMES":"FEET":"FOOT":"TOES":
"FINGERS":"FLOWER":"FRUIT":"BERRIES":
"BASE":"PROJECTION":"BARK":"BULB":"LEAF":
"LEAVES":"VINE":"HEAD":"TA TA":"HOOTER":
"BAZWANGO":"FENDIBULAR EXTREMULATOR"
feature descriptor = feature number
(relative size)1
(proportion:structure:wildcard)1
(color)1
decorative feature descriptor =
feature number
(relative size)1
(proportion:structure)1
(texture)1
(color)1 " " decorative feature ("S ")1
lifeform visual description =
"THERE " vtb ("ABOUT ":"AROUND ")1 (description set size)
(relative size)1
(proportion)1
(feature number " LEGGED")1
((symmetry):(simili))1
"CREATURE":"LIFEFORM"
("S")1 ". "
pronoun " " possessive " " (determiner " ")1 (texture " ")1
(color " ")1
exterior type
" AND " vtb " "
"ROUGHLY":"APPROXIMATELY":"ABOUT":"AROUND"
" "
(set size " CM"):(meter size " METER")
("S ":" ")
"TALL":"LONG" ". "
(pronoun " " possessive " "
(feature descriptor " " ground movement feature ("S ")1)1
(", ":" AND ")1
(feature descriptor " " air movement feature ("S ")1)1
(", ":" AND ")1
(feature descriptor " " manipulative feature ("S ")1)1
(", ":" AND ")1
(feature descriptor " " weapon feature ("S ")1)1
(", ":" AND ")1
(decorative feature descriptor)1
". ")1
(pronoun " " vtb " CARRYING " (determiner)1
item name ("S")1
(", ":" AND " item name ("S")1)1
". ")1
lifeform audio descripion =
pronoun " " vtb " MAKING "
(determiner)1 " " sound ("S. "):". "
audio descripion =
"THERE" " " vtb (determiner)1 " " sound ("S. "):". "
movement behavior = "RUNNING":"WALKING":"HOPPING":"MOVING":
"CRAWLING":"OOZING":"SLITHERING":"ROLLING":
"BOUNCING":"HOPPING":"JUMPING":"LEAPING":
"FLYING":"FLOATING":"JAMMING"
manipulative behavior = "WAVING":"SHAKING":"MOVING":"JERKING":
"WIGGLING":"FLAPPING" possesive
manipulative feature
strange behavior = "VIBRATING":"SPEWING FROTH":
"EXPANDING AND CONTRACTING":
"BOBBING UP AND DOWN":
"SPINNING IN CIRCLES":
"SWAYING FROM SIDE TO SIDE"
weapon threat behavior = "AIMING":"LOWERING":"BARING":
"GNASHING":"GRINDING":"READYING":
"OPENING AND CLOSING":"WAVING":
"SHAKING":"JERKING":"VIBRATING":
"SWINGING":"WHIPPING":"WIGGLING":
"STOMPING" possesive weapon feature
resting behaviors = manipulative behavior:strange behavior:
"RESTING":"PLAYING":"FROLICKING":"ROMPING":
"MOTIONLESS":"BASKING":"SKIING":"VIBRATING":
"CHASING EACH OTHER":"SPEWING FROTH":
"SECRETING FLUIDS":"DIGGING":
"DANCING":"HOVERING":"DRIFTING":"WANDERING":
foraging behavior = "GRAZING":"FORAGING":"HUNTING":"STALKING"
cautious behavior = "WATCHING YOU":"OBSERVING YOU":
"LOOKING AT YOU":"AWARE OF YOU":
"SCOPING THE SCENE":"POINTING AT YOU"
threatening behavior = manipulative behaviors:strange behavior:
weapon threat behavior
attack behavior =
pronoun " " "TRY":"TRIES" " " "TO"
weapon usage term (determiner)1 indirect object " WITH "
possesive general weapon feature "! "
(("THE ")1 indirect object " "
vtb " " weapon effect ". ":"! ")1
lifeform behavioral description =
(pronoun " " vtb movement behavior:resting behavior:
foraging behavior:cautious behavior:threatening behavior)1:
(attack behavior)1
lifeform biostatus description =
"BIO STATUS: " bio status
lifeform description = (lifeform visual description)1
(lifeform audio description)1
(lifeform behavioral description)1
(lifeform biostatus)1
item description =
"--------------------" item name "--------------------"
lifeform description:equiptment description:
mineral description:construct description
************CONTINUE WITH TERRAIN DESCRIPTION *****************
************INCLUDE CONSTRUCT DESCRIPTION *********************
************CONTINUE WITH STARSHIP SENSOR DESCRIPTION *********
************INCLUDE EVALUATION DESCRIPTION*********************
************INCLUDE ALIEN CONVERSATION FORMAT******************
APPENDIX A - HUES
There are a total of 31 possible different hues organized in
decreasing wavelength order. A type code associated with each hue
discriminates between Pure (P) and Mixed (M) hues for purposes of
combining the hues with modifying tints and/or luminosities (see
Appendices B & C). Only Pure hues can have tints and/or
luminosities. A hue index number of 0 indicates a "null" hue, ie.
the hue is unimportant or not distinctive ( note that a "null"
hue is different than black which is classed as a mixed color).
1 P RED 17 M CHARTRUSE
2 M MAGENTA 18 M GREENISH BROWN
3 M MAROON 19 P GREEN
4 M PUCE 20 M LIME GREEN
5 M RUST COLORED 21 P BLUE GREEN
6 M PINK 22 M TURQUOISE
7 P REDISH ORANGE 23 P BLUE
8 M BRASS COLORED 24 M LAVENDER
9 M BROWN 25 P VIOLET
10 M BEIGE 26 P PURPLE
11 M COPPER COLORED 27 M OBNOXIOUS PURPLE
12 P ORANGE 28 M MAUVE
13 P YELLOWISH ORANGE 29 M MANY COLORED
14 P YELLOW 30 M WHITE
15 P LEMON YELLOW 31 M BLACK
16 P YELLOWISH GREEN
APPENDIX B - TINT
There are 3 different tints organized by increasing white
content.
1 DARK
2 GREY
3 LIGHT
APPENDIX C - LUMINOSITY
There are 6 different luminosities organized in decreasing
luminosity order.
1 BLINDING
2 BRIGHT
3 GLOWING
4 LUMINESCENT
5 TRANSLUCENT
6 SHIMMERING
APPENDIX D - STRUCTURAL ENTITY
There are different structural entities.
1 BLOB 19 DIAL 37 WINDOW
2 SPHERE 20 LIGHT 38 SEAT
3 GLOBE 21 METER 39 CONTROL
4 ORB 22 LENS 40 DOOR
5 DOME 23 HOLE 41 ENGINE
6 CYLINDER 24 GRID 42 COIL
7 ROD 25 RIDGE 43 FIN
8 BAR 26 WIRE 44 HULL
9 CONE 27 SCREEN 45 ANTENNAE
10 PYRAMID 28 DISPLAY 46 MEMBRANE
11 CUBE 29 HANDLE 47 ****more****
12 BOX 30 WHEEL
13 POLYHEDRON 31 TREAD
14 TUBE 32 BLADE
15 BUTTON 33 TRIGGER
16 LEVER 34 ROTOR
17 SWITCH 35 WING
18 KNOB 36 SAIL
APPENDIX E - SIZE
There are 10 different size desciptors organized in
increasing size order.
1 WEE
2 TINY
3 VERY SMALL
4 SMALL
5 BIG
6 LARGE
7 VERY LARGE
8 HUGE
9 MASSIVE
10 HUMONGOUS
11 GARGANTUAN
APPENDIX F - PROPORTION
There are 13 different proportion descriptors organized from
flat to narrow.
1 FLATTENED
2 FLAT
3 WIDE
4 THICK
5 SQUAT
6 GRACEFUL
7 NARROW
8 SLENDER
9 ELONGATED
10 THIN
11 SPINDLY
12 WILLOWY
13 DELICATE
APPENDIX G - TEXTURE
There are 68 different texture descriptors organized by
applicability code where each bit indicates legal textures for
the entities that can have textures.
BIT
_ 0 - MUD,QUICKSAND
/_ 1 - SAND
//_ 2 - ICE
///_ 3 - SNOW
////_ 4 - STONE,ROCK
/////_ 5 - WOOD
//////_ 6 - GRAVEL,PEBBLES,ROCKS,BOLDERS
///////_ 7 - DIRT,EARTH,DUST
////////_ 8 - PROTRUSIONS
/////////_ 9 - LEAF
//////////_10 - ALLOWED IN DESERT ENVIRONMENT
///////////_11 - SURFACE,MATERIAL,SUBSTANCE
////////////_12 - SKIN
/////////////_13 - HAIR
//////////////_14 - FUR
///////////////_15 - FEATHERS
////////////////_16 - SCALES
/////////////////_17 - ARMOR
//////////////////_18 - EXOSKELETON
///////////////////_19 - PLASTIC
////////////////////_20 - METAL
/////////////////////_21 - GLASS
//////////////////////_22 - GRASS,STRAW,LEAVES AND VINES
/////////////////////// 23 -
1 000000000010000000000010 THATCHED
2 000000000010000000001000 RUSTED
3 000000000010010000000000 FLOWING
4 000000000010011000000000 WIREY
5 000000000010011000000010 TANGLED
6 000000000010011100000000 CURLY
7 000000000010011100000010 MATTED
8 000000000011000000011000 KNURLED
9 000000000101100000000000 WAXY
10 000000000110000100000000 DOWNY
11 000000000111100011110100 FILMY
12 000000000111100011111100 DULL
13 000000001011000011100000 BONEY
14 000000001011100011100000 CHITONOUS
15 000000001011100110000000 LEAFY
16 000000001101100000000000 MUCOUSY
17 000000001111000000000000 SHIVERING
18 000000001111000000000000 METALLIC
19 000000001111000010000000 SERRATED
20 000000001111011100000000 BRISTLY
21 000000001111011110000000 FUZZY
22 000000001111100000000000 HAIRY
23 000000001111100000000000 WARTY
24 000000001111100010010000 RUBBERY
25 000000001111100011100000 HORNY
26 000000001111100011100000 PLASTIC LOOKING
27 000000001111100011110000 HARD
28 000000001111100110000000 FLESHY
29 000000001111100111100000 LEATHERY
30 000000010111100011100000 DRY
31 000000011111100010000000 SPONGY
32 000001000111000000000010 FIBEROUS
33 000001001101111010001000 OILY
34 000001001111000001100000 THORNY
35 000001001111000011100000 GNARLY
36 000010000010000000000000 CRAGGY
37 000010000010000000000100 DUSTY
38 000010000011000011110000 STRIATED
39 000010001111100000000000 VEINED
40 000010001111100001100000 POCKED
41 000010010010000000000000 SANDY
42 000010110011111100000010 COARSE
43 000011001111100011111000 BUMPY
44 000011110000000000000000 DAMP
45 000100000011100011100000 CRUSTY
46 001010000011000000000000 BROKEN
47 001010000011100010011100 SLICK
48 001010001111000010000000 JAGGED
49 001010100111000010000000 GLASSY
50 001011001101100000000010 DRIPPING
51 001011010111100000000000 CRACKED
52 001011100111111111111100 SHINEY
53 001110100111000011100000 CRYSTALLINE
54 010000010010000001000000 ROCKY
55 010001010010000000000000 FINE GRAINED
56 010010010010000000000000 GRAVELY
57 010010100101100000000110 WET
58 010100010011000000000000 POWDERY
59 010110100010000000000000 WIND SWEPT
60 011111101011100011111000 ROUGH
61 011111101111111011111000 SMOOTH
62 100000000000000000000000 BLOOPING
63 100000000000000000000000 STEAMING
64 100000000000000000000000 VISCOUS
65 100000001101100000000000 STICKY
66 100000001101100000000000 GOOEY
67 100000001101100000000000 GUMMY
68 110101011111111110000000 SOFT
APPENDIX H - STRUCTURE
There are 84 different texture descriptors organized by
applicability code where each bit indicates legal structures for
the entities that can have structural adjectives.
_0 - LEG
/_1 - TENTACLE
//_2 - WING
///_3 - FLOATATION BULB
////_4 - ARM
/////_5 - BRANCH
//////_6 - HORN
///////_7 - BEAK
////////_8 - CLAW
/////////_9 - TEETH
//////////_10- TAIL
///////////_11- FEET
////////////_12- TUSK
/////////////_13- SNOUT
//////////////_14- FEELER
///////////////_15- SHELL
////////////////_16- PROTRUSION/PROJECT.
/////////////////_17- CREST
//////////////////_18- EAR
///////////////////_19- EYE
////////////////////_20- MOUTH
/////////////////////_21- FLOWER
//////////////////////_22- FRUIT
///////////////////////_23- LEAVES
////////////////////////_24- HEAD
(1) /////////////////////////_25- CONSTRUCT/BUILDING..
//////////////////////////_26- TOWER/OBELISK
(2) ///////////////////////////_27- STATUE/MONOLITH/...
////////////////////////////_28- HIVE/BURROW/MOUND
/////////////////////////////_29- CAVE/OPENING/PIT
//////////////////////////////_30- EMPLACEMENT
///////////////////////////////_31- EQUIPMENT
////////////////////////////////
01 00000000000000000000000001001001 PYRAMID SHAPED
02 00000000000000000000000001010000 RECTANGULAR
03 00000000000000000000000001100001 CYLINDRICAL
04 00000000000000000000000001110000 DETAILED
05 00000000000000000000000101000101 DIAMOND SHAPED
06 00000000000000000000000101010101 SQUARE
07 00000000000000000000010100000000 HEART SHAPED
08 00000000000000000000010101100101 HEXAGONAL
09 00000000000000000000100000000100 CAVERNOUS
10 00000000000000000000100000000100 GAPING
11 00000000000000000000100000000100 SLASH-LIKE
12 00000000000000000000100101001101 CIRCULAR
13 00000000000000000000100111000001 TRIANGULAR
14 00000000000000000001000000000000 DEEP SET
15 00000000000000000001000000000000 PUPIL-LESS
16 00000000000000000011000000000000 HOLE-LIKE
17 00000000000000000100010001100001 FINELY SCULPTURED
18 00000000000000010000000100000000 SCALLOPED
19 00000000000000010000001001010001 CUBOID
20 00000000000000010000001101100101 ROUND
21 00000000000000010000010101100101 OCTAGONAL
22 00000000000000010001001111100101 OVAL
23 00000000000000010010010100000001 BOWL SHAPED
24 00000000000011000011000000000000 PROTRUDING
25 00000000000100000000000000000000 SPLAYED
26 00000000000100000010010100000001 CUPPED
27 00000000000100010000010101000001 DISH SHAPED
28 00000000000100010000011101000001 DISK SHAPED
29 00000000001000000100000000000011 ARMOURED
30 00000000010000000000000000000000 SABER
31 00000000010010000000000000000000 FANG-LIKE
32 00000000100000000000000000000000 TALON-LIKE
33 00000000100000100000010010000001 RETRACTIBLE
34 00000000110000000000000000000000 THORN-LIKE
35 00000000110000000000000000000001 BLADE-LIKE
36 00000001000100010001011101000001 SAUCER SHAPED
37 00000010000010010000010101100001 SPIRAL
38 00000010001000010100000000000001 SPIKED
39 00000010010000100000000100100001 NEEDLE SHAPED
40 00000011000001000000000000000001 BLUNT
41 00000011000001010000000011101001 CONICAL
42 00000011100010000000000000000000 HOOKED
43 00000011110000000000000100000001 RAZOR SHARP
44 00000011110010000000000000000001 SHARP
45 00000100000000000000000000000001 FLEXIBLE
46 00000100000000000000000100100001 SPEAR SHAPED
47 00000100000000000000001100100001 ROD SHAPED
48 00000110000010000000000000000001 PRONGED
49 00000111111111000010000101100001 POINTED
50 00010000000000000000011001000001 SPHERICAL
51 00010000000000001000001111001000 GLOBULAR
52 00010000000000001001000000000000 BULGING
53 00010000000000010000000011001001 DOME SHAPED
54 00010000000000010000011101000001 TEAR SHAPED
55 00010000000001001000001010000000 BULBOUS
56 00100000000000000000000000000000 BAT
57 00100000000000000000000000000000 BUTTERFLY
58 00100000000000000000000000000000 VESTIGIAL
59 00100000000000101100000000000000 FIN-LIKE
60 00100000000100000010000100000000 FLOPPY
61 00100000001100000010010100000000 FAN SHAPED
62 00100000100100000000000000000000 WEBBED
63 00100010000000110000000101110001 VERY INTRICATE
64 00100110001010000000000000000000 SWEEPING
65 00100111001010000000001101000001 CURVED
66 00110000000100101100000000000000 LEAF-LIKE
67 00110000001100101110010100000000 FEATHERY
68 00110100000000000000000100000000 RIGID
69 00110110000000010000000101010101 IRREGULAR
70 01000000000000001000001000000000 GELATINOUS
71 01000000001000100000000000000000 WHIP-LIKE
72 01000000001101000000000000000000 PREHENSILE
73 01001111000110011000001010010000 GNARLED
74 01011100001000111100001100000000 SPINEY
75 01110000000001101110010100000000 MEMBRANOUS
76 10000000000000001000000000000000 STALK-LIKE
77 10001000000000100000000000000000 STEM-LIKE
78 10101000000000000000000000000000 MULTI-JOINTED
79 10101000100000110000000000000001 JOINTED
80 11000000000000100000000000000000 ROOT-LIKE
81 11001000000000001000000000000000 BRANCH-LIKE
82 11101000101001000000000000000000 MUSCULAR
83 11101001101000000000000000000001 POWERFUL-LOOKING
84 11101111000101001000000000000001 STUBBY
(1) - Includes CONSTRUCT,BUILDING,STRUCTURE,EDIFICE,
HABITATION
(2) - Includes STATUE,MONOLITH,FOUNTAIN
APPENDIX I - SYMMETRY
There are 5 different symmetries organized by increasing
complexity.
1 AMORPHOUS
2 IRREGULAR
3 SPHERICAL
4 RADIAL
5 BILATERAL
APPENDIX J - SIMILI
There are simili adjectives organized by attribute code
(to be forthcoming).
AMEBOID
TREE-LIKE
BALLOON-LIKE
ANTELLOPE-LIKE
BIRD-LIKE
DINOSAUR-LIKE
HUMANOID
INSECTOID
PLANT-LIKE
BEAR-LIKE
REPTILIAN
RODENT-LIKE
SLUG-LIKE
SNAIL-LIKE
SNAKE-LIKE
SPIDER-LIKE
TURTLE-LIKE
ROCK-LIKE
FUNGOID
EWOK-LIKE
STARFISH-LIKE
APPENDIX K - ETHNIC ORIGIN
There are 13 different ethnic origins for equipment and
constructs and they are organized in no particular order that I
can see... can you Greg?
1 OLD EMPIRE
2 ELOWAN
3 THRYNN
4 VELOXI
5 MECHAN
6 SPEMIN
7 GAZURTOID
8 SEEAYTI
9 ULEK
10 PHLEGMAK
11 JAGGN
12 NUMLOX
13 XYSTYTHYX
APPENDIX L - EQUIPMENT-PHYLA NAME
There are 6 different equipment phyla.
1 WEAPON
2 VEHICLE
3 SENSOR
4 COMMUNICATION
5 LIFE SUPPORT
6 GENERAL
APPENDIX M - EQUIPMENT-CLASS NAME ( PROPER NAME )
There are a total of different equipment classes organized
by phyla and are function descriptive.***** THIS APPENDIX IS
SUBJECT TO CHANGE AND ADDITIONS *****
PHYLA: WEAPON -------- EQUIPMENT-CLASS NAME -----------
KNIFE SLING
SWORD ROCK
STUN PROJECTOR CLUB
NEEDLER DARTS
WEB GUN BOOMERANG
LASER PISTOL MAGNUM
LASER RIFLE PROJECTILE GUN
SONIC RIFLE THRIP GUN
STUN GRENADE SHTOLTAC RIFLE
PLASMA GRENADE LIGHT SABER
MORTAR ECSTASY ORB
BOLO FOCUSING CONE
FLAIL BLACK EGG
BOW
SPEAR
PIKE
JAVELIN
PHYLA:VEHICLE SKIMMER
FLOATER
HOVERCRAFT
LANDCRAWLER
ICE CLIPPER
ROBOWALKER
ORNITHOPTER
GYROCOPTER
LANDSPHERE
VACUUM LIFTER
STRATOCRUISER
GROUNDLEAPER
CENTIPEDE
DIRIGIBLE
GLIDER
SANDSHIP
BOAT
TRIWHEEL
PHYLA:SENSOR BIOSCANNER
MASSCANNER
FUNCTION ANALYZER
IMAGE AMPLIFIER
ENDURIUM SENSOR
PHYLA:COMMINICATION UNIVERSAL TRANSLATOR
PHYLA:LIFE SUPPORT FOOD PROCESSOR
L DUTY E-SUIT (LIGHT ENVIRONMENT SUIT)
M DUTY E-SUIT
H DUTY E-SUIT
MEDIKIT
PHYLA:GENERAL MINING GEAR
ALIEN REPELLENT SPRAY
MALTHUSIAN MUK-MUK
ASSORTED GEMS
DENEBIAN FIRE WINE
SYNTHI-HARP
PLASTIC BEADS
HOLO-IMAGER
BEEF JERKY
SUN GLASSES
TANNING LOTION
GUMMY BEARS
GHETTO BLASTER
STARFLIGHT GAME
MYSTERY BOX
APPENDIX N - MINERAL-PHYLA NAME
There are a total of 45 different minerals.
1 HYDROGEN 23 SILVER
2 HELIUM 24 TIN
3 CARBON 25 ANTIMONY
4 NITROGEN 26 TUNGSTEN
5 OXYGEN 27 PLATINUM
6 NEON 28 GOLD
7 SODIUM 29 MERCURY
8 MAGNESIUM 30 LEAD
9 ALUMINUM 31 ENDURIUM
10 SILICON 32 PROMETHIUM
11 SULFUR 33 PLUTONIUM
12 CLORINE 34 AMMONIA
13 CALCIUM 35 CARBON DIOXIDE
14 TITANIUM 36 AMALCHALITE
15 CHROMIUM 37 CARBON MONOXIDE
16 IRON 38 ETHANE
17 COBALT 39 ETHANOL
18 NICKEL 40 HYDROGEN CYANIDE
19 COPPER 41 HYDROGEN SULFIDE
20 ZINC 42 METHANE
21 KRYPTON 43 METHANOL
22 MOLYBDENUM 44 OZONE
45 WATER
APPENDIX O - CONSTRUCT-PHYLA NAME
There are 17 different construct phyla names.
1 CONSTRUCT
2 BUILDING
3 STRUCTURE
4 EDIFICE
5 HABITATION
6 STATUE
7 MONOLITH
8 FOUNTAIN
9 TOWER
10 OBELISK
11 HIVE
12 BURROW
13 MOUND
14 CAVE
15 OPENING
16 PIT
17 EMPLACEMENT
APPENDIX P - SOUND QUALITY
There are 42 sounds organized in order of inclusion code.
_LIFEFORM
/_HIGH PITCHED
//_LOW PITCHED
///_LOAD
////_THUNDEROUS/DEAFENING
/////_BLAST/ROAR
//////_EQUIPMENT
///////_(NOT USED)
////////
1 00011110 EXPLOSIVE
2 00111010 BOOMING
3 00111010 FUNKY
4 00111010 POUNDING
5 00111010 RUMBLING
6 00111011 RESONATING
7 01010010 RINGING
8 01110110 SIZZELING
9 01111010 MECHANICAL
10 10000000 FLAPPING
11 10000000 WHISPERING
12 10010000 CHATTERING
13 10010000 CRASHING
14 10010000 CRACKLING
15 10010000 HOWLING
16 10010000 SNAPPING
17 10010010 CLICKING
18 10010010 CRUNCHING
19 10010010 POPPING
20 10010010 TAPPING
21 10010010 WHOOSING
22 10010010 BUZZING
23 10100000 COOING
24 10100010 MURMURING
25 10110000 GROWLING
26 10110000 THUMPING
27 10110010 DRUMMING
28 10110010 GRINDING
29 10110010 PURRING
30 10110010 THRUMMING
31 10111010 ROARING
32 11010000 CACKLING
33 11010000 CHIRPING
34 11010000 SCREACHING
35 11010000 SQEEELING
36 11010010 WHINING
37 11010010 WHISTLING
38 11010110 PIERCING
39 11010110 SCREAMING
40 11100010 MUSICAL
41 11110010 HUMMING
42 11110110 HISSING
APPENDIX Q - INTERNAL EFFECT
These are things that happen to crew members when an item is
used including food which is used automatically.
1 STARTS TO FEEL BETTER
2 IS WOUNDED
3 FEELS SICK
4 HAS DIED
5 FEELS STRANGE
6 FEELS ALERT
7 FEELS CONFUSED
8 FEELS STRONGER
9 FEELS WEAKER
10 FEELS TINGLEY ALL OVER
11 FEELS TOTALLY WASTED
APPENDIX R - WILD CARD ADJECTIVES
For rare use to add variety and humor.
_ LIFEFORM FEATURE
/_ SOUND
//_ CONSTRUCT
///_ TERRAIN
////
////
////
////
01010000 BITCHIN'
10110000 MONDO
11010000 GROOVY
10000000 GRODY
10000000 NAUSEATING
11110000 OUTRAGEOUS
11110000 TOTALLY RADICAL
10110000 AWESOME
01000000 EDIFYING
01000000 UPLIFTING
10000000 GROTESQUE
10100000 BODACIOUS
01000000 FUNKADELIC
10000000 GORGEOUS
10000000 SEDUCTIVE
11110000 BEAUTIFUL
10110000 INCREDIBLE
APPENDIX S - TERRAIN TYPE
1 LIQUID
2 LAVA
3 ICE
4 SNOW
5 QUICKSAND
6 MUD
7 ROCK
8 DIRT
9 SAND
10 GRAVEL
11 PEBBLES
12 ROCKS
13 BOLDERS
14 CRATERS
15 LICHEN
16 MOSS
17 GRASS
18 BRUSH
19 SCRUB
20 FOREST
21 JUNGLE
22 SWAMP
23 MARSH
APPENDIX T - CONTRUCT MATERIALS
There are 11 different building materials organized by
minimum and maximum tech level and terrain type.
TECH LEVEL -------TERRAIN-----
# MIN MAX SNOW/ICE >MOSS* MATERIAL
---------------------------------------------------------------
1 1 7 1 0 ICE
2 1 7 1 1 STONE
3 1 7 1 1 ROCK
4 3 6 0 1 WOOD
5 1 10 1 1 MATERIAL
6 5 10 1 1 PLASTIC
7 4 10 1 1 METAL
8 4 10 1 1 GLASS
9 1 3 0 1 GRASS
10 1 3 0 1 STRAW
11 1 3 0 1 LEAVES AND VINES
---------------------------------------------------------------
* - SEE APPENDIX S.
APPENDIX U - SPECIAL EFFECT
To be added as required.