%%
%% Contains all kind of rooms to add to buildings. Many of these rooms
%% will contain things that unlawful characters can steal.
%%

%% *UNIVERSITY_X Content
%%	Filler for universities. Professor's offices, student lounges, etc.
%%	Minimaps open on one side.

Content
	requires <*UNIVERSITY_X>
	minimap <#1#2#......3........#---#>

	element1 <Prefab>
	element2 <Prefab>
	element3 <Prefab>
	team3 <citizens>
	teamdata3 <pass>

	sub
		Persona 3
		*Greeting <*NiceToMeetYou GoChat>
		*GoChat <*MISC_CHATTER>
	end
	inv
		STC TV
		PDir 2

		STC COMPUTER-1
		PDir 2
		use <ifYesNo 1 2 3 MoreMemo Email>
		Msg1 <This is a public thruweb terminal. Would you like to check your email?>
		Msg2 <Yes I would.>
		Msg3 <No, not really.>

		NPC Student
	end

Content
	requires <*UNIVERSITY_X>
	minimap <#1#2#......3........#---#>

	element1 <Prefab>
	element2 <Prefab>
	element3 <Prefab>
	team3 <citizens>
	teamdata3 <pass>

	sub
		Persona 3
		*Greeting <*NiceToMeetYou GoChat>
		*GoChat <*MISC_CHATTER>
	end
	inv
		STC VENDING-1
		PDir 2

		STC VIDEOGAME-4
		PDir 2

		NPC Student
	end



%% *FACTORY_X Content
%%	Filler for factories.
%%	Minimaps should be open on all four sides.

Content
	requires <*FACTORY_X>
	content <Required *STORAGE_X na Local>

%% *CONSTRUCTION_X Content
%%	Filler for construction sites, shipyards, and so on.
%%	Minimaps should be open on all four sides.

Content
	requires <*CONSTRUCTION_X>
	content <Required *STORAGE_X na Local>

Content
	requires <*CONSTRUCTION_X ~Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Construction Worker
	end

Content
	requires <*CONSTRUCTION_X ~Static>
	Minimap <.......#...###..1#.......>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Construction Worker
	end


%% *STORAGE_X Content
%%	Filler for basements, workshops, and so on.
%%	Minimaps should be open on all four sides.

Content
	requires <*STORAGE_X>
	Element1 <Prefab>
	minimap <......###..###...........>

Content
	%% Pylon
	requires <*STORAGE_X>
	Minimap <.......#...###...#.......>

Content
	requires <*STORAGE_X Common>
	Minimap <12......................3>
	element1 <PREFAB>
	element2 <PREFAB>
	element3 <PREFAB>
	inv
		STC BOX-1
		STC BOX-1
		STC BOX-1
	end

Content
	requires <*STORAGE_X Common>
	Minimap <.......1....23...........>
	element1 <PREFAB>
	element2 <PREFAB>
	element3 <PREFAB>
	inv
		STC BOX-1
		STC BOX-1
		STC BOX-1
	end

%% *HOTEL_X Content
%%	Contains a hotel room. There should be something worth stealing inside.

Content
	%% Empty Room. All others can be based off this one.
	requires <*HOTEL_X>
	minimap <#####.#21..+...##...##+##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	element2 <Prefab>
	inv
		STC BED-1
		PDir 2

		STC ENDTABLE-1
		PDir 2
	end

Content
	%% Locked Room, but otherwise empty. All others can be based off this one.
	requires <*HOTEL_X>
	minimap <#####.#21..+...##...##=##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	element2 <Prefab>
	Sub
		STC OneShotDoor
	end
	inv
		STC BED-1
		PDir 2

		STC ENDTABLE-1
		PDir 2
	end

Content
	requires <*HOTEL_X>
	minimap <......1.............##+##>
	Element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	Sub
		STC OneShotDoor
		update <if= V1 0 SetStat STAT_LOCK SkillTar 15 V= 1 1>
	end
	Inv
		Treasure
		Fudge 900
		name <Tiki Clock>
		Mass 1
		desc <A decorative souvenir clock, crafted in the style of an ancient Polynesian idol. It must be worth something to someone.>
		SDL_PORTRAIT <item_tikiclock.png>
		StolenGoods
	end

Content
	requires <*HOTEL_X>
	minimap <......1.............##+##>
	Element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	Sub
		STC OneShotDoor
		update <if= V1 0 SetStat STAT_LOCK SkillTar 35 V= 1 1>
	end
	Inv
		Treasure
		name <Corporate Datachip>
		SDL_PORTRAIT <item_datakey.png>
		Fudge 40000
		desc <There must be loads of valuable information stored here. The right people would pay a fortune for it.>
		StolenGoods
	end

Content
	requires <*HOTEL_X>
	minimap <......1.............##+##>
	Element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	Sub
		STC OneShotDoor
		update <if= V1 0 SetStat STAT_LOCK SkillTar 55 V= 1 1>
	end
	Inv
		Treasure
		name <Necklace>
		Fudge 70000
		desc <A gold necklace.>
		StolenGoods
	end

Content
	requires <*HOTEL_X>
	minimap <......1.............##+##>
	Element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	Sub
		STC OneShotDoor
		update <if= V1 0 SetStat STAT_LOCK SkillTar 75 V= 1 1>
	end
	Inv
		Treasure
		name <Emerald Bracelet>
		Fudge 700000
		desc <A golden bracelet decorated with many jewels.>
		StolenGoods
	end


%% *HABITATION_X Content
%%	Filler rooms for apartment buildings, space stations, and so on.
%%	Minimaps open to the bottom.

Content
	%% A Single Rat
	requires <*HABITATION_X Poor>
	minimap <..1.................##+##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	teamdata1 <sd enemy>
	inv
		monster Rat
	end

Content
	%% Rat Nest
	requires <*HABITATION_X Dangerous ~Poor>
	minimap <..1...234....5......##+##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	element4 <Prefab>
	teamdata4 <sd enemy>
	element5 <Prefab>
	teamdata5 <sd enemy>
	inv
		monster Rat
		monster Rat
		monster Rat
		monster Rat
		monster Death Rat
	end

Content
	%% Crazed Killer
	requires <*HABITATION_X Dystopia>
	minimap <..1.................##+##>
	element1 <Prefab>
	Team1 <Enemies>
	teamdata1 <SD ENEMY>
	ZONE_SPECIAL <NoGO>
	Surrender%1% <Print %id%01 DeleteNPC %1%>
	Msg%id%01 <%name1% returns to \PPR %1% senses and wanders off.>
	sub
		Persona 1
		special <UNLISTED NOPLOTS>
		greeting <NewChat SayAnything>
	end
	inv
		NPC Bandit
		job <Futsie>
	end


Content
	%% No Room
	requires <*HABITATION_X>
	minimap <#########################>

Content
	%% Empty Room
	requires <*HABITATION_X>
	minimap <....................##+##>
	content <Optional *URBAN_X na Local>

Content
	requires <*HABITATION_X ~Legit ~Public>
	minimap <#################1####+##>
	element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	inv
		Melee 2
		mass 5
		name <Mop>
		desc <A cleaning instrument.>
		SDL_PORTRAIT <item_mop.png>
	end

Content
	%% Basic room.
	requires <*HABITATION_X ~Static ~Public ~Legit>
	minimap <....................##+##>
	content <Required *URBAN_X na Local>

Content
	%% Room with something worth stealing.
	requires <*HABITATION_X ~Legit>
	minimap <..1.................##=##>
	element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	Sub
		STC OneShotDoor
		update <if= V1 0 SetStat STAT_LOCK SkillTar 55 V= 1 1>
	end
	inv
		Treasure
		Fudge 300000
		mass 5
		name <Antique Video Player>
		desc <This entertainment unit is long obsolete, but might have some value for collectors.>
		StolenGoods
	end

%% *BEDROOM Content
%%   A simple living area.

Content
	requires <*BEDROOM>
	minimap <#####.#21..+...##...##+##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	element2 <Prefab>
	inv
		STC BED-1
		PDir 2

		STC ENDTABLE-1
		PDir 2
	end


%% *SPACEPORT_X Content
%%   Things you would find in a spaceport.
Content
	requires <*SPACEPORT_X>
	Content <Required *GARAGE_X - Local>


%% *GARAGE_X Content
%%   Things you would find in a garage.
Content
	requires <*GARAGE_X>
	Content <Required *MECHANIC_SHOP - Local>

Content
	requires <*GARAGE_X>
	minimap <......1.2...3.......##=##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	element2 <Prefab>
	element3 <Prefab>
	get%1% <if= L%id%01 0 L= %id%01 1 AddLawful -3>
	get%2% <if= L%id%01 0 L= %id%01 1 AddLawful -3>
	get%3% <if= L%id%01 0 L= %id%01 1 AddLawful -3>
	sub
		STC OneShotDoor
	end
	inv
		RepairFuel 1500
		name <Mecha Parts>
		mass 20

		RepairFuel 1500
		name <Mecha Parts>
		mass 20

		RepairFuel 1500
		name <Mecha Parts>
		mass 20
	end


%% *HOSPITAL_X Content
%%   Things you would find in a hospital... A clinic will usually have one
%%   mandatory doctor content and multiple random HOSPITAL_X contents.
%%   These could be additional doctors, or other things.

Content
	%% Abomination
	requires <*HOSPITAL_X Dystopia>
	minimap <..1.................##=##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	teamdata1 <sd enemy>
	inv
		monster Hunter-Scout
		name <Abomination>
	end

Content
	requires <*HOSPITAL_X>
	Content <Required *DOCTOR - Local>

Content
	requires <*HOSPITAL_X>
	minimap <1...3.....2...4.....##+##>
	element1 <Prefab>
	element2 <Prefab>
	element3 <Prefab>
	element4 <Prefab>
	inv
		STC BED-1
		PDir 0

		STC BED-1
		PDir 0

		STC BED-1
		PDir 4

		STC BED-1
		PDir 4
	end

Content
	requires <*HOSPITAL_X>
	minimap <.1.2...3............##=##>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	element2 <Prefab>
	element3 <Prefab>
	get%1% <if= L%id%01 0 L= %id%01 1 AddLawful -3>
	get%2% <if= L%id%01 0 L= %id%01 1 AddLawful -3>
	get%3% <if= L%id%01 0 L= %id%01 1 AddLawful -3>
	sub
		STC OneShotDoor
	end
	inv
		STC PILL_QuickFix
		STC PILL_Regen
		item Medicated Bandages
	end

%% *CLUB_X Content
%%   Insert some content into this coffee shop, dance bar, or party.
Content
	requires <*CLUB_X>
	minimap <....................##.##>
	content <Optional *URBAN_X - Local>

Content
	requires <*CLUB_X>
	minimap <....................##+##>
	content <Optional *URBAN_X - Local>

Content
	requires <*CLUB_X ~Sleazy>
	minimap <....................##=##>
	ZONE_SPECIAL <NoGO>
	content <Optional *URBAN_X - Local>

Content
	requires <*CLUB_X Sleazy ~Private>
	minimap <....................##?##>
	ZONE_SPECIAL <NoGO>
	content <Optional *URBAN_X - Local>

Content
	requires <*CLUB_X>
	minimap <######...##...##...##...#>
	content <Optional *URBAN_X - Local>

Content
	requires <*CLUB_X Static>
	content <Required *BAR_SERVICE - Local>

Content
	requires <*CLUB_X Dynamic>
	minimap <######...##...##.1.##...#>
	element1 <Character Bartender>
	sub
		Persona 1
		*greeting <*HowAreYou GoShop>
		*GoShop <*SERVICE_BARTENDER GoBye>
		*GoBye <*GOODBYE>
	end


Content
	requires <*CLUB_X ~Sleazy>
	minimap <#################.####+##>

Content
	requires <*CLUB_X ~Legit ~Public>
	minimap <#################1####+##>
	element1 <Prefab>
	ZONE_SPECIAL <NoGO>
	inv
		Melee 2
		mass 5
		name <Mop>
		desc <A cleaning instrument.>
		SDL_PORTRAIT <item_mop.png>
	end

Content
	requires <*CLUB_X ~Private Dynamic>
	minimap <#.2.##...###?####1####+##>
	get%2% <if= L%id%01 0 L= %id%01 1 AddLawful -5 SetItemStolen %1%>
	ZONE_SPECIAL <NoGO>
	element1 <Prefab>
	element2 <Prefab>
	inv
		Melee 2
		mass 5
		name <Mop>
		desc <A cleaning instrument.>
		SDL_PORTRAIT <item_mop.png>

		Food 5
		Name <Imperialis Classico>
		FoodFX:CauseStatus
		FoodMod:Stone
		FoodMorale 10
		Fudge 300000
		desc <A vintage wine from the Age of Superpowers. It is extremely rare and extremely expensive.>
		SDL_PORTRAIT <item_wine.png>
	end

