· 8 years ago · Mar 05, 2018, 11:26 AM
1DROP DATABASE IF EXISTS spacegame;
2CREATE DATABASE spacegame;
3USE spacegame;
4
5CREATE TABLE Location
6(
7 LocationId INT NOT NULL,
8 LocationName VARCHAR(50) NOT NULL,
9 LocDescription VARCHAR(2000),
10 SurpriseTrigger INT,
11 PRIMARY KEY (LocationId)
12);
13
14CREATE TABLE EnemyType
15(
16 EnemyTypeId INT NOT NULL,
17 EnemyTypeName VARCHAR(50),
18 EnemyTypeDescription VARCHAR(2000),
19 MaxHP FLOAT,
20 MaxStr INT,
21 MaxPerc INT,
22 MaxIntel INT,
23 MaxLuck INT,
24 PRIMARY KEY (EnemyTypeId)
25);
26
27CREATE TABLE Ability
28(
29 AbilityId INT NOT NULL,
30 AbilityName VARCHAR(50),
31 MaxUseNo INT,
32 AddStr INT,
33 AddPerc INT,
34 AddIntel INT,
35 AddLuck INT,
36 PRIMARY KEY (AbilityId)
37);
38
39CREATE TABLE Passage
40(
41 PassageId VARCHAR(100) NOT NULL,
42 Locked INT,
43 LockPrompt VARCHAR(500),
44 HackableLock INT,
45 LockCode INT,
46 DepartureLoc INT NOT NULL,
47 ArrivalLoc INT NOT NULL,
48 PRIMARY KEY (PassageId),
49 FOREIGN KEY (DepartureLoc) REFERENCES Location(LocationId),
50 FOREIGN KEY (ArrivalLoc) REFERENCES Location(LocationId)
51);
52
53CREATE TABLE PlayerCharacter
54(
55 PlayerId INT NOT NULL,
56 PlayerName VARCHAR(50),
57 MaxHP FLOAT,
58 CurrentHP FLOAT,
59 MaxStr INT,
60 CurrentStr INT,
61 MaxPerc INT,
62 CurrentPerc INT,
63 MaxIntel INT,
64 CurrentIntel INT,
65 MaxLuck INT,
66 CurrentLuck INT,
67 Armor INT,
68 Weapon INT,
69 LocationId INT,
70 PRIMARY KEY (PlayerId),
71 FOREIGN KEY (LocationId) REFERENCES Location(LocationId)
72);
73
74CREATE TABLE Enemy
75(
76 EnemyId INT NOT NULL,
77 CurrentHP FLOAT,
78 CurrentStr INT,
79 CurrentPerc INT,
80 CurrentIntel INT,
81 CurrentLuck INT,
82 EnemyTypeId INT NOT NULL,
83 LocationId INT,
84 PRIMARY KEY (EnemyId),
85 FOREIGN KEY (EnemyTypeId) REFERENCES EnemyType(EnemyTypeId),
86 FOREIGN KEY (LocationId) REFERENCES Location(LocationId)
87);
88
89CREATE TABLE ItemType
90(
91 ItemTypeId INT NOT NULL,
92 ItemTypeName VARCHAR(50),
93 ItemTypeDescription VARCHAR(2000),
94 DmgReduction FLOAT,
95 MaxDmg FLOAT,
96 MinDmg FLOAT,
97 DmgToStr INT,
98 DmgToPerc INT,
99 DmgToIntel INT,
100 DmgToLuck INT,
101 AddStr INT,
102 AddPerc INT,
103 AddIntel INT,
104 AddLuck INT,
105 IsArmor INT,
106 IsWeapon INT,
107 AbilityId INT,
108 PRIMARY KEY (ItemTypeId),
109 FOREIGN KEY (AbilityId) REFERENCES Ability(AbilityId)
110);
111
112CREATE TABLE StoryContainer
113(
114 StoryId INT NOT NULL,
115 Textblock VARCHAR(10000),
116 VariationId INT,
117 FOREIGN KEY (VariationId) REFERENCES PlayerCharacter(PlayerId)
118);
119
120CREATE TABLE Item
121(
122 ItemId INT NOT NULL,
123 CurrentUseNo INT,
124 PlayerId INT,
125 ItemTypeId INT,
126 EnemyTypeId INT,
127 LocationId INT,
128 PRIMARY KEY (ItemId),
129 FOREIGN KEY (PlayerId) REFERENCES PlayerCharacter(PlayerId),
130 FOREIGN KEY (ItemTypeId) REFERENCES ItemType(ItemTypeId),
131 FOREIGN KEY (EnemyTypeId) REFERENCES EnemyType(EnemyTypeId),
132 FOREIGN KEY (LocationId) REFERENCES Location(LocationId)
133);
134
135use spacegame;
136INSERT INTO location VALUES(
137 101, "Jaw", "The jaw of this ship!", 0);
138INSERT INTO location VALUES(
139 102, "Jaw storage", "Upon walking in you realize your own trash ship is there. It looks pretty TRASHED so there’s no way you could fly it back home.
140 Not to mention at the back is a huge jaw-like hatch that
141 was probably used to capture you and your ship.
142 There’s also lots of other small debris and metal junk laying around. This must be some
143 kind of debris collecting ship.
144 But why have the ones operating this ship captured you along with
145 other people? You take a step and feel something under your feet.", 0);
146INSERT INTO location VALUES(
147 103, "Corridor (Floor -1)", "You end up in a tiny square room with doors to left and right and behind
148 you is the very elevator that brought you here. The
149 room has similar style as other corridors with blueish
150 bright lights and mirror-like floor. The humming is
151 getting louder and it seems to be coming from above.", 0);
152INSERT INTO location VALUES(
153 104, "Elevator", "The elevator.", 0);
154INSERT INTO location VALUES(
155 105, "Pan's cell", "You hear rather loud engine humming
156 from above. The “cellâ€, if you call it that, looks like
157 a janitor’s room. It’s dimly lit with mops, brooms
158 and a machine that might be a vacuum laying around.
159 The door has a small window on it and next to it is a button,
160 that displays a green light.", 0);
161INSERT INTO location VALUES(
162 106, "Chifundo's cell", "You peek through the small glass. You see the biggest pile of flesh you have ever seen. You have to look twice before realizing it’s actually a human. It looks back at you with puppy-like expression. The cell has a small surface coming from the wall, which is probably intended for sleeping, and a toilet. Hopefully the giant isn’t claustrophobic.", 0);
163INSERT INTO location VALUES(
164 107, "Leesa's cell", "You peek through the small glass. This cell is slightly bigger than the other one and inside you can find a girl that looks back at you with a piercing stare. The cell has a small surface coming from the wall, which is probably intended for sleeping, and a toilet.", 0);
165INSERT INTO location VALUES(
166 108, "Corridor (Floor 0)", "You can barely hear your words over this ear-bleeding noise! The sound
167 is coming from your left. The style continues the same with mirror-like floor and blue lights on walls.
168 There's also a door to your right. The elevator is behind you", 0);
169INSERT INTO location VALUES(
170 109, "Engine bay", "The humming is at it's absolute maximum now and you feel like you will go deaf any second now.
171 You see engines running and an item of interest.", 0);
172INSERT INTO location VALUES(
173 110, "Cockpit corridor", "", 0);
174INSERT INTO location VALUES(
175 111, "Cockpit", "", 0);
176INSERT INTO location VALUES(
177 112, "Corridor (Floor 1)", "You see straight-as-an-arrow corridor. There are small windows
178 to your right. You don't recognize any of the planets. Where the hell is this ship going?", 1);
179INSERT INTO location VALUES(
180 113, "Cabin", "You see bunks and locket cabinets. This must be cabin for the crew!", 0);
181INSERT INTO location VALUES(
182 114, "Cabin2", "", 0);
183INSERT INTO location VALUES(
184 115, "Icepod room", "As you enter your eye is immediately lead to weird machines
185 next to the wall. They might be escape pods! There's also a console that has buttons
186 'OPEN' and 'LAUNCH', surprisingly in plain English", 0);
187
188INSERT INTO location VALUES(
189 201, "Ship park", "Your ship is parked in this huge space. Surely this must be a ship park.", 0);
190INSERT INTO location VALUES(
191 202, "Hangar corridor (Floor 0)", "A round corridor. Unlike last ship this is very dark and the walls
192 almost look like they're made of rock but can that really be the rock you know? You walk around the corridor
193 and see two doors. The other one must be an elevator.", 0);
194INSERT INTO location VALUES(
195 203, "Janitor's closet", "Cramped space with brooms and mops.", 2);
196INSERT INTO location VALUES(
197 204, "Elevator", "", 0);
198INSERT INTO location VALUES(
199 205, "Engine control room corridor (Floor -1)", "Similar to the other corridor this, too, has the weird
200 rock walls. There's also a faint humming.", 0);
201INSERT INTO location VALUES(
202 206, "Engine control room", "You see a massive computer station with loads of flickering
203 lights in different colors.", 0);
204INSERT INTO location VALUES(
205 207, "Power supply corridor (Floor -2)", "Another corridor! This is exactly the same as the others...", 0);
206INSERT INTO location VALUES(
207 208, "Power supply room", "You see massive station of screens displaying graphs of data. One thing stands out
208 the most. It's a button that just says 'OPEN'.", 0);
209INSERT INTO location VALUES(
210 209, "Crew barracks corridor (Floor 1)", "This corridor has still rock-like walls but surprisingly there's
211 some plants. The ecosystem is truly thriving!", 0);
212INSERT INTO location VALUES(
213 210, "Secret room", "Absolutely tiny space and dark place. What is even the purpose of this room??", 1);
214INSERT INTO location VALUES(
215 211, "Armory", "You hit the jackpot! There's so many weapons and armour here you can't believe it!
216 With these the aliens could easily destroy humans for good. ...It's a shame most of them are locked behind cabinets.", 0);
217INSERT INTO location VALUES(
218 212, "Crew cafeteria", "It faintly reminds you of your elementary school's cafeteria. Not a pretty sight.", 0);
219INSERT INTO location VALUES(
220 213, "Corridor (Floor 2)", "Long corridor that makes a sharp turn to right.", 2);
221INSERT INTO location VALUES(
222 214, "Security room", "What can I say? It's like a NASA control room. Computers and stuff.
223 Which is weird since you haven't seen any surveillance cameras.", 2);
224INSERT INTO location VALUES(
225 215, "Telecommunications room", "More computers! You could probably send a message to human HQ with these.", 0);
226INSERT INTO location VALUES(
227 216, "???", "", 0);
228INSERT INTO location VALUES(
229 217, "Upper elevator", "", 0);
230INSERT INTO location VALUES(
231 218, "Cockpit (Floor 3)", "", 0);
232INSERT INTO location VALUES(
233 219, "Commander suite (Floor 4)", "You enter in a room. It is oddly furnitured. There are benches and beds in
234 Victorian style but also functionalist shelves and a traffic rug that's usually found in kid's rooms.
235 In the middle is a door that leads hopefully to the guy who is behind all this.", 0);
236INSERT INTO location VALUES(
237 220, "Command tower", "", 0);
238
239INSERT INTO passage
240VALUES ("3-2", 1, "This door is locked. It looks like it could be hacked though.", 1, 487, 103, 102
241 );
242INSERT INTO passage
243VALUES ("2-3", 0, "This door is open.", 1, 4875, 102, 103
244 );
245INSERT INTO passage
246VALUES ("7-3", 0, "This door is open.", 0, 0, 107, 103
247 );
248INSERT INTO passage
249VALUES ("3-7", 0, "This door is open.", 0, 0, 103, 107
250 );
251INSERT INTO passage
252VALUES ("3-6", 1, "This door is locked. It has a slot for a keycard though.", 0, 0, 103, 106
253 );
254INSERT INTO passage
255VALUES ("6-3", 0, "This door is open.", 0, 0, 106, 103
256 );
257INSERT INTO passage
258VALUES ("3-5", 1, "This door is locked. It has a slot for a keycard though.", 0, 0, 103, 105
259 );
260INSERT INTO passage
261VALUES ("5-3", 0, "This door is open.", 0, 0, 105, 103
262 );
263INSERT INTO passage
264VALUES ("3-4", 1, "This door is locked. This one doesn't look hackable and it doesn't have
265 any buttons either...", 0, 0, 103, 104
266 );
267INSERT INTO passage
268VALUES ("4-3", 0, "You are in the elevator.", 0, 0, 104, 103
269 );
270INSERT INTO passage
271VALUES ("8-4", 0, "This door is open.", 0, 0, 108, 104
272 );
273INSERT INTO passage
274VALUES ("4-8", 0, "You are in the elevator.", 0, 0, 104, 108
275 );
276INSERT INTO passage
277VALUES ("8-9", 1, "This door is locked. It looks like it could be hacked though.", 1, 98986, 108, 109
278 );
279INSERT INTO passage
280VALUES ("9-8", 0, "This door is open.", 0, 0, 109, 108
281 );
282INSERT INTO passage
283VALUES ("8-10", 1, "This door is locked.", 0, 0, 108, 108
284 );
285INSERT INTO passage
286VALUES ("12-4", 0, "This door is open.", 0, 0, 112, 104
287 );
288INSERT INTO passage
289VALUES ("4-12", 0, "You are in the elevator.", 0, 0, 104, 112
290 );
291INSERT INTO passage
292VALUES ("12-13", 1, "This door is locked. It looks like it could be hacked though.", 1, 12683, 112, 113
293 );
294INSERT INTO passage
295VALUES ("13-12", 0, "This door is open.", 0, 0, 113, 112
296 );
297INSERT INTO passage
298VALUES ("12-14", 1, "This door is locked.", 0, 0, 112, 112
299 );
300INSERT INTO passage
301VALUES ("12-15", 1, "This door is open.", 0, 0, 112, 115
302 );
303INSERT INTO passage
304VALUES ("15-12", 1, "This door is open.", 0, 0, 115, 112
305 );
306
307INSERT INTO passage
308VALUES ("1_2", 0, "This door is open.", 0, 0, 201, 202
309 );
310INSERT INTO passage
311VALUES ("2_1", 0, "This door is open.", 0, 0, 202, 201
312 );
313INSERT INTO passage
314VALUES ("2_3", 1, "This door is locked. It looks like it could be hacked though.", 1, 68396, 202, 203
315 );
316INSERT INTO passage
317VALUES ("3_2", 0, "This door is open.", 0, 0, 203, 202
318 );
319INSERT INTO passage
320VALUES ("2_4", 0, "This door is open.", 0, 0, 202, 204
321 );
322INSERT INTO passage
323VALUES ("4_2", 0, "You are in the elevator.", 0, 0, 204, 202
324 );
325INSERT INTO passage
326VALUES ("4_5", 0, "You are in the elevator.", 0, 0, 204, 205
327 );
328INSERT INTO passage
329VALUES ("5_4", 0, "This door is open.", 0, 0, 205, 204
330 );
331INSERT INTO passage
332VALUES ("5_6", 1, "This door is locked.", 0, 0, 205, 206
333 );
334INSERT INTO passage
335VALUES ("6_5", 0, "This door is open.", 0, 0, 206, 206
336 );
337INSERT INTO passage
338VALUES ("5_x", 1, "This door is locked.", 0, 0, 205, 205
339 );
340INSERT INTO passage
341VALUES ("4_7", 0, "You are in the elevator.", 0, 0, 204, 207
342 );
343INSERT INTO passage
344VALUES ("7_4", 0, "This door is open.", 0, 0, 207, 204
345 );
346INSERT INTO passage
347VALUES ("7_x", 0, "This door is locked.", 0, 0, 207, 207
348 );
349INSERT INTO passage
350VALUES ("7_8", 0, "This door is open.", 0, 0, 207, 208
351 );
352INSERT INTO passage
353VALUES ("8_7", 0, "This door is open.", 0, 0, 208, 207
354 );
355INSERT INTO passage
356VALUES ("4_9", 0, "You are in the elevator.", 0, 0, 204, 209
357 );
358INSERT INTO passage
359VALUES ("9_4", 0, "This door is open.", 0, 0, 209, 204
360 );
361INSERT INTO passage
362VALUES ("9_10", 1, "This door is locked. It looks hackable though.", 1, 42983, 209, 210
363 );
364INSERT INTO passage
365VALUES ("10_9", 0, "This door is open.", 0, 0, 210, 209
366 );
367INSERT INTO passage
368VALUES ("9_11", 1, "This door is locked. It looks... kinda hackable...", 1, 4599991881, 209, 211
369 );
370INSERT INTO passage
371VALUES ("11_9", 0, "This door is open.", 0, 0, 211, 209
372 );
373INSERT INTO passage
374VALUES ("9_12", 0, "This door is open. You can hear lots of speech behind it. It's probably best not to open this door.", 0, 0, 209, 212
375 );
376INSERT INTO passage
377VALUES ("12_9", 0, "This door is open.", 0, 0, 212, 209
378 );
379INSERT INTO passage
380VALUES ("12_x", 1, "This door is locked.", 0, 0, 212, 212
381 );
382INSERT INTO passage
383VALUES ("4_13", 0, "You are in the elevator.", 0, 0, 204, 213
384 );
385INSERT INTO passage
386VALUES ("13_4", 0, "This door is open.", 0, 0, 213, 204
387 );
388INSERT INTO passage
389VALUES ("13_14", 1, "This door is locked. It looks hackable though.", 1, 6300, 213, 214
390 );
391INSERT INTO passage
392VALUES ("14_13", 0, "This door is open.", 0, 0, 214, 213
393 );
394INSERT INTO passage
395VALUES ("13_15", 0, "This door is open.", 0, 0, 213, 215
396 );
397INSERT INTO passage
398VALUES ("15_13", 0, "This door is open.", 0, 0, 215, 213
399 );
400INSERT INTO passage
401VALUES ("13_x", 1, "This door is locked.", 0, 0, 213, 213
402 );
403INSERT INTO passage
404VALUES ("13_17", 1, "This door is locked. It has a slot for keycard.", 0, 0, 213, 217
405 );
406INSERT INTO passage
407VALUES ("17_13", 0, "You are in the elevator.", 0, 0, 217, 213
408 );
409INSERT INTO passage
410VALUES ("17_x", 1, "You are in the elevator. This room is inaccessible.", 0, 0, 217, 217
411 );
412INSERT INTO passage
413VALUES ("17_19", 0, "You are in the elevator.", 0, 0, 217, 219
414 );
415INSERT INTO passage
416VALUES ("19_17", 0, "This door is open.", 0, 0, 219, 217
417 );
418INSERT INTO passage
419VALUES ("19_20", 0, "This door is open.", 0, 0, 219, 220
420 );
421INSERT INTO passage
422VALUES ("20_19", 0, "This door is open.", 0, 0, 220, 219
423 );
424
425INSERT INTO `itemtype` (`ItemTypeId`, `ItemTypeName`, `ItemTypeDescription`, `DmgReduction`, `MaxDmg`, `MinDmg`, `DmgToStr`, `DmgToPerc`, `DmgToIntel`, `DmgToLuck`, `AddStr`, `AddPerc`, `AddIntel`, `AddLuck`, `IsArmor`, `IsWeapon`, `AbilityId`) VALUES
426 (1, 'Unarmed', 'It’s your bare fists.', NULL, 10, 15, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
427 (2, 'Carbon Fiber Knife', 'A lightweight knife made of carbon fiber. Stick ‘em with the pointy end!', NULL, 15, 17, NULL, 1, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
428 (3, 'Alien Alloy Spear', 'A spear made of a mysterious metal-like material.', NULL, 17, 19, NULL, 2, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
429 (4, 'Ballistic Pistol', 'An old ballistic pistol. Apparently objects travelling very fast still hurt.', NULL, 17, 23, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
430 (5, 'Ballistic Submachinegun', 'Ballistic submachinegun. Spray and pray!', NULL, 15, 32, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
431 (6, 'Ballistic Semi-Automatic Rifle', 'This rifle has seen better days. Effective, long as it doesn’t jam.', NULL, 23, 38, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
432 (7, 'Laser Pistol', 'A fairly new laser pistol. Coating has seen better days, but all the functional parts look almost new.', NULL, 19, 27, NULL, 2, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
433 (8, 'Laser Semi-Automatic Rifle', 'A semi-automatic laser rifle. Fires bursts of three laser beams at a time.', NULL, 26, 46, NULL, 2, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL),
434 (9, 'Alien Plasma Pistol', 'Never seen anything like it. Plasma fills a transparent chamber at the back of the gun before it’s launched at high velocity from the barrel.', NULL, 23, 32, 1, 1, 1, 1, NULL, NULL, NULL, NULL, NULL, 1, NULL),
435 (10, 'Alien Semi-Automatic Plasma Rifle', 'Has 3 large chambers with plasma that are emptied in short time.', NULL, 30, 60, 1, 1, 1, 1, NULL, NULL, NULL, NULL, NULL, 1, NULL),
436 (11, 'Alien Plasma Gatling Gun', 'Has 12 medium-sized plasma chambers around the circumference of the gun’s body. Short heat-up time after the last chamber is emptied.', NULL, 23, 90, 1, 1, 1, 1, NULL, NULL, NULL, NULL, NULL, 1, NULL),
437 (12, 'HE-Grenade ', 'Standard military-grade high-explosive grenade.', NULL, 15, 50, 1, 1, 1, 3, NULL, NULL, NULL, NULL, NULL, NULL, NULL),
438 (13, 'High-Explosive Charge ', 'Large block of high-explosive material. Hopefully it won’t explode in your backpack.', NULL, 35, 70, 2, 1, 2, 1, NULL, NULL, NULL, NULL, NULL, NULL, NULL),
439 (14, 'Light Alien Armor', 'Light Alien armor made up of 3 smaller parts. Material feels like metal but looks like plastic.', 0.9, NULL, NULL, NULL, NULL, NULL, NULL, 3, NULL, NULL, NULL, 1, NULL, NULL),
440 (15, 'Medium Alien Armor', 'Medium Alien armor made up of 3 medium-sized parts. Material is plastic-looking metal with a thin layer of weaved fabrics beneath the plating.', 0.85, NULL, NULL, NULL, NULL, NULL, NULL, 5, NULL, NULL, NULL, 1, NULL, NULL),
441 (16, 'Heavy Alien Armor', 'Full body Alien armor made of a very heavy ceramic-like material. On top of the ceramic there’s a hexa-pattern made of plastic-looking metal. Beneath the ceramic there’s a medium layer of tightly weaved fabric. Bet it’s hot in there.', 0.75, NULL, NULL, NULL, NULL, NULL, NULL, 7, NULL, NULL, NULL, 1, NULL, NULL),
442 (17, 'Trash Hauler Space Suit ', 'Standard Trash Hauler Space Suit. This one’s garbage-stained from top to bottom.', 0.95, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL, NULL, NULL, 1, NULL, NULL),
443 (18, 'Light Mercenary Armor', 'Standard PMC-equipment from 30 years ago. Not unknown to combat, this one’s riddled with bullet holes and laser burns.', 0.88, NULL, NULL, NULL, NULL, NULL, NULL, 2, NULL, NULL, NULL, 1, NULL, NULL),
444 (19, 'Light Civilian Armor ', 'A light armor that can be purchased by anyone anywhere. “Only†31 million pieces of this model has been sold in the system making it the most non-descript piece of armor available. Popular among the shady types who prefer to go unnoticed.', 0.92, NULL, NULL, NULL, NULL, NULL, NULL, 1, NULL, NULL, NULL, 1, NULL, NULL),
445 (20, 'Quantum-Luckâ„¢ Prototype ', 'Prototype of an augment that uses quantum effects to somehow result in more positive outcomes for the wearer. No one understands exactly how it works and no other prototypes are known to exist.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 1, 1, NULL, NULL, NULL),
446 (21, 'HeavyLifter Mech-Arm v.3325.1 ', 'An over 20-year old model of HeavyLifter’s popular Mech-Arm lineup. This one has seen some wear and tear to put it lightly.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, 3, 2, NULL, NULL, NULL, NULL, NULL),
447 (22, 'Xchip Vulnerability Scanner', 'An old vulnerability scanner that’s been outlawed since then. Capable of hacking most electronic systems given physical access.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, 3, 2, NULL, NULL, NULL, NULL),
448 (23, 'Jail Cell Keycard', 'A number 1 informs me that the keycard has only a single use remaining.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL),
449 (24, 'Keycard(Upper Elevator)', 'Opens the elevator on floor 3.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL),
450 (25, 'CD', 'An old cd that has Windows Vista written on it.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL),
451 (26, 'Keycard(Engine control room)', 'Opens the engine control room on floor -1.', NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
452
453INSERT INTO `playercharacter` (`PlayerId`, `PlayerName`, `MaxHP`, `CurrentHP`, `MaxStr`, `CurrentStr`, `MaxPerc`, `CurrentPerc`, `MaxIntel`, `CurrentIntel`, `MaxLuck`, `CurrentLuck`, `Armor`, `Weapon`, `LocationId`) VALUES
454 (1, 'Pan Bannister', 125, 125, 5, 5, 4, 4, 4, 4, 10, 10, NULL, NULL, 105),
455 (2, 'Chifundo', 250, 250, 10, 10, 7, 7, 1, 1, 4, 4, NULL, NULL, 106),
456 (3, 'Leesa', 100, 100, 2, 2, 8, 8, 10, 10, 3, 3, NULL, NULL, 107);
457
458INSERT INTO `item` (`ItemId`, `CurrentUseNo`, `PlayerId`, `ItemTypeId`, `EnemyTypeId`, `LocationId`) VALUES
459 (1, NULL, NULL, 23, NULL, 102),
460 (2, NULL, NULL, 25, NULL, 102),
461 (3, NULL, NULL, 2, NULL, 109),
462 (4, NULL, NULL, 12, NULL, 113),
463 (5, NULL, NULL, 12, NULL, 113),
464 (6, NULL, NULL, 14, NULL, 203),
465 (7, NULL, NULL, 13, NULL, 203),
466 (8, NULL, NULL, 15, NULL, 210),
467 (9, NULL, NULL, 16, NULL, 211),
468 (10, NULL, NULL, 10, NULL, 211),
469 (11, NULL, NULL, 11, NULL, 219),
470 (12, NULL, 3, 19, NULL, NULL),
471 (13, NULL, 2, 18, NULL, NULL),
472 (14, NULL, 1, 17, NULL, NULL);