MetaScene
	name <#'s Workshop>
	desig <QS_Workshop>
	type <building basement workshop>
	mapwidth 12
	mapheight 12
	BoxMap
	IndustrialTiles
	Ceiling
	special <NOEXIT>

	start <Print 1>
	msg1 <You enter \SCENE SceneID .>

	NeededCells 2
	content <Fill Sub *STORAGE_X na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		minimap <.......##...1#...##......>
		inv
			Elevator
			name <Exit>
			MiniMapComponent 1
			Destination -1
		end
	end

MetaScene
	name <#'s Workyard>
	desig <QS_ConstructionSite>
	type <building workshop>
	mapwidth 17
	mapheight 12
	BoxMap
	IndustrialTiles
	Ceiling
	special <NOEXIT>

	NeededCells 2
	content <Fill Sub *CONSTRUCTION_X na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		minimap <.......##...1#...##......>
		inv
			Elevator
			name <Exit>
			MiniMapComponent 1
			Destination -1
		end
	end

MetaScene
	name <# Basement>
	desig <QS_ExterminationBasement>
	type <Private Basement>
	special <NOEXIT>
	BoxMap
	RockyTiles
	Ceiling
	% L1 = Victory Indicator
	% L2 = Initialization Counter
	MapWidth 22
	MapHeight 32
	NeededCells 2
	content <Fill Sub *STORAGE_X na>
	Start <Print 1 if= L2 0 if= PlotStatus %plotid% %id% L= 2 1 WMonster 2 %threat% 100>
	nu2 <if= t2 0 if= L1 0 Print 2 XPV 100 L= 1 1 Trigger0 Update>
	Msg1 <You enter the basement.>
	Msg2 <That seems to be the last of the vermin.>
	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monsters>
		type <Vermin>
		SetEnemy 1

		Room
		sub
			StairsUp
			Destination -1
		end
	end


MetaScene
	name <#'s Black Market>
	desig <QS_BlackMarket>
	type <building Sleazy Dangerous BlackMarket>
	mapwidth 15
	mapheight 15
	MallMap
	Ceiling
	special <ADDEXIT UNREGULATED>
	Tolerance 15
	NeededCells 3
	Content1 <Some 1 100 Sub *BLACKMARKET_SHOP na>
	Content2 <Some 1 100 Sub *WEAPON_SHOP na>
	Content3 <Fill Sub *BLACKMARKET_X na>
	Start <Print 1>
	Msg1 <You enter \SCENE SceneID .>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

MetaScene
	name <the # Pit>
	desig <QS_CharaArena>
	BoxMap
	Ceiling
	MapWidth 32
	MapHeight 32
	terrain <GROUND>
	special <SHOWALL SOLO ARENA NOPILLAGE UNCHARTABLE>
	start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle          Alert 1   SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0 ForceChat SelfChallengerID>
	GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
	GoBoringStart <Print 3 Return>
	nu1 <if= T1 0 Return   if= SelfArenaState NAV_AS_Battle SetSelfArenaState NAV_AS_Loss  Alert 5  LoseRenown Goto GoEndBattle>
	nu2 <if= T2 0 Return   if= SelfArenaState NAV_AS_Battle SetSelfArenaState NAV_AS_Win   Alert 6 Print 6  AddSelfArenaWin  AddSelfArenaThreat 8  XPV 100 FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat SelfChallengerID Goto GoEndBattle>
	GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID SelfChallengerHome ClearSelfChallengerID>
	Msg1 <You enter \SCENE SceneID . Prepare to battle.>
	Msg2 <The arena battle rages on.>
	Msg3 <You enter \SCENE SceneID . There's no battle happening now.>
	Msg5 <You have lost the battle.>
	Msg6 <You have won the battle.>
	Content3 <Fill Sub *RANDOM_SHAPES na>
	sub
		Team 1
		name <Player Team>
		SetEnemy 2
		ParaX 5
		ParaY 5

		Team 2
		name <Enemies>
		type <CRIMINAL ROBOT CITY>
		SetFaction 5
		SetEnemy 1
		Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMonster 2 SelfArenaThreat SelfArenaForces>
		ParaX 25
		ParaY 25
	end

MetaScene 0 2
	name <the # Arena>
	desig <QS_MechaArena>
	entrance <*QUEST-INACTIVE>
	ArenaMap
	MapWidth 50
	MapHeight 50
	type <Arena>
	special <SHOWALL SOLO ARENA NOPILLAGE UNCHARTABLE>
	terrain <GROUND>
	start <if= SelfArenaState NAV_AS_Ready else GoCheckBattle          Alert 1   SetSelfArenaState NAV_AS_Battle SetSelfArenaRecharge if# SelfChallengerID 0 ForceChat SelfChallengerID>
	GoCheckBattle <if= SelfArenaState NAV_AS_Battle else GoBoringStart Print 2>
	GoBoringStart <Print 3 Return>
	nu1 <if= T1 0 Return   if= SelfArenaState NAV_AS_Battle SetSelfArenaState NAV_AS_Loss  Alert 5 Print 5  LoseRenown Goto GoEndBattle>
	nu2 <if= T2 0 Return   if= SelfArenaState NAV_AS_Battle SetSelfArenaState NAV_AS_Win   Alert 6 Print 6  AddSelfArenaWin  AddSelfArenaThreat d10  XPV 100 FacXP+ 5 1 AddRenown 1 ifNPCOK SelfChallengerID else GoEndBattle ForceChat SelfChallengerID Goto GoEndBattle>
	GoEndBattle <ifNPCOK SelfChallengerID MoveAndPacifyNPC SelfChallengerID SelfChallengerHome ClearSelfChallengerID>
	Msg1 <You enter the arena. Prepare to battle.>
	Msg2 <The arena battle rages on.>
	Msg3 <You enter the arena. There's no fight going on here now.>
	Msg5 <You have lost the battle.>
	Msg6 <You have won the battle.>
	sub
		Team 1
		name <Player Team>
		SetEnemy 2
		ParaX 5
		ParaY 25

		Team 2
		name <Enemies>
		SetFaction 5
		SetEnemy 1
		Deploy <if= SelfArenaState NAV_AS_Ready ifG SelfArenaForces 0 WMecha 2 SelfArenaThreat SelfArenaForces>
		ParaX 45
		ParaY 25
	end



%%  ********************
%%  ***   DUNGEONS   ***
%%  ********************

MetaScene
	name <# Tower>
	desig <QS_Dungeon_UrbanHellHole>
	special <NOEXIT>
	type <DUNGEON building condemned>
	dentrance <*GoUp>
	content1 <Some 1 40 Sub *DUNGEON_THREAT>
	content2 <Some 1 45 Sub *DUNGEON_DECOR>
	content3 <Some 1 30 Sub *DUNGEON_REWARD>
	mapwidth 25
	mapheight 25
	ComplexMap
	Ceiling
	LockedDoorChance 15
	SecretDoorChance 5
	NeededCells 3
	start <Print 1>
	msg1 <You enter \SCENE SceneID .>
	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monster>
		type <City Vermin Criminal>
		SetEnemy 1
		Stat 2 1

		room
		width 3
		height 3
		sub
			StairsDown
			Destination -1
		end
	end

MetaScene
	name <# Sewer>
	desig <QS_Dungeon_Sewer>
	special <NOEXIT>
	type <DUNGEON sewer>
	dentrance <*GoDown>
	content1 <Some 1 50 Sub *DUNGEON_THREAT>
	content2 <Some 1 45 Sub *DUNGEON_DECOR>
	content3 <Some 1 20 Sub *DUNGEON_REWARD>
	mapwidth 30
	mapheight 30
	MonkeyMap
	Ceiling
	LockedDoorChance 12
	SecretDoorChance 20
	MarbleType 7
	NeededCells 3
	start <Print 1>
	msg1 <You enter \SCENE SceneID .>
	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monster>
		type <City Water Reptile Fungus Sewer>
		SetEnemy 1
		Stat 2 1

		room
		width 3
		height 3
		sub
			StairsUp
			Destination -1
		end
	end


MetaScene
	name <the S.S. #>
	desig <QS_Dungeon_Derelict>
	special <NOEXIT>
	type <DUNGEON ruin derelict>
	terrain <SPACE>
	dentrance <*GoDown>
	content1 <Some 1 40 Sub *DUNGEON_THREAT>
	content2 <Some 1 45 Sub *DUNGEON_DECOR>
	content3 <Some 1 30 Sub *DUNGEON_REWARD>
	% Suffocation effect...
	Vacuum
	mapwidth 35
	mapheight 35
	MonkeyMap
	Ceiling
	LockedDoorChance 12
	SecretDoorChance 10
	IndustrialTiles
	NeededCells 3
	start <Print 1>
	msg1 <You enter \SCENE SceneID .>
	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monster>
		type <Fungus Exorg Ruin PreZero>
		SetEnemy 1
		Stat 2 1

		room
		width 3
		height 3
		sub
			Elevator
			Destination -1
		end
	end


MetaScene
	name <the # Wreck>
	desig <QS_Dungeon_TreasureWreck>
	special <NOEXIT>
	type <DUNGEON ruin derelict>
	terrain <SPACE>
	dentrance <*GoDown>
	content1 <Some 2 60 Sub *DUNGEON_THREAT>
	content2 <Some 1 45 Sub *DUNGEON_DECOR>
	content3 <Some 1  5 Sub *DUNGEON_REWARD>
	content4 <Some 1 40 Sub *TREASUREROOM_WRECK>
	% Suffocation effect...
	Vacuum
	mapwidth 49
	mapheight 49
	MonkeyMap
	Ceiling
	LockedDoorChance 17
	SecretDoorChance 20
	IndustrialTiles
	NeededCells 5
	start <Print 1>
	msg1 <You enter \SCENE SceneID .>
	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monster>
		type <Fungus Exorg Ruin PreZero>
		SetEnemy 1
		Stat 2 1

		room
		width 3
		height 3
		sub
			Elevator
			Destination -1
		end
	end

MetaScene
	name <# Asteroid>
	desig <QS_Dungeon_AsteroidCave>
	special <NOEXIT>
	type <DUNGEON asteroid cave>
	terrain <SPACE>
	habitat <SPACE.ASTER>
	dentrance <*GoDown>
	content1 <Some 1 45 Sub *DUNGEON_THREAT>
	content2 <Some 1 40 Sub *DUNGEON_DECOR>
	content3 <Some 1 30 Sub *DUNGEON_REWARD>
	% Suffocation effect...
	Vacuum
	Ceiling
	mapwidth 30
	mapheight 30
	CaveMap
	RockyTiles
	NeededCells 3
	start <Print 1>
	msg1 <You enter \SCENE SceneID .>
	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monster>
		type <Cave Exorg Fungus Asteroid>
		SetEnemy 1
		Stat 2 1

		room
		width 3
		height 3
		sub
			StairsUp
			Destination -1
		end
	end

MetaScene
	name <# Mine>
	desig <QS_Dungeon_AsteroidMine>

	special <NOEXIT>
	type <DUNGEON asteroid mine>
	terrain <SPACE>
	habitat <SPACE.ASTER>
	dentrance <*GoDown>
	content1 <Some 1 40 Sub *DUNGEON_THREAT>
	content2 <Some 1 45 Sub *DUNGEON_DECOR>
	content3 <Some 1 30 Sub *DUNGEON_REWARD>
	% Suffocation effect...
	Vacuum
	mapwidth 30
	mapheight 30
	CaveMap
	Ceiling
	RockyTiles

	NeededCells 3

	start <Print 1>
	msg1 <You enter \SCENE SceneID .>

	sub
		Team 1
		SetEnemy 2

		Team 2
		name <Monster>
		type <Mine Fungus Asteroid>
		SetEnemy 1
		Stat 2 1

		room
		width 3
		height 3
		sub
			StairsUp
			Destination -1
		end
	end

