% Default Atlas File

World 200
	name <L5 Region>
	special <Showall>
	desig <L5PAT>
	desc <>

	SpaceMap

	MapWidth 50
	MapHeight 50
	XYWrap

%%
%%   ***************************
%%   ***   MAQUISE SPINNER   ***
%%   ***************************
%%

Scene 0 3
	mapwidth 30
	mapheight 10
	name <Maquise Spinner>
	exact_name <Maquise Spinner Interior>
	XPos 42
	YPos 22

	Tolerance 0

	world <L5 Region>
	desc <Maquise Spinner is home to fifteen million people. It is the largest and most powerful of the spinner colonies.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown capitol safe>
	habitat <SPACE.URBAN>
	personatype <city capitol spinner>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 1
	factions <MAQUI COMET SILKN PRIVA L5LAW>
	%% MISSION GIVERS:
	%%  3 x MAQUI
	%%  3 x COMET
	%%  3 x SILKN
	%%  3 x PRIVA
	%%  3 x L5LAW

	desig <MAQSP>

	Quest1 <*:Q_MECHA_ARENA_BASE>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Maquise Spinner is the largest and most powerful station in the L5 Region. Its people live in peace, confident that the Silver Knights can defend them from all foes.>
	Msg2 <You enter Maquise Spinner.>

sub
	Scene
	name <Maquise Shopping Center>
	type <building mall public legit meeting>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 20

	start <Print 1>
	Msg1 <You enter Maquise Shopping Center.>

	NeededCells 6

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content3 <Some 1 100 Sub *WEAPON_SHOP       na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content6 <Some 1 100 Sub *MECHA_SHOP        na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
	end

	Scene
	name <Maquise Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Maquise Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		desig <EntranceGrid>
		Content <Some 2 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Comet Tower>
	% L1 = If alarm sounded on factory level, will be nonzero.
	SetFaction 2
	type <building public legit corporate>
	entrance <*Building Tall>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 15

	NeededCells 2
	Content1 <Variety 1 1 Sub *MAQSP_ComTow_Content>
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	start <Print 1>
	Msg1 <You enter Comet Tower.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  45 Here *NPC_GUARD>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		name <Jamil>
		SDL_PORTRAIT <por_m_guy3(AA-).png>
		SDL_COLORS <234 180 88 255 212 195 1 75 67>
		Chardesc Male Sociable Easygoing Pragmatic
		Age 6
		home <Office>
		SetFaction 2
		SetTeam 2

		NPC Corporate Executive
		SetFaction 2
		SetTeam 2

		NPC Scientist
		SetFaction 2
		SetTeam 2
	end

	Scene
	name <The Privateers Club>
	type <building public sleazy garage mall dangerous>
	entrance <*Building Short>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 15
	SetFaction 6

	start <Print 1>
	Msg1 <You enter the Privateers Club.>

	NeededCells 3
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 1  80 Sub *MECHA_SHOP>
	Content3 <Some 1 100 Sub *MAQSP_PG_PrivateerShop na>
	Content4 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>

		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>
	end

	Scene
	name <Maquise Service Depot>
	type <building garage public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	IndustrialTiles
	MapWidth 19
	MapHeight 12

	start <Print 1>
	Msg1 <You enter Maquise Service Depot.>

	NeededCells 2
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Alliance Plaza>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 1
	ClubMap
	PalaceParkTiles
	MapWidth 30
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Alliance Plaza.>

	NeededCells 2
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 1

			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 2
		end


		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 1
			% Set her age to 37
			Age 17
			name <Adrianna>
			job <Technocrat>
			SDL_Colors <75 200 212 255 212 195 66 121 119>
			chardesc Female Sociable Passionate Pragmatic Renowned
			statline 13 10 14 16 13 17 16 17
			MiniMapComponent 1

			NPC Soldier
			SetTeam 3
			SetFaction 1
			MiniMapComponent 2
		end
	end
	inv
		NPC Bureaucrat
		SetFaction 1
		SetTeam 2
	end

	Scene
	name <Maquise Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Maquise Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content4 <Some 1  25 Sub *MECHA_SHOP      na>
	Content5 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Maquise Station Exterior>
		end

		Scene 0 3
		name <Maquise Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Maquise Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

	end
	inv
		NPC Knight
		SetTeam 3
		SetFaction 3

		NPC Privateer
		SetFaction 6
		SetTeam 3
	end

% End of Maquise Spinner...
end


%%
%%   ***************************
%%   ***   ATHERA  SPINNER   ***
%%   ***************************
%%

Scene 0 3
	mapwidth 30
	mapheight 10
	name <Athera Spinner>
	exact_name <Athera Spinner Interior>
	XPos 38
	YPos 21

	% Athera Spinner is very peaceful, so low tolerance.
	Tolerance -5

	world <L5 Region>
	desc <Athera Spinner is the cultural center of the L5 region.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown safe culture>
	personatype <city spinner>
	habitat <SPACE.URBAN>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 1
	factions <MAQUI SILKN MUGLE L5LAW>
	%% MISSION GIVERS:
	%%  3 x MAQUI
	%%  3 x SILKN
	%%  3 x L5LAW
	%%  3 x MUGLE

	desig <ATHSP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Athera Spinner is known as "the Garden of the L5 Alliance". This is the center of orbital art and culture.>
	Msg2 <You enter Athera Spinner.>

	Quest1 <*:Q_Concert_Venue>

sub
	Scene
	name <The Atrium>
	type <building mall public legit>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 17

	start <Print 1>
	Msg1 <You enter the Atrium.>

	NeededCells 6
	Content1 <Some 1 100 Sub *GENERAL_SHOP        na>
	Content2 <Some 1 100 Sub *RESTAURANT          na>
	Content3 <Some 1 100 Sub *WEAPON_SHOP         na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP          na>
	Content6 <Some 1 100 Sub *ATHSP_TA_MusicShop  na>
	Content9 <Fill Sub *SHOP_RANDOM>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
	end

	Scene
	name <Athera Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	start <Print 1>
	Msg1 <You enter Athera Hospital.>

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Athera Mecha Center>
	type <building garage public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	IndustrialTiles
	MapWidth 19
	MapHeight 19

	start <Print 1>
	Msg1 <You enter Athera Mecha Center.>

	NeededCells 3
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 1 100 Sub *MECHA_SHOP>
	Content3 <Some 1 100 Sub *ELECTRONICS_SHOP    na>
	Content4 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Bliss Station>
	type <building restaurant nightclub meeting public>
	entrance <*Building Short>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 19

	start <Print 1>
	Msg1 <You enter Bliss Station.>

	NeededCells 4
	Content1 <Some 1 100 Sub *RESTAURANT>
	Content2 <Some 1 100 Sub *BAR_SERVICE>
	Content3 <Some 1  70 Sub *CLUB_X>
	Content5 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 65 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Knight
		SetTeam 3
		SetFaction 3
	end

	Scene
	name <Athera Garden>
	type <public park legit meeting>
	entrance <*PARK>
	special <SHOWALL>
	SetFaction 1
	WildMap
	PalaceParkTiles
	GAPFILL <-4 -9 -4 -4>
	MapWidth 25
	MapHeight 20

	start <Print 1>
	Msg1 <You enter Athera Garden.>

	Content <Some 5 60 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		rect
		FloorType 13
		MFX 21
		MFY 1
		Width 5
		Height 20
		sub
			rect
			MFX 21
			MFY 7
			width 5
			height 5
			FloorType 6
			WallType 13
			minimap <1##############2####3####>
			inv
				Elevator
				name <Athera Council Office>
				MiniMapComponent 1

				StairsUp
				name <To Theatre>
				MiniMapComponent 2
				destination <Garden Theatre>
				StairsUp
				name <To Theatre>
				MiniMapComponent 3
				destination <Garden Theatre>
			end
		end

		rect
		MFX 1
		MFY 8
		Width 5
		Height 5
		sub
			STC HIDDEN_ENTRANCE
			Destination -1
		end

		rect
		MFX 1
		MFY 10
		width 20
		height 2
		FloorType 6

		%% End Athera Garden main scene subs
		Scene
		name <Athera Council Office>
		type <building government public legit>
		special <NOEXIT>
		SetFaction 1
		ClubMap
		PalaceParkTiles
		MapWidth 24
		MapHeight 24

		start <Print 1>
		Msg1 <You enter the Athera Garden Council Office.>

		NeededCells 2
		Content1 <Some 1 100 Sub *GOV_MILITARY  na>
		Content2 <Fill       Sub *GOV_MISC      na>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 1

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 2 45 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			sub
				room
				minimap <......###..#1#...........>
				inv
					Elevator
					MiniMapComponent 1
					Destination -1
				end
			end

			room
			name <Office>
			minimap <..1......................##+##>
			inv
				NPC Politician
				name <Liandor>
				job <Technocrat>
				SDL_Portrait <por_m_guy3(AA-).png>
				SDL_Colors <75 200 212 150 112 89 152 61 97>
				statline 10 13 12 12 14 19 15 16
				SetTeam 2
				SetFaction 1
				MiniMapComponent 1
				CharDesc Sociable Passionate Male
			end

			room
			name <Garrison>
			minimap <.....1..............#...#>
			inv
				NPC Police Officer
				SetTeam 3
				SetFaction 9
				MiniMapComponent 1
			end

			room
			name <Garrison>
			minimap <2....1..............#...#>
			inv
				NPC Knight
				SetTeam 3
				SetFaction 3
				MiniMapComponent 1

				NPC Knight
				SetTeam 3
				SetFaction 3
				MiniMapComponent 2
			end
		end
		inv
			NPC Bureaucrat
			SetTeam 2
			SetFaction 1
		end

		Scene
		name <Garden Theatre>
		desig <SCENE_GardenTheatre>
		type <theatre public legit meeting>
		special <SHOWALL>
		PARAM <Fill 2 3>
		PalaceParkTiles
		MapWidth 23
		MapHeight 24

		start <if= L1 0 else GoBeenBefore Alert 2 Print 1 L= 1 1>
		GoBeenBefore <Print 1>
		Msg1 <You enter the Athera Garden Theatre.>
		Msg2 <The Garden Theatre is located in the middle of Athera Spinner's largest park. When a show is underway, spectators can watch from one of the simgrav-propelled floating balconies that circle the stage.>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 1

			rect
			name <The Stage>
			XPos 2
			YPos 2
			Width 20
			Height 20
			PARAM <Fill 1 2 Ellipse 1 6 21>
			Content <Some 5 50 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

			rect
			MFX 1
			MFY 11
			Width 5
			Height 3
			FloorType 6
			sub
				STC HIDDEN_ENTRANCE
				Destination -1

			end
		end
	end
	inv
		%% Athera Garden
		NPC Bureaucrat
		SetTeam 2
		SetFaction 1
	end

	Scene
	name <Athera Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Athera Spaceport.>

	NeededCells 3
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content4 <Fill       Sub *SHOP_RANDOM     na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Athera Station Exterior>
		end

		Scene 0 3
		name <Athera Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>

		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Athera Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end
	inv
		%% For Athera Spaceport
		NPC Police Officer
		SetTeam 3
		SetFaction 9
	end

	Scene
	name <MUGL Media Center>
	SetFaction 13
	type <building public legit corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the MUGL Media Center.>

	NeededCells 3
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  35 Here *NPC_GUARD>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetTeam 2
		SetFaction 13

		NPC Corporate Executive
		home <Foyer>
		SetTeam 2
		SetFaction 13

		NPC Journalist
		home <Foyer>
		SetTeam 2
		SetFaction 13
	end


% End of Athera Spinner...
end


%%
%%   ************************
%%   ***   CAYLEY  ROCK   ***
%%   ************************
%%

Scene
	mapwidth 30
	mapheight 30
	name <Cayley Rock>
	exact_name <Cayley Main Station>
	XPos 44
	YPos 9
	entrance <*COLONY-1>

	% Cayley Rock is somewhat lawless.
	Tolerance 5

	world <L5 Region>
	desc <Cayley Rock is an asteroid station. Although its own mines were exhausted long ago, it remains a major ore processing station.>
	special <NOEXIT>
	type <asteroid town village destination hometown building public mine hospital residence spaceport garage>
	personatype <asteroid village mine>
	habitat <SPACE.ASTER>

	Quest1 <*:Q_LocalQuest>
	Quest2 <*:Q_MECHA_ARENA_BASE>

	ClubMap

	% V1 = Message Counter

	SetFaction 1
	factions <MAQUI COMET PRIVA HOELL L5LAW>
	%% MISSION GIVERS:
	%%  2 x MAQUI
	%%  2 x PRIVA
	%%  2 x L5LAW
	%%  2 x COMET
	%%  2 x HOELL

	desig <CAYLE>

	NeededCells 6
	Content1 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content2 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content4 <Some 1 100 Sub *DOCTOR          na>
	Content5 <Some 1 100 Sub *GOV_MILITARY    na>
	Content6 <Some 1  70 Sub *GOV_MISC        na>
	Content7 <Fill       Sub *HABITATION_X    na>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Cayley Rock is an asteroid station. Although its own mines were exhausted long ago, it remains a major ore processing station.>
	Msg2 <You enter Cayley Main Station.>

inv
	NPC Politician
	name <Mounteer>
	home <Mayor's Office>
	job <Mayor>
	SetTeam 2
	SetFaction 1
	Age 23
	chardesc Male Heroic
	statline 13 16 12 11 16 13 14 13

	NPC Mecha Pilot
	SetTeam 3
	SetFaction 1

	NPC Pirate
	job <Privateer>
	home <Mayor's Office>
	SetTeam 3
	SetFaction 6
	Age 14

end
sub
	% BEGIN Cayley Rock Main Scene Stuff
	team 1

	team 2
	name <Citizens>
	SetAlly 1
	Passive

	team 3
	name <Guards>
	SetAlly 2

	Persona
	name <Mounteer Persona>
	% V1 = "Got the spiel" indicator. After one time through, will just get SayANything.
	greeting <if= V1 1 else GoFirstTime NewChat SayAnything>
	GoFirstTime <V= 1 1   if= PCHomeTown SceneID else GoFromAway  NewChat  Say 5  AddChat 4 AddChat 5>
	GoFromAway <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
	result1 <NewChat Say 2>
	result2 <NewChat Say 3   AddSociable  -d6>
	result3 <NewChat Say 4   AddEasygoing d10>
	result4 <NewChat Say 6   AddCheerful -d10>
	result5 <NewChat Say 7>
	Msg1 <Welcome, visitor, to Cayley Rock. I hope your stay here will be a pleasant one.>
	Msg1_1 <Welcome, \PC , to Cayley Rock. I must say that it's a great honor to welcome you here. If there's anything I can do to make your stay better, don't hesitate to ask.>
	CMsg1_1 <ifG PCRenown 35 ifG React 10 Accept>
	Msg2 <There's not much that you'd be interested in. Some of the steelworkers hold mecha games in the factory, but that's only open to members. If you ask around there may be some cargo escort jobs available.>
	Msg3 <You'll find the shuttle terminal on this level. Other services include restaurants and shops on the upper habitation level.>
	Msg4 <Well, I did have a plan to develop tourism, but most people don't like the idea of vacationing on an asteroid. If you enjoy your stay here make sure to tell all your friends about it!>
	Msg5 <\PC , I heard that you'll be leaving the station. They say you're planning to become a cavalier.>
	Msg6 <That's the way it always is. The young grow up and the brightest among them leave for the spinners. I wish you the best of luck, wherever the future takes you.>
	Msg7 <Always remember that you can come home when you need to. I don't know too much about adventuring or the universe out there, but I do know that.>
	Prompt1 <What is there to do around here?>
	Prompt2_1 <How can I get off this rock?>
	CPrompt2_1 <ifG 0 GNAtt NAG_CharDescription -5 Accept>
	Prompt2_2 <I'm afraid I won't be staying long.>
	CPrompt2_2 <ifG GNAtt NAG_CharDescription -5 -1 Accept>
	Prompt3 <I'm hoping to have a relaxing time.>
	Prompt4 <I can't wait to get off this rock.>
	Prompt5 <Any advice before I go?>

	room
	name <Foyer>
	desig <EntranceGrid>
	special <STARTHERE>
	Content <Some 3 75 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

	room
	name <Police Office>
	minimap <.....1..............##+##>
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
		MiniMapComponent 1
	end

	room
	% This is the area that will contain the airlock to outside and the lift to the 
	% orbital catapult.
	minimap <###########1#2##...##...#>
	inv
		Elevator
		name <Cayley Rock Exterior>
		MiniMapComponent 1
		use <if= V1 1 else GoFirstTime Print 1 Exit Destination>
		GoFirstTime <ifYesNo 101 102 103 Print 1 Exit Destination V= 1 1>
		msg1 <You exit the airlock.>
		Msg101 <This airlock opens to the outside surface of the asteroid.>
		Msg102 <Exit station.>
		Msg103 <Stay right here.>

		STC AIRLOCK-2
		MiniMapComponent 2
		destination <L5 Region>
	end

	room
	% This is the area that will contain the elevator to habitation and a snack machine
	minimap <############1###2..##...#>
	inv
		Elevator
		name <Cayley Habitation Level>
		MiniMapComponent 1

		STC Vending-1
		PDir 2
		MiniMapComponent 2
	end


	room
	name <Mayor's Office>
	minimap <....................##+##>

	% END Cayley Rock Main Scene Stuff

	Scene
	mapwidth 30
	mapheight 30
	name <Cayley Habitation Level>
	special <NOEXIT>
	type <asteroid building public mine mall legit residence>

	ClubMap
	
	NeededCells 5
	Content1 <Some 1  70 Sub *SHOP_RANDOM     na>
	Content2 <Some 1  90 Sub *GENERAL_SHOP    na>
	Content3 <Some 1 100 Sub *RESTAURANT      na>
	Content4 <Some 1  90 Sub *ARMOR_SHOP      na>
	Content7 <Fill       Sub *HABITATION_X    na>

	start <Print 1>
	Msg1 <You enter the habitation level.>

	sub
		% BEGIN Cayley Habitation Level Stuff
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		special <STARTHERE>
		Content <Some 3 75 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		% This is the area that will contain the elevator to the main level
		minimap <############1###...##...#>
		inv
			Elevator
			Destination -1
			MiniMapComponent 1
		end

		Persona
		name <Nordstrom Persona>
		% V1 = Second time coming back.
		% V2 = Monster description counter.
		% V3 = Have been told about Exorgs.
		rumor <Nordstrom started working in the mine fifty years ago.>
		greeting <NewChat if= V1 1 else GoFirstTime  Say 15 AddChat 5 AddChat 6 AddChat 7 AddChat 8 AddChat 9 AddChat 15>
		GoFirstTime <V= 1 1  if= PCHomeTown RootSceneID else GoNotFromHere  Say 1 AddChat 1 AddChat 2>
		GoNotFromHere <Say 2 AddChat 3 AddChat 4>
		result1 <NewChat AddReact d8 Say 3 AddChat 3 AddChat 4>
		result2 <NewChat AddReact -d8 AddEasygoing -d10 Say 3 AddChat 3 AddChat 4>
		result3 <NewChat Say 4 AddChat 5 AddChat 6 AddChat 7 AddChat 8 AddChat 9>
		result4 <NewChat Say 5>
		result5 <NewChat Say 6 V+ 2 1 AddChat 10>
		result6 <NewChat Say 7 V+ 2 1 AddChat 10>
		result7 <NewChat Say 8 V+ 2 1 AddChat 10>
		result8 <NewChat Say 9 V+ 2 1 AddChat 10>
		result9 <NewChat Say 10  AddChat 10>
		result10 <NewChat ifG V2 3 else GoR10NotYet if= V3 0 else GoR10NotYet V= 3 1 Say 12 AddChat 12 AddChat 13>
		GoR10NotYet <Say 11 AddChat 5 AddChat 6 AddChat 7 AddChat 8 AddChat 9 AddChat 11>
		result11 <NewChat Say 13>
		result12 <NewChat Say 14 AddChat 14>
		result13 <AddRenown 1 Goto result12>
		result14 <Goto result9>
		result15 <Goto result11>
		Msg1 <\PC , that's where you've been. I hear that you've decided that you're a cavalier now. Well, if that's the case, I just might be able to give you some pointers.>
		Msg2 <Look at this, an adventurer come from away. There's not much business for the likes of you around here, unless you're planning to explore the mines. You haven't been there yet, have you?>
		Msg3 <You know Old Wynter's Mine? Your parents probably told you it was dangerous over that way, but maybe they didn't tell you why... You ever go down there exploring?>
		Msg4 <Very good then. I guess you've seen the creatures that live there, shroom-beasts and worse. What kind of monsters have you seen?>
		Msg5 <There are creatures living in the mine... shroom-beasts and worse, they are. It's a good place to go hunting but take care you don't get stranded. Come talk to me after seeing for yourself, and I'll tell you all about the monsters.>
		Msg6 <Those are fungal spheres, one of the worst of the shroom-beasts. The openings on all sides are mouths. It's not bad enough that they spit poison darts, but their bite can tear up your oxygen lines something awful.>
		Msg7 <Those would be the shroom-beasts. There's all kinds of them... In the early colony days, they evolved from spores brought into space. Mostly they eat garbage and worms but some types are pretty capable predators, too.>
		Msg8 <I guess you've heard about old mining robots going "frankenstein". The company used to set traps for runaways, but now the mine's closed. The robots still working after all this time must be the toughest and meanest of the lot.>
		Msg9 <Sounds like a void worm. They're a real nuisance; they chew up buildings and spaceships so they can get to the electrical cables. Most everything down in the mine eats worms. They're not tough so long as you don't get bitten.>
		Msg10 <A lot of people think the exorgs are aliens, that they were frozen in a comet and woken up by people. I don't know. They could as easily be some kind of mutant or synth. All I know is we never saw them here until ten years ago.>
		Msg11 <Any other critter you want to hear about?>
		Msg12 <Just a minute now. You've asked me about a lot of monsters, give me the chance to ask you about one... You ever see one of those exorgs?>
		Msg13 <When you want to hear about the mine creatures again, come for a talk. I'll be around here someplace.>
		Msg14 <Exorgs only live in the deep levels. They're not like any natural creature... There's all different shapes and sizes. I've seen about a half dozen types, but I hear there's more, and they're all dangerous...>
		Msg15 <Welcome back. What kind of mine creature would you like to hear about?>
		Prompt1 <Any help would be appreciated.>
		Prompt2 <What could you possibly know, old man?>
		Prompt3 <I've been there, and fought things.>
		Prompt3_1 <I've been going there since I was ten.>
		CPrompt3_1 <if= PCHomeTown RootSceneID Accept>
		Prompt4 <No... What's down there?>
		Prompt5 <What's the weird floating ball?>
		Prompt6 <I saw some kind of mushroom.>
		Prompt7 <There are robots there, too.>
		Prompt8 <A big fat worm.>
		Prompt9 <Tell me about the exorgs.>
		CPrompt9 <if# V3 0 Accept>
		Prompt10 <Interesting.>
		Prompt10_1 <I'd like to ask about something else.>
		Prompt10_2 <So now I know.>
		Prompt10_3 <Could I ask about something else?>
		Prompt11 <That's all for now.>
		Prompt12 <What's an exorg?>
		Prompt13 <I've heard about those...>
		CPrompt13 <ifG PCKnowledge 15 Accept>
		Prompt14 <Where do they come from?>
		Prompt15 <Not today, thanks.>

	end
	inv
		NPC Miner
		name <Nordstrom>
		chardesc Old Male Sociable Easygoing Melancholy
		Age 48
		statline 11 15 13 14 18 16 13 9
		home <Foyer>
		SetTeam 2

		NPC Police Officer
		SetTeam 3
		SetFaction 9
	end

	Scene 0 3
	name <Cayley Rock Exterior>
	mapwidth 30
	mapheight 30
	XPos 1
	YPos 1

	special <NOEXIT SHOWALL SOLO UNIFORM>
	type <outdoors urban environs asteroid>
	AsteroidMap
	RockyTiles

	% Suffocation effect...
	Vacuum
	SpaceBackdrop

	inv
		stc Building
		name <Cayley Main Station>
		destination -1
	end
	sub
	% Cayley Rock Exterior subcoms...
		CityZone
		Width 8
		Height 8

		CityZOne
		Width 5
		Height 5

	Scene
	name <Cayley Steelworks>
	type <asteroid building factory arenasite>
	%% The Steel Arena will be placed here.
	entrance <*Building>
	mapwidth 17
	mapheight 12
	special <ADDEXIT>
	BoxMap
	IndustrialTiles
	start <Print 1>
	Msg1 <You enter the Cayley Steelworks.>
	Content <fill sub *FACTORY_X na>
	inv
		NPC Corporate Executive
		home <Office>
		SetFaction 7
		SetTeam 2

		NPC Corporate Executive
		home <Office>
		SetFaction 2
		SetTeam 2

		NPC Trucker
		SetFaction 7
		SetTeam 2

		NPC Miner
		SetFaction 2
		SetTeam 2

		NPC Privateer
		SetTeam 3
		SetFaction 6
	end
	sub
		% BEGIN Cayley Steelworks Stuff
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Office>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end


	% End Cayley Rock Exterior...
	end


% End of Cayley Rock...
end

%%
%%   **************************
%%   ***   CESENA SPINNER   ***
%%   **************************
%%

Scene 0 3
	mapwidth 30
	mapheight 10
	name <Cesena Spinner>
	XPos 46
	YPos 16

	Tolerance 0

	world <L5 Region>
	desc <Cesena Spinner is the site of the L5 Alliance's shipyards and the home port of the Silver Knights.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown industrial lawful military>
	personatype <city spinner>
	habitat <SPACE.URBAN>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 1
	factions <MAQUI COMET HOELL SILKN L5LAW>
	%% MISSION GIVERS:
	%%  3 x MAQUI
	%%  3 x SILKN
	%%  2 x L5LAW
	%%  3 x COMET
	%%  3 x HOELL

	desig <CSNSP>


	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Cesena Spinner is the site of the L5 Alliance's shipyards and the home port of the Silver Knights.>
	Msg2 <You enter Cesena Spinner.>

sub
	Scene
	name <Cesena Arms Market>
	type <building mall public legit rich>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 18

	start <Print 1>
	Msg1 <You enter the Cesena Arms Market.>

	NeededCells 5
	Content3 <Some 2 100 Sub *WEAPON_SHOP     na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP      na>
	Content6 <Some 1 100 Sub *MECHA_SHOP      na>
	Content9 <Fill Sub *SHOP_RANDOM           na>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
	end

	Scene
	name <Cesena Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Cesena Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Silver Fortress>
	type <building legit>
	entrance <*SilverFortress>
	special <ADDEXIT>
	SetFaction 3
	ClubMap
	MapWidth 25
	MapHeight 25

	NeededCells 4
	Content1 <Some 1 100 Sub *MIL_RECRUITER>
	Content2 <Variety 2 2 Sub *CSNSP_SilFor_Content>
	Content3 <Fill Sub *GOV_MILITARY>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	start <Print 1>
	Msg1 <You enter the Silver Fortress.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <ifTeamHostile 3 if= V1 0 V= 1 1 MonsterUp 3 10>
		type <Guard Robot>
		SetAlly 1 2

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 1

			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 2
		end


		room
		special <NOGO>
		minimap <##1##...............##=##>
		sub
			Door
			update <if= PCFac 3 SetStat 6 0>
		end
		inv
			Elevator
			name <Silver Sanctum>
			MiniMapComponent 1
			use <if= PCFac SILKN else GoGiveWarning Print 1 Exit Destination>
			GoGiveWarning <ifYesNo 101 102 103 Print 1 Exit Destination>
			Msg1 <You board the elevator.>
			Msg101 <This elevator leads to the inner sanctum of the silver fortress. Only knights are permitted beyond this point.>
			Msg102 <Use the elevator.>
			Msg103 <Stay here.>
		end

		room
		name <Foyer>
		desig <EntranceGrid>
		Content2 <Some 1  20 Here *URBAN_X>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		Scene
		name <Silver Sanctum>
		type <building private legit>
		special <NOEXIT>
		SetFaction 3
		ClubMap
		MapWidth 25
		MapHeight 25

		NeededCells 6
		Content <Variety 3 3 Sub *CSNSP_SilSan_Content>
		Content2 <Some 3 75 Sub *GOV_MILITARY>

		5Min <ifTeamHostile 3  MonsterUp 3 d20>

		start <Print 1 if# PCFac SILKN TeamAttack 3>
		Msg1 <You enter the Silver Sanctum.>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1 3
			Passive

			Team 3
			name <Guards>
			type <Guard Robot>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			sub
				room
				minimap <......###..#1#...........>
				inv
					Elevator
					MiniMapComponent 1
					Destination -1
				end
			end

		end
	end

	Scene
	name <Cesena Mall>
	type <building public mall legit meeting>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the Cesena Mall.>

	NeededCells 4
	Content1 <Some 1 100 Sub *GENERAL_SHOP>
	Content2 <Some 1 100 Sub *RESTAURANT>
	Content3 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content4 <Some 1 100 Sub *MECHA_SHOP>
	Content9 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Bureaucrat
		SetTeam 2
		SetFaction 1
	end

	Scene
	name <The Mecha Source>
	type <building garage public legit>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 20
	IndustrialTiles

	start <Print 1>
	Msg1 <You enter the Mecha Source.>

	NeededCells 4
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 2  90 Sub *MECHA_SHOP>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Mecha Pilot
		home <Foyer>
		SetFaction 7
		SetTeam 2
	end

	Scene
	name <Alliance Fleet HQ>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 1
	ClubMap
	PalaceParkTiles
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter the Alliance Fleet Headquarters.>

	NeededCells 2
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 1
			MiniMapComponent 2
		end

		room
		name <Main Office>
		minimap <....31..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 1
			MiniMapComponent 1

			NPC Knight
			name <Gordon Valeus>
			job <Lord Master>
			SDL_PORTRAIT <por_m_gordonvaleus(OAY).png>
			SDL_COLORS <150 205 229 235 212 195 130 143 114>
			SetTeam 3
			SetFaction 3
			MiniMapComponent 3
			chardesc Lawful Heroic Easygoing Shy Cheerful Male Renowned
			Renown 90
			Age 52
			statline 19 22 18 19 14 16 17 15
		end
	end

	Scene
	name <Cesena Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Cesena Spaceport.>

	NeededCells 6
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1  55 Sub *SHOP_RANDOM     na>
	Content4 <Some 1  25 Sub *GOV_POLICE      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content6 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
		inv
			NPC Knight
			SetTeam 3
			SetFaction 3
		end

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Cesena Station Exterior>
		end

		Scene 0 3
		name <Cesena Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Cesena Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

	end
	inv
		NPC Knight
		SetTeam 3
		SetFaction 3
	end

	Scene
	name <Hoeller Heavy Industries>
	SetFaction 7
	type <building public legit corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter Hoeller Heavy Industries.>

	NeededCells 2
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  35 Here *NPC_GUARD>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 7
		SetTeam 2

		NPC Corporate Executive
		home <Foyer>
		SetFaction 7
		SetTeam 2
	end

	Scene
	name <Comet Space Engineering>
	SetFaction 2
	type <building public legit corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter Comet Space Engineering.>

	NeededCells 2
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  35 Here *NPC_GUARD>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 2
		SetTeam 2

		NPC Corporate Executive
		home <Foyer>
		SetFaction 2
		SetTeam 2

		NPC Explorer
		home <Foyer>
		SetFaction 2
		SetTeam 2
	end

% End of Cesena Spinner...
end

%%
%%   ***************************
%%   ***   XIANZAI SPINNER   ***
%%   ***************************
%%


Scene 0 3
	mapwidth 30
	mapheight 10
	name <Xianzai Spinner>
	exact_name <Xianzai Spinner Interior>
	XPos 28
	YPos 26

	%% Slightly lawless, compared to the other L5 colonies anyhow.
	Tolerance 5

	world <L5 Region>
	desc <Xianzai spinner is a major trading hub between the L5 colonies, Earth, Luna, and beyond.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown tradehub>
	habitat <SPACE.URBAN>
	personatype <city spinner>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 10
	factions <FCOMS COMET HOELL PRIVA MUGLE L5LAW>
	%% MISSION GIVERS:
	%%  3 x FCOMS
	%%  3 x PRIVA
	%%  3 x L5LAW
	%%  2 x COMET
	%%  2 x HOELL
	%%  2 x MUGLE

	desig <XIASP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Xianzai Spinner is a major trading port. People come here from all over the solar system to buy and sell goods.>
	Msg2 <You enter Xianzai Spinner.>

	Quest1 <*:Q_LocalQuest>

sub
	Scene
	name <Commerce Tower>
	type <building mall public rich>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 25

	start <Print 1>
	Msg1 <You enter the Commerce Tower, L1.>

	NeededCells 6

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content4 <Some 2 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <To Second Floor>
		minimap <#######1##...............>
		inv
			Elevator
			name <Commerce Tower, L2>
			MiniMapComponent 1
		end

		Scene
		name <Commerce Tower, L2>
		type <building mall public rich>
		ClubMap
		MapWidth 30
		MapHeight 24

		start <Print 1>
		Msg1 <You enter the Commerce Tower, L2.>

		NeededCells 5

		Content3 <Some 2 100 Sub *WEAPON_SHOP       na>
		Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
		Content6 <Some 1 100 Sub *MECHA_SHOP        na>
		Content7 <Some 1 100 Sub *SPECIAL_SHOP      na>
		Content9 <Fill Sub *SHOP_RANDOM             na>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 4 50 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			minimap <......###..#1#...........>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end

		end
	end
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
	end

	Scene
	name <Xianzai Market>
	type <building mall sleazy public>
	entrance <*Building Short>
	special <ADDEXIT>
	MallMap
	MapWidth 10
	MapHeight 10

	start <Print 1>
	Msg1 <You enter Xianzai Market.>

	NeededCells 4

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content7 <Some 1 100 Sub *SPECIAL_SHOP      na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>
	end

	Scene
	name <Crossroads Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Crossroads Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Trade Authority>
	type <building public legit police>
	entrance <*Building Short>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 17
	SetFaction 9

	start <Print 1>
	Msg1 <You enter the Xianzai Trade Authority.>

	NeededCells 1
	Content <Some 1 65 Sub *GOV_MILITARY na>
	Content2 <Fill Sub *GOV_POLICE na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Comet Office>
		minimap <2....1..............##+##>
		inv
			NPC Corporate Executive
			SetFaction 2
			SetTeam 2
			MiniMapComponent 1

			NPC Corporate Executive
			SetFaction 2
			SetTeam 2
			MiniMapComponent 2
		end

		room
		name <Hoeller Office>
		minimap <2....1..............##+##>
		inv
			NPC Corporate Executive
			SetFaction 7
			SetTeam 2
			MiniMapComponent 1

			NPC Corporate Executive
			SetFaction 7
			SetTeam 2
			MiniMapComponent 2
		end

		room
		name <MUGL Office>
		minimap <2....1..............##+##>
		inv
			NPC Corporate Executive
			SetFaction 13
			SetTeam 2
			MiniMapComponent 1

			NPC Corporate Executive
			SetFaction 13
			SetTeam 2
			MiniMapComponent 2
		end
	end
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
		home <Foyer>

		NPC bureaucrat
		job <Customs Official>
		SetTeam 2
		SetFaction 10
		home <Foyer>
	end

	Scene
	name <Atma Motors>
	type <building garage public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	IndustrialTiles
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter Atma Motors.>

	NeededCells 2
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>
	end

	Scene
	name <Administration Hall>
	type <building government public>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 10
	ClubMap
	PalaceParkTiles
	MapWidth 30
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Administration Hall.>

	NeededCells 2
	Content1 <Some 2 90 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2....1..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 2
		end

		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 10
			MiniMapComponent 1

			NPC Soldier
			job <Bodyguard>
			SetTeam 3
			SetFaction 10
			MiniMapComponent 2
			NonMissionGiver
		end
	end

	Scene
	name <Xianzai Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Xianzai Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content4 <Some 1  25 Sub *GOV_POLICE      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content6 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 7 60 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Xianzai Station Exterior>
		end

		Scene 0 3
		name <Xianzai Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Xianzai Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end
	inv
		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>
	end

% End of Xianzai Spinner...
end

%% *************************
%% ***   GAOS  SPINNER   ***
%% *************************

Scene 0 3
	mapwidth 25
	mapheight 10
	name <Gaos Spinner>
	exact_name <Gaos Spinner Lower Level>
	XPos 17
	YPos 20

	%% Fairly tightly regulated. All kinds of things you can get elsewhere aren't allowed here.
	Tolerance -5

	world <L5 Region>
	desc <Gaos Spinner is a popular holiday destination in the L5 region.>
	special <NOEXIT SHOWALL SOLO>
	% Gaos Spinner is not a bad place to live, but wages are low and there aren't many
	% jobs outside of the tourism industry. Because of this, many people who were born
	% here leave to find work in other spinners.
	type <town spinner target outdoors urban destination hometown resort poor safe>
	habitat <SPACE.URBAN>
	personatype <city spinner>
	CityMap
	IndustrialTiles

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 10
	factions <FCOMS PDASS PRIVA L5LAW>
	%% MISSION GIVERS:
	%%  3 x FCOMS
	%%  3 x PRIVA
	%%  3 x L5LAW

	desig <GAOSP>

	Quest1 <*:Q_MECHA_ARENA_BASE>
	Quest2 <*:Q_LocalQuest>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Gaos Spinner is a popular holiday destination in the L5 region. The lower level is used for housing and administration, while the upper level contains many beaches and parks.>
	Msg2 <You enter the Gaos Spinner lower level.>

sub
	Scene
	name <Gaos Spaceport>
	%% This building is the gateway between the lower level and the upper level.
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Gaos Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content4 <Some 1  25 Sub *GOV_POLICE      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content7 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 65 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <......###..###..#5#......>
		special <NOGO>
		inv
			Elevator
			MiniMapComponent 5
			name <To Upper Level>
			destination <Gaos Spinner Upper Level>
		end

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Gaos Station Exterior>
		end

		Scene 0 3
		name <Gaos Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Gaos Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

		Scene 0 3
		mapwidth 25
		mapheight 10
		name <Gaos Spinner Upper Level>
		XPos 35
		YPos 3

		special <NOEXIT SHOWALL SOLO>
		type <outdoors preserve>
		ForestMap

		SetFaction 10
		start <Print 1>
		Msg1 <You enter the Gaos Spinner upper level.>
		inv
			STC Building-SPACEPORT
			name <Gaos Spaceport>
			Destination -1
		end
		sub
		% There's a band of city running through the middle of the park,
		% and beaches on either side.
		CityZone
		Width 25
		Height 4
		MFX 1
		MFY 4

		Rect
		FloorType 4
		Width 25
		Height 1
		MFX 1
		MFY 1

		Rect
		FloorType 4
		Width 25
		Height 1
		MFX 1
		MFY 10

		% Begin Gaos Upper Level scenes

		Scene
		name <Valhalla Hall>
		type <building arenasite garage legit public meeting>
		entrance <*ARENA>
		special <ADDEXIT>
		SetFaction 5
		ClubMap
		PalaceParkTiles
		MapWidth 24
		MapHeight 22

		start <Print 1>
		Msg1 <You enter the Valhalla Arena Hall.>

		NeededCells 2
		Content1 <Some 1 100 Sub *PDARENA_MECHANIC_SHOP  na>
		Content3 <Fill       Sub *PDARENA_MISC           na>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 5 45 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
		end
		inv
			NPC Privateer
			SetFaction 6
			SetTeam 3
			home <Foyer>
		end

		Scene
		name <Prince Hotel>
		type <building legit public hotel>
		entrance <*BUILDING tall>
		special <ADDEXIT>
		MallMap
		PalaceParkTiles
		MapWidth 42
		MapHeight 17

		start <Print 1>
		Msg1 <You enter the Prince Hotel.>

		NeededCells 3
		Content1 <Fill       Sub *HOTEL_X           na>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 3 45 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
		end

		Scene
		name <Yubon World>
		type <amusement park legit public meeting>
		special <SHOWALL>
		entrance <*PARK>
		WildMap
		GAPFILL <-4 -9 -4 -4>
		PalaceParkTiles
		MapWidth 35
		MapHeight 35

		start <Print 1>
		Msg1 <You enter Yubon World.>

		Content1 <Some 3  75 Sub *AMUSEMENT_PARK_X  na>
		Content2 <Some 5 45 Here *URBAN_X>
		Content3 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		inv
			NPC Bureaucrat
			SetTeam 2
			SetFaction 10
		end
		sub
			team 1
			name <Player Team>

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			rect
			MFX 1
			MFY 15
			Width 5
			Height 5
			sub
				STC HIDDEN_ENTRANCE
				Destination -1
			end

			rect
			Width 7
			Height 7
			name <Tower Entrance>
			minimap <.###.#####1#########.###.>
			FloorType 1
			inv
				Elevator
				name <The Tower of Delight>
				MiniMapComponent 1
				Destination <the Tower of Delights>
			end

			Scene
			name <The Tower of Delight>
			type <building legit public meeting arcade>
			ClubMap
			PalaceParkTiles
			MapWidth 25
			MapHeight 25

			start <Print 1>
			Msg1 <You enter the Tower of Delights.>

			NeededCells 3
			Content1 <Some 1 100 Sub *RESTAURANT            na>
			Content3 <Fill       Sub *VIDEOARCADE           na>

			sub
				team 1

				team 2
				name <Citizens>
				SetAlly 1
				Passive

				team 3
				name <Guards>
				SetAlly 2

				room
				name <Foyer>
				desig <EntranceGrid>
				Content <Some 5 45 Here *URBAN_X>
				Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
				minimap <......###..###..#5#......>
				inv
					Elevator
					MiniMapComponent 5
					Destination -1
				end
			end
		end


		% End Gaos Upper Level scenes
		end
	% End Gaos Spaceport
	end
	inv
		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>

		NPC Privateer
		SetFaction 6
		SetTeam 3
		home <Foyer>

		NPC Police Officer
		SetTeam 3
		SetFaction 9
		home <Foyer>
	end

	Scene
	name <Vitae Mart>
	type <building mall public>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 15

	start <Print 1>
	Msg1 <You enter Vitae Mart.>

	NeededCells 4

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Three Blessings Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 16

	NeededCells 1
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter the Three Blessings Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Gaos City Hall>
	type <building government public>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 10
	ClubMap
	PalaceParkTiles
	MapWidth 23
	MapHeight 20

	start <Print 1>
	Msg1 <You enter the Gaos city hall.>

	NeededCells 1
	Content1 <Some 1 90 Sub *GOV_MILITARY  na>
	Content2 <Fill      Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2....1..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end

		room
		name <Main Office>
		minimap <.....1.........23...#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 10
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 2
		end
	end


% End of Gaos Spinner...
end

%%
%%   **************************
%%   ***   FUCHAL SPINNER   ***
%%   **************************
%%

Scene 0 3
	mapwidth 23
	mapheight 10
	name <Fuchal Spinner>
	exact_name <Fuchal Spinner Interior>
	XPos 30
	YPos 20

	% Fuchal is fairly tightly regulated.
	Tolerance -5

	world <L5 Region>
	desc <Fuchal Spinner is a station dedicated to the art of cooking. It has many restaurants and hydroponic gardens.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown cuisine safe>
	personatype <city spinner>
	habitat <SPACE.URBAN>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 1
	factions <MAQUI COMET SILKN L5LAW>
	%% MISSION GIVERS:
	%%  2 x MAQUI
	%%  3 x COMET
	%%  2 x SILKN
	%%  2 x L5LAW

	desig <FUCSP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Fuchal Spinner is dedicated to the art of cooking. Chefs come from all over L5 to train and to purchase ingredients.>
	Msg2 <You enter Fuchal Spinner.>

	Quest1 <*:Q_LocalQuest>

sub
	Scene
	name <Fuchal Market>
	type <building mall public legit>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 36
	MapHeight 20

	start <Print 1>
	Msg1 <You enter the Fuchal Market.>

	NeededCells 4
	Content3 <Some 1 100 Sub *WEAPON_SHOP     na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP      na>
	Content7 <Some 1 100 Sub *GENERAL_SHOP    na>
	Content8 <Some 1 100 Sub *RESTAURANT      na>
	Content9 <Fill Sub *SHOP_RANDOM           na>
	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

	Scene
	name <Yan Memorial Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 20

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Yan Memorial Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Taste Island>
	type <building public mall legit meeting>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 25
	MapHeight 25

	start <Print 1>
	Msg1 <You enter Taste Island.>

	NeededCells 4
	Content1 <Some 1 100 Sub *GENERAL_SHOP>
	Content2 <Some 2 100 Sub *RESTAURANT>
	Content3 <Some 1 100 Sub *BAR_SERVICE  na>
	Content5 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Fuchal Center>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 1
	ClubMap
	PalaceParkTiles
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter the Fuchal Center.>

	NeededCells 2
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 2
		end

		room
		name <Main Office>
		minimap <....31..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 1
			MiniMapComponent 1

			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 3
		end
	end
	inv
		NPC Bureaucrat
		SetTeam 2
		SetFaction 1
		home <Foyer>

		NPC Police Officer
		SetTeam 3
		SetFaction 9
		home <Foyer>
	end

	Scene
	name <Fuchal Spaceport>
	type <building shuttle spaceport public sleazy>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Fuchal Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content5 <Fill Sub *SPACEPORT_X>

	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>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Fuchal Station Exterior>
		end

		Scene 0 3
		name <Fuchal Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Fuchal Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

	end
	inv
		NPC Mecha Pilot
		SetTeam 3
		SetFaction 2
		home <Foyer>
	end

	Scene
	name <CometBurger Head Office>
	SetFaction 2
	type <building public corporate cometburger>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the CometBurger head office.>

	NeededCells 2
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  50 Here *URBAN_X>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 2
		SetTeam 2

		NPC Cook
		home <Foyer>
		SetFaction 2
		SetTeam 2
	end

% End of Fuchal Spinner...
end

%%
%%   **************************
%%   ***   KOSAKA SPINNER   ***
%%   **************************
%%

Scene 0 3
	mapwidth 30
	mapheight 10
	name <Kosaka Spinner>
	exact_name <Kosaka Spinner Interior>
	XPos 20
	YPos 24

	% Low tolerance here- it's the beuracracy.
	Tolerance -5

	world <L5 Region>
	desc <Kosaka Spinner is the capital of the Free Commerce States.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown lawful safe capitol>
	habitat <SPACE.URBAN>
	personatype <city capitol spinner>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 10
	factions <FCOMS MAQUI RISHI L5LAW MUGLE>
	%% MISSION GIVERS:
	%%  3 x FCOMS
	%%  1 x MAQUI
	%%  1 x RISHI
	%%  3 x L5LAW
	%%  3 x MUGLE

	desig <KOSSP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <The flawless crystal towers and beautiful gardens of Kosaka Spinner clearly demonstrate the precision and efficiency with which this city governs the Free Commerce States.>
	Msg2 <You enter Kosaka Spinner.>

sub
	Scene
	name <Kosaka Core Market>
	type <building mall public legit>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 30

	start <Print 1>
	Msg1 <You enter Kosaka Core Market.>

	NeededCells 6

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content3 <Some 1 100 Sub *WEAPON_SHOP       na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content6 <Some 1 100 Sub *MECHA_SHOP        na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Kosaka Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Kosaka Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		desig <EntranceGrid>
		Content <Some 2 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Skull and Kraken Pub>
	type <building restaurant nightclub meeting public sleazy>
	entrance <*Building Short>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 19

	start <Print 1>
	Msg1 <You enter the Skull and Kraken Pub.>

	NeededCells 4
	Content1 <Some 1 100 Sub *RESTAURANT>
	Content2 <Some 1 100 Sub *BAR_SERVICE>
	Content3 <Some 1  70 Sub *CLUB_X>
	Content4 <Some 1  70 Sub *WEAPON_SHOP>
	Content5 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 65 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Privateer
		home <Foyer>
		SetFaction 6
		NonMissionGiver
	end

	Scene
	name <Capitol Motors>
	type <building garage public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	IndustrialTiles
	MapWidth 19
	MapHeight 12

	start <Print 1>
	Msg1 <You enter Capitol Motors.>

	NeededCells 3
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 1 100 Sub *MECHA_SHOP>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Crystal Tower>
	type <building government public legit>
	entrance <*Building Tall>
	special <ADDEXIT>
	SetFaction 10
	ClubMap
	PalaceParkTiles
	MapWidth 30
	MapHeight 21

	start <Print 1>
	Msg1 <You enter the Crystal Tower.>

	NeededCells 2
	Content1 <Some  1 100 Sub *GOV_MILITARY  na>
	Content2 <Variety 1 1 Sub *KOSSP_CrTo_Content na>
	Content9 <Fill        Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 3
		end

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 2
		end


		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 10
			job <Chief Technocrat>
			MiniMapComponent 1

			NPC Soldier
			SetTeam 3
			SetFaction 10
			MiniMapComponent 2
			NonMissionGiver
		end
	end

	Scene
	name <Kosaka Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Kosaka Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content5 <Fill Sub *SPACEPORT_X>

	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>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Kosaka Station Exterior>
		end

		Scene 0 3
		name <Kosaka Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Kosaka Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 13
		SetTeam 2
	end

	Scene
	name <MUGL Mechanical>
	SetFaction 13
	type <building public corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter MUGL Mechanical.>

	NeededCells 2
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  35 Here *NPC_GUARD>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 13
		SetTeam 2

		NPC Mechanic
		home <Foyer>
		SetFaction 13
		SetTeam 2
	end

	Scene
	name <Alliance Proxen>
	type <building embassy public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 1
	ClubMap
	PalaceParkTiles
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the Alliance Proxen.>

	NeededCells 1
	Content1 <Some 1  50 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 1
			job <Diplomat>
			MiniMapComponent 1

			NPC Knight
			SetTeam 3
			SetFaction 3
			MiniMapComponent 2
			NonMissionGiver
		end
	end

	Scene
	name <Rishiri Proxen>
	type <building embassy public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 11
	ClubMap
	PalaceParkTiles
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the Rishiri Proxen.>

	NeededCells 1
	Content1 <Some 1  50 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 11
			job <Diplomat>
			MiniMapComponent 1

			NPC Rocket Star
			SetTeam 3
			MiniMapComponent 2
			NonMissionGiver
		end
	end


% End of Kosaka Spinner...
end

%%
%%   *************************
%%   ***   TOHRU SPINNER   ***
%%   *************************
%%

Scene 0 3
	mapwidth 20
	mapheight 10
	name <Tohru Spinner>
	exact_name <Tohru Spinner Interior>
	XPos 27
	YPos 13

	Tolerance 0

	world <L5 Region>
	desc <Tohru Spinner is an industrial station close to the dusty ring. It was badly damaged by a meteor strike.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown industrial disaster>
	personatype <city spinner>
	habitat <SPACE.URBAN>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 10
	factions <FCOMS PRIVA L5LAW HOELL MUGLE>
	%% MISSION GIVERS:
	%%  3 x FCOMS
	%%  3 x PRIVA
	%%  3 x L5LAW
	%%  3 x HOELL
	%%  3 x MUGLE
	%%  3 x COMET

	desig <TOHSP>

	Quest1 <*:Q_LocalQuest #50>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Tohru Spinner used to be one of the most important industrial stations until it was badly damaged by a meteor strike. These days it is rebuilding, hoping to regain its former greatness.>
	Msg2 <You enter Tohru Spinner.>

sub
	Scene
	name <Tohru Mall>
	type <building mall public>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 25
	MapHeight 17

	start <Print 1>
	Msg1 <You enter Tohru Mall.>

	NeededCells 4
	Content3 <Some 1 100 Sub *WEAPON_SHOP     na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP      na>
	Content6 <Some 1 100 Sub *MECHA_SHOP      na>
	Content7 <Some 1  75 Sub *GENERAL_SHOP    na>
	Content9 <Fill Sub *SHOP_RANDOM           na>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Pilot
		SetFaction 13
		SetTeam 3
		home <Foyer>
	end

	Scene
	name <Tohru Emergency Center>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 24
	MapHeight 15

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content3 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter the Tohru Emergency Center.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Jiason Factory>
	type <building garage factory public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 20
	IndustrialTiles
	SetFaction 10

	% V1 = First time counter
	start <if= V1 0 else GoBeenBefore Alert 2 V= 1 1>
	GoBeenBefore <Print 1>
	Msg1 <You enter Jiason Factory.>
	Msg2 <Jiason was the only factory to emerge from the meteor impact undamaged. In order to promote investment and speed rebuilding, access to Jiason was granted equally to all three corporations operating in Tohru Spinner.>

	NeededCells 3
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 2  80 Sub *MECHA_SHOP>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <####################1#2#3>
		inv
			Elevator
			name <Comet Office>
			destination <Jiason Comet Office>
			MiniMapComponent 1

			Elevator
			name <Hoeller Office>
			destination <Jiason Hoeller Office>
			MiniMapComponent 2

			Elevator
			name <MUGL Office>
			destination <Jiason MUGL Office>
			MiniMapComponent 3
		end

		Scene
		name <Jiason Comet Office>
		SetFaction 2
		special <NOEXIT>
		type <building public corporate>
		ClubMap
		MapWidth 25
		MapHeight 25

		start <Print 1>
		Msg1 <You enter the Jiason Comet Office.>

		NeededCells 2
		Content2 <Some 2 50 Sub *CORP_PUBLIC>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			Team 3
			name <Guards>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content3 <Some 1  10 Here *CORP_EMPLOYEE>
			Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

			room
			minimap <############1###...##...#>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end
		end
		inv
			NPC Corporate Executive
			home <Foyer>
			SetTeam 2
			SetFaction 2

			NPC Mechanic
			home <Foyer>
			SetTeam 2
			SetFaction 2
		end

		Scene
		name <Jiason Hoeller Office>
		SetFaction 7
		type <building public corporate>
		special <NOEXIT>
		ClubMap
		MapWidth 25
		MapHeight 25

		start <Print 1>
		Msg1 <You enter the Jiason Hoeller Office.>

		NeededCells 2
		Content2 <Some 2 50 Sub *CORP_PUBLIC>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			Team 3
			name <Guards>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content3 <Some 1  10 Here *CORP_EMPLOYEE>
			Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

			room
			minimap <############1###...##...#>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end
		end
		inv
			NPC Corporate Executive
			home <Foyer>
			SetTeam 2
			SetFaction 7

			NPC Scientist
			home <Foyer>
			SetTeam 2
			SetFaction 7
		end

		Scene
		name <Jiason MUGL Office>
		SetFaction 13
		type <building public corporate>
		special <NOEXIT>
		ClubMap
		MapWidth 25
		MapHeight 25

		start <Print 1>
		Msg1 <You enter the Jiason MUGL Office.>

		NeededCells 2
		Content2 <Some 2 50 Sub *CORP_PUBLIC>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			Team 3
			name <Guards>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content3 <Some 1  10 Here *CORP_EMPLOYEE>
			Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

			room
			minimap <############1###...##...#>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end
		end
		inv
			NPC Corporate Executive
			home <Foyer>
			SetTeam 2
			SetFaction 13

			NPC Corporate Executive
			home <Foyer>
			SetTeam 2
			SetFaction 13
		end
	end
	inv
		NPC Police Officer
		SetTeam 3
		SetFaction 9
		home <Foyer>

		NPC Construction Worker
		Combatant
		SetTeam 3
		SetFaction 10
		home <Foyer>
	end

	Scene
	name <Meteor Center>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 10
	ClubMap
	MapWidth 24
	MapHeight 19

	start <if= V1 1 else GoFirstTime Print 1>
	GoFirstTime <Alert 2 V= 1 1>
	Msg1 <You enter the Meteor Center.>
	Msg2 <After Tohru City Hall was destroyed in the meteor impact, this building was constructed as a temporary command center.>

	NeededCells 1
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC MEcha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 3
		end

		room
		name <Main Office>
		minimap <..2.31..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 10
			MiniMapComponent 1

			NPC Privateer
			SetTeam 3
			SetFaction 6
			MiniMapComponent 3

			STC DISPLAYCASE-1
			name <Meteor Fragment>
			MiniMapComponent 2
			Use <Print 1>
			Clue_Survival  <Print 4>
			Clue_Science   <Print 3>
			Clue_Repair    <Print 2>
			Clue_Mysticism <Print 5 if= V1 0 ifMysticism 5 XPV 50 V= 1 1 AddPragmatic -d10>
			Clue_Insight   <Print 4>
			Msg1 <This display houses a fragment of the meteor which struck Tohru Spinner.>
			Msg2 <It's possible that the meteor's unusual organic-metallic composition allowed it to slip past Tohru Spinner's long range sensors.>
			Msg3 <This meteor is composed of a metallic alloy interwoven with organic polymer chains. This was a common building material for bioweapons during the Age of Superpowers.>
			Msg4 <It's a rock, presumably from space.>
			Msg5 <You say a short prayer for the people who died in the meteor impact.>
		end
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetTeam 2
		SetFaction 7
	end

	Scene
	name <Tohru Spaceport>
	type <building shuttle spaceport public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Tohru Spaceport.>

	NeededCells 3
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content6 <Fill Sub *SPACEPORT_X>

	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>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Tohru Station Exterior>
		end

		Scene 0 3
		name <Tohru Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Tohru Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetTeam 2
		SetFaction 2

		NPC Privateer
		SetTeam 3
		SetFaction 6
		home <Foyer>
	end

% End of Tohru Spinner...
end

% ***************************
% ***   EMERALD  SPINNER  ***
% ***************************

Scene 0 3
	mapwidth 20
	mapheight 10
	name <Emerald Spinner>
	exact_name <Emerald Spinner Interior>
	XPos 10
	YPos 22

	Tolerance 0

	world <L5 Region>
	desc <Emerald Spinner was constructed as an interplanetary banking center. It is home to the Free Commerce States economic strategy department.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown lawful financial rich>
	habitat <SPACE.URBAN>
	personatype <city spinner rich>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 10
	factions <FCOMS L5LAW HOELL MUGLE>

	desig <EMESP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Emerald Spinner is an interplanetary banking hub. The competition between traders is fierce, but for those who make it the rewards are great.>
	Msg2 <You enter Emerald Spinner.>

sub
	Scene
	name <Emerald Department Store>
	type <building mall public legit>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 22
	MapHeight 17

	start <Print 1>
	Msg1 <You enter Emerald Department Store, ground floor.>

	NeededCells 2

	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
		minimap <......#1#..2#3..#4#......>
		inv
			Elevator
			MiniMapComponent 1
			name <To Roof Garden>
			destination <Emerald Roof Garden>

			Elevator
			MiniMapComponent 2
			name <To Emerald Fashion>
			destination <Emerald Fashion>

			Elevator
			MiniMapComponent 3
			name <To Emerald Weapons>
			destination <Emerald Weapons>

			Elevator
			MiniMapComponent 4
			name <To Emerald Life>
			destination <Emerald Life>
		end

		Scene
		name <Emerald Roof Garden>
		MapWidth 17
		MapHeight 17
		type <park public legit meeting>
		BoxMap
		Special <NOEXIT SHOWALL>
		FloorType 1

		Content <Some 2 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			rect
			minimap <......###..#1#...........>
			special <SHAREDPALETTE>
			inv
				Elevator
				MiniMapComponent 1
				Destination -1
			end

			rect
			special <SHAREDPALETTE>
			minimap <...........123..###......>
			inv
				STC VENDING-1
				MiniMapComponent 1
				PDir 2

				STC VENDING-1
				MiniMapComponent 2
				PDir 2

				STC VENDING-1
				MiniMapComponent 3
				PDir 2
			end

			forest

			forest

			lake
		end

		Scene
		name <Emerald Fashion>
		type <building mall public legit>
		special <NOEXIT>
		MallMap
		MapWidth 17
		MapHeight 17

		start <Print 1>
		Msg1 <You enter Emerald Fashion.>

		NeededCells 2
		Content3 <Some 2 100 Sub *ARMOR_SHOP      na>
		Content9 <Fill Sub *SHOP_RANDOM           na>
		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 2 45 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			minimap <......##...#1...##.......>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end
		end

		Scene
		name <Emerald Weapons>
		type <building mall public legit>
		special <NOEXIT>
		MallMap
		MapWidth 17
		MapHeight 17

		start <Print 1>
		Msg1 <You enter Emerald Weapons.>

		NeededCells 2
		Content3 <Some 2 100 Sub *WEAPON_SHOP     na>
		Content9 <Fill Sub *SHOP_RANDOM           na>
		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 2 45 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			minimap <......##...#1...##.......>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end
		end

		Scene
		name <Emerald Life>
		type <building mall public legit>
		special <NOEXIT>
		MallMap
		MapWidth 17
		MapHeight 17

		start <Print 1>
		Msg1 <You enter Emerald Life.>

		NeededCells 2
		Content1 <Some 1 100 Sub *SPECIAL_SHOP    na>
		Content1 <Some 1 100 Sub *VIDEOARCADE     na>
		Content9 <Fill Sub *SHOP_RANDOM           na>
		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1
			Passive

			team 3
			name <Guards>
			SetAlly 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 2 45 Here *URBAN_X>
			Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			minimap <......##...#1...##.......>
			inv
				Elevator
				Destination -1
				MiniMapComponent 1
			end
		end
	end

	Scene
	name <Prosperity Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Prosperity Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		desig <EntranceGrid>
		Content <Some 2 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Emerald Bank>
	type <building government public bank legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 10
	MallMap
	PalaceParkTiles
	MapWidth 36
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Emerald Bank.>

	NeededCells 4
	Content1 <Some 1 100 Sub *GOV_MILITARY          na>
	Content2 <Some 1 100 Sub *EMESP_EB_Investment   na>
	Content3 <Some 2  50 Sub *SHOP_RANDOM           na>
	Content9 <Fill       Sub *GOV_MISC              na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 2
		end


		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			name <Ailefbomm>
			SetTeam 2
			SetFaction 10
			job <Chief Treasurer>
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end
	end

	Scene
	name <Emerald Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Emerald Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content4 <Some 1  25 Sub *MECHA_SHOP      na>
	Content5 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Emerald Station Exterior>
		end

		Scene 0 3
		name <Emerald Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Emerald Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

	end

	Scene
	name <MUGL Financial>
	SetFaction 13
	type <building public corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the MUGL Financial building.>

	NeededCells 3
	Content2 <Fill Sub *CORP_PUBLIC>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content3 <Some 2  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 13
	end

	Scene
	name <Hoeller Investments>
	SetFaction 7
	type <building public corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the Hoeller Investment building.>

	NeededCells 3
	Content2 <Fill Sub *CORP_PUBLIC>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content3 <Some 2  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 7
	end

% End of Emerald Spinner...
end

%%
%%   **************************
%%   ***   THELES SPINNER   ***
%%   **************************
%%

Scene 0 3
	mapwidth 20
	mapheight 10
	name <Theles Spinner>
	exact_name <Theles Spinner Lower Level>
	XPos 31
	YPos 33

	% What the hey!? Despite the lawlessness inside, Theles Spinner's trade
	% is tightly controlled. Most weapons are unavailable... unless you can
	% find the black market.
	Tolerance -10

	world <L5 Region>
	desc <Theles Spinner is also known as "The Meatyard". It is a place where lives may be bought and sold.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown dangerous sleazy dystopia lawless>
	habitat <SPACE.URBAN>
	personatype <city dystopia spinner>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter
	% V2 = If nonzero, the ladder quest has been completed

	SetFaction 10
	factions <PRIVA>

	desig <THESP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Theles Spinner is also known as "The Meatyard". It is a place where human life is cheap, populated by exiles from the other colonies.>
	Msg2 <You enter the Theles Spinner lower level.>

	Quest1 <*:Q_CHARA_ARENA_BASE>
	Quest2 <*:Q_LocalQuest #25>

sub
	Scene
	name <Theles Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Theles Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE          na>
	Content2 <Some 1 100 Sub *RESTAURANT              na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless           na>
	Content4 <Some 1 100 Sub *THESP_TheSpPo_Content   na>
	Content5 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Theles Station Exterior>
		end

		Scene 0 3
		name <Theles Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Theles Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end

	Scene
	name <Factory Rejects>
	type <building mall public sleazy>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 21
	MapHeight 20

	start <Print 1>
	Msg1 <You enter Factory Rejects.>

	NeededCells 4

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content7 <Some 1 100 Sub *THESP_FR_Content  na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	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

	Scene
	name <Kapec's Robots>
	type <building factory>
	entrance <*Building>
	mapwidth 28
	mapheight 21

	special <ADDEXIT>

	MonkeyMap
	IndustrialTiles

	% L1 = First time counter
	start <if= L1 0 else GoBeenBefore Alert 1 L= 1 1>
	GoBeenBefore <Print 2>
	Msg1 <You enter the Kapec Robot Factory. Here, human workers build robots and weapons for export to other colonies.>
	Msg2 <You enter the Kapec Robot Factory.>

	Content9 <Fill Sub *FACTORY_X             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		minimap <......###..#1#..#=#......>
		special <SHAREDPALETTE>
		sub
			StairsUp
			MiniMapComponent 1
			name <The Robot Mill>

			Door
			use <if= v1 0 else GoJustUse ifYesNo 101 102 103 else GoLeaveDoor V= 1 1 Goto GoJustUse>
			GoJustUse <ifG -99 MetaPass else GoCloseDoor  if= StatVal STAT_Lock 0 else GoDoorLocked Print 1  SetStat STAT_Pass 0  Transform 1>
			GoLeaveDoor <Print 104>
			Msg101 <WARNING: Factory level guarded by security robots. Unauthorized personnel will be exterminated.>
			Msg102 <Open the door>
			Msg103 <Leave it alone>
			Msg104 <You leave the door alone.>
		end

		room
		Content <Some 2 50 Here *URBAN_X>

		room
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 3>


		Scene
		name <The Robot Mill>
		special <NOEXIT>
		type <DUNGEON factory open>
		terrain <GROUND>
		dentrance <*GoUp>
		NeededCells 1
		content1 <Some 1 70 Sub *THESP_RoMi_WeaponCache>
		mapwidth 35
		mapheight 35
		MonkeyMap
		IndustrialTiles

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

		sub
			Team 1
			SetEnemy 2

			Team 2
			name <Monster>
			type <Robot Guard Factory>
			SetEnemy 1
			Stat 2 10

			room
			width 3
			height 3
			sub
				StairsDown
				Destination -1
			end
		end
	% End Kapec Robots...
	end

	Scene
	name <Hovel Manor>
	type <building residence public poor dangerous>
	entrance <*Building>
	mapwidth 28
	mapheight 21

	special <ADDEXIT>

	MallMap

	start <Print 1>
	Msg2 <You enter the Hovel Manor.>

	Content1 <Some 1 100 Sub *RESTAURANT      na>
	Content9 <Fill Sub *HABITATION_X          na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 3 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *THESP_HM_Content>
		Content3 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <#######1###...##...##...#>
		special <SHAREDPALETTE>
		inv
			Elevator
			MiniMapComponent 1
			name <Dark Hovel>
		end

		Scene
		name <Dark Hovel>
		special <NOEXIT>
		type <DUNGEON building condemned open>
		terrain <GROUND>
		dentrance <*GoUp>
		NeededCells 3
		content1 <Some 1 50 Sub *DUNGEON_THREAT>
		content2 <Some 1 35 Sub *DUNGEON_DECOR>
		content3 <Some 1 10 Sub *DUNGEON_REWARD>
		mapwidth 35
		mapheight 35
		MonkeyMap

		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 15

			room
			width 3
			height 3
			sub
				StairsDown
				Destination -1
			end

			Scene
			name <Hovel Market>
			type <building Sleazy Dangerous BlackMarket>
			Tolerance 20
			special <NOEXIT UNREGULATED>
			mapwidth 15
			mapheight 15
			MallMap

			entrance <*GoUp>

			NeededCells 3
			Content1 <Some 1 100 Sub *BLACKMARKET_SHOP na>
			Content2 <Some 1 100 Sub *MECHA_SHOP na>
			Content3 <Some 1 100 Sub *WEAPON_SHOP na>
			Content4 <Fill Sub *BLACKMARKET_X na>

			Start <if= L1 0 else GoBeenBefore L= 1 1 Alert 2>
			GoBeenBefore <Print 1>
			Msg1 <You enter Hovel Market.>
			Msg2 <This level of the hovel seems less rowdy than the previous ones. At the far end of the room you see people with weapons and other goods for sale.>

			sub
				team 1

				team 2
				name <Citizens>
				SetAlly 1
				Passive

				team 3
				name <Guards>
				SetAlly 2

				room
				name <Foyer>
				desig <EntranceGrid>
				Content <Some 3 45 Here *URBAN_X>
				Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
				minimap <......##...#1...##.......>
				inv
					Elevator
					Destination -1
					MiniMapComponent 1
				end
			end % Hovel Market...
		end % Dark Hovel...
	end % Hovel Manor

	Scene
	name <Salvation Hospital>
	type <Building hospital public>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content1 <Some 1 100 Sub *THESP_SH_Content   na>
	Content2 <Fill Sub *HOSPITAL_X               na>

	start <Print 1>
	Msg1 <You enter Salvation Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <The Boom Club>
	type <building nightclub meeting public sleazy ArenaSite>
	entrance <*Building Short>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 19

	start <Print 1>
	Msg1 <You enter the Boom Club.>

	NeededCells 3
	Content2 <Some 1 100 Sub *BAR_SERVICE>
	Content3 <Some 2  70 Sub *CLUB_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 65 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

% End of Theles Spinner...
end

%%
%%   **************************
%%   ***   YATATE SPINNER   ***
%%   **************************
%%

Scene 0 3
	mapwidth 27
	mapheight 10
	name <Yatate Spinner>
	exact_name <Yatate Spinner Interior>
	XPos 20
	YPos 29

	Tolerance 0

	world <L5 Region>
	desc <Yatate Spinner is known for its exciting night life and extreme fashion. It is home to the Rocket Stars.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown culture>
	personatype <city spinner>
	habitat <SPACE.URBAN>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 11
	factions <RISHI ROCKE HOELL L5LAW>

	desig <YATSP>

	Quest1 <*:Q_MECHA_ARENA_BASE>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Yatate Spinner is the home port of the Rocket Stars. Aspiring mecha pilots from all over come here hoping to make it big.>
	Msg2 <You enter Yatate Spinner.>

sub
	Scene
	name <Style Maker>
	type <building mall public legit>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 26
	MapHeight 20

	start <Print 1>
	Msg1 <You enter Style Maker.>

	NeededCells 5
	Content3 <Some 2 100 Sub *WEAPON_SHOP     na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP      na>
	Content6 <Some 1 100 Sub *MECHA_SHOP      na>
	Content9 <Fill Sub *SHOP_RANDOM           na>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Albion Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Albion Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <Rocket Base One>
	type <building military>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 14
	ClubMap
	MapWidth 25
	MapHeight 25

	PalaceParkTiles

	NeededCells 3
	Content1 <Some 1 100 Sub *MIL_RECRUITER>
	Content2 <Variety 2 2 Sub *YATSP_RB1_Content>
	Content3 <Fill Sub *GOV_MILITARY>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	start <Print 1>
	Msg1 <You enter Rocket Base One.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <ifTeamHostile 3 if= V1 0 V= 1 1 MonsterUp 3 10>
		type <Guard Robot>
		SetAlly 1 2

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Rocket Star
			SetTeam 3
			SetFaction 14
			MiniMapComponent 1

			NPC Rocket Star
			SetTeam 3
			SetFaction 14
			MiniMapComponent 2
		end


		room
		special <NOGO>
		minimap <##1##...............##=##>
		sub
			Door
			update <if= PCFac 14 SetStat 6 0>
		end
		inv
			Elevator
			name <Rocket Penthouse>
			MiniMapComponent 1
			use <if= PCFac 14 else GoNoAccess  Print 1 Exit Destination>
			GoNoAccess <Print 101>
			Msg1 <You board the elevator.>
			Msg101 <This elevator doesn't respond to you.>
		end

		room
		name <Foyer>
		desig <EntranceGrid>
		Content2 <Some 3  20 Here *URBAN_X>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		Scene
		name <Rocket Penthouse>
		type <building private military>
		special <NOEXIT>
		SetFaction 14
		PalaceParkTiles
		ClubMap
		MapWidth 25
		MapHeight 25

		NeededCells 6
		Content <Variety 3 3 Sub *YATSP_RB2_Content>
		Content2 <Some 3 75 Sub *GOV_MILITARY>

		5Min <ifTeamHostile 3  MonsterUp 3 d20>

		start <Print 1>
		Msg1 <You enter the Rocket Penthouse.>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1 3
			Passive

			Team 3
			name <Guards>
			type <Guard Robot>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			sub
				room
				minimap <......###..#1#...........>
				inv
					Elevator
					MiniMapComponent 1
					Destination -1
				end
			end
		end
	end

	Scene
	name <Gunpal Service>
	type <building garage public legit>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 20
	IndustrialTiles

	start <Print 1>
	Msg1 <You enter Gunpal Service Station.>

	NeededCells 4
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 2  90 Sub *MECHA_SHOP>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Yatate Tower>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 11
	ClubMap
	PalaceParkTiles
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Yatate Tower.>

	NeededCells 2
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Rocket Star
			SetTeam 3
			MiniMapComponent 2

			NPC Rocket Star
			SetTeam 3
			MiniMapComponent 3
		end

		room
		name <Main Office>
		minimap <....21..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 11
			MiniMapComponent 1

			NPC Rocket Star
			name <Vannis Abdiel>
			job <Star Commander>
			age 34
			renown 90
			chardesc female sociable passionate
			SDL_PORTRAIT <por_f_vannis(ACY).png>
			SDL_COLORS <200 30 90 255 212 195 49 91 141>
			SetTeam 3
			MiniMapComponent 2
		end
	end

	Scene
	name <Yatate Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Yatate Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content6 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Yatate Station Exterior>
		end

		Scene 0 3
		name <Yatate Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Yatate Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

	end

	Scene
	name <Hoeller Mecha Works>
	SetFaction 7
	type <building public legit corporate>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter Hoeller Mecha Works.>

	NeededCells 2
	Content2 <Fill Sub *CORP_PUBLIC>

	5Min <ifTeamHostile 3  MonsterUp 3 d20>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		Team 3
		name <Guards>
		Deploy <if# L1 0 MonsterUp 3 10 TeamAttack 3>
		SetAlly 1 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content1 <Some 1  35 Here *NPC_GUARD>
		Content3 <Some 1  10 Here *CORP_EMPLOYEE>
		Content4 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Corporate Executive
		home <Foyer>
		SetFaction 7
	end

	Scene
	name <Aurora Night>
	type <building restaurant nightclub meeting public ArenaSite>
	entrance <*Building Short>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 19

	start <Print 1>
	Msg1 <You enter Aurora Night.>

	NeededCells 4
	Content1 <Some 1 100 Sub *RESTAURANT>
	Content2 <Some 1 100 Sub *BAR_SERVICE>
	Content3 <Some 1  70 Sub *CLUB_X>
	Content4 <Some 1  70 Sub *WEAPON_SHOP>
	Content5 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 65 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

% End of Yatate Spinner...
end

%%
%%   ****************************
%%   ***   GALCONDE SPINNER   ***
%%   ****************************
%%

Scene 0 3
	mapwidth 20
	mapheight 10
	name <Galconde Spinner>
	exact_name <Galconde Spinner Interior>
	XPos 7
	YPos 32

	% A bit more tolerant than usual.
	Tolerance 5

	world <L5 Region>
	desc <Galconde Spinner is the largest research center in the L5 region. It is a mecca for technophiles and geeks.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown research safe>
	personatype <city spinner research>
	habitat <SPACE.URBAN>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 11
	factions <RISHI L5LAW ROCKE>

	desig <GALSP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Galconde Spinner is the scientific wonderland of the L5 region. New technology is available here before it appears anywhere else.>
	Msg2 <You enter Galconde Spinner.>

sub
	Scene
	name <Tech Outlet>
	type <building mall garage public>
	entrance <*Building>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 20

	start <Print 1>
	Msg1 <You enter the Tech Outlet.>

	NeededCells 7
	Content1 <Some 1  40 Sub *GARAGE_X          na>
	Content2 <Some 1 100 Sub *WEAPON_SHOP       na>
	Content3 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content4 <Some 1 100 Sub *MECHA_SHOP        na>
	Content5 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content6 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content7 <Some 1 100 Sub *GALSP_TO_Content  na>

	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Guyatt Medical>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *GALSP_Guyatt_Content>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Guyatt Medical.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <The Adminitarium>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 11
	ClubMap
	PalaceParkTiles
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter the Adminitarium.>

	NeededCells 2
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#---#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end

		room
		name <Main Office>
		minimap <....31..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 11
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 11
			MiniMapComponent 3
		end
	end

	Scene
	name <Galconde Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Galconde Spaceport.>

	NeededCells 4
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content4 <Some 1  75 Sub *GOV_POLICE      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content6 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
		inv
			NPC Rocket Star
			SetTeam 3
		end

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Galconde Station Exterior>
		end

		Scene 0 3
		name <Galconde Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Galconde Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end

	Scene
	name <Nova Initiative>
	type <building university laboratory public>
	entrance <*Building>
	special <ADDEXIT>
	ClubMap
	PalaceParkTiles
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the Nova Initiative building.>

	NeededCells 4
	Content7 <Some 2 100 Sub *GALSP_NI_Content  na>
	Content9 <Fill Sub *UNIVERSITY_X            na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
		minimap <.......2....1....3.......>
		inv
			Sign
			Name <About Nova>
			use <Alert 1>
			msg1 <The Nova Initiative was founded by Rishiri Spinner to promote science and technology in the L5 region.>
			MiniMapComponent 1

			STC MANNEKIN-M
			name <Pasteur Statue>
			use <Alert 1>
			Msg1 <Science and Peace will triumph over Ignorance and War, nations will eventually unite not to destroy but to edify, and the future will belong to those who have done the most for the sake of humanity. - Louis Pasteur>
			MiniMapComponent 2
			PDir 4

			STC MANNEKIN-F
			name <Curie Statue>
			use <Alert 1>
			Msg1 <Nothing in life is to be feared, it is only to be understood. Now is the time to understand more, so that we may fear less. - Marie Curie>
			MiniMapComponent 3
			PDir 4
		end

		room
		name <Main Office>
		minimap <.....1..............#&+&#>
		inv
			NPC Scientist
			name <Faski>
			CharDesc Female Pragmatic Passionate
			SetTeam 2
			Age 28
			MiniMapComponent 1
		end
	end


% End of Galconde Spinner...
end

%%
%%   ***************************
%%   ***   RISHIRI SPINNER   ***
%%   ***************************
%%

Scene 0 3
	mapwidth 30
	mapheight 10
	name <Rishiri Spinner>
	exact_name <Rishiri Spinner Interior>
	XPos 16
	YPos 31

	Tolerance 0

	world <L5 Region>
	desc <Rishiri Spinner is a major trading port and protector of the Rishiri Dominion.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown capitol lawful>
	habitat <SPACE.URBAN>
	personatype <city capitol spinner>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 11
	factions <RISHI ROCKE L5LAW>

	desig <RISSP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <The gleaming towers of Rishiri Spinner reflect the dizzying heights of human achievement. The citizens of this city strive to be the best in all things.>
	Msg2 <You enter Rishiri Spinner.>

sub
	Scene
	name <Contra Dextra Avenue>
	type <building mall public legit meeting rich>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 20

	start <Print 1>
	Msg1 <You enter Contra Dextra Avenue.>

	NeededCells 6

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content3 <Some 1 100 Sub *WEAPON_SHOP       na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *ELECTRONICS_SHOP  na>
	Content6 <Some 1 100 Sub *MECHA_SHOP        na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Arcadia Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Arcadia Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		desig <EntranceGrid>
		Content <Some 2 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Space Force Service>
	type <building garage public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	IndustrialTiles
	MapWidth 19
	MapHeight 12

	start <Print 1>
	Msg1 <You enter Space Force Service.>

	NeededCells 3
	Content1 <Some 1 100 Sub *MECHANIC_SHOP>
	Content2 <Some 1 100 Sub *MECHA_SHOP        na>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 30 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		special <NOGO>
		minimap <############1###...##...#>
		inv
			Elevator
			name <Space Force HQ>
			MiniMapComponent 1
		end

		Scene
		name <Space Force HQ>
		type <building private military>
		special <NOEXIT>
		SetFaction 11
		ClubMap
		IndustrialTiles
		MapWidth 20
		MapHeight 20

		NeededCells 2

		5Min <ifTeamHostile 3  MonsterUp 3 d20>

		start <Print 1>
		Msg1 <You enter the Space Force HeadQuarters.>

		Content1 <Variety 2 2 Sub *RISSP_SFHQ_Content>
		Content2 <Fill       Sub *GOV_MILITARY      na>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1 3
			Passive

			Team 3
			name <Guards>
			type <Guard Robot>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			sub
				room
				minimap <......###..#1#...........>
				inv
					Elevator
					MiniMapComponent 1
					Destination -1
				end
			end
		end
	end

	Scene
	name <Rishiri Center>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 11
	ClubMap
	PalaceParkTiles
	MapWidth 30
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Rishiri Center.>

	NeededCells 2
	Content1 <Some 1 100 Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1

			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Soldier
			SetTeam 3
			SetFaction 11
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 16
			MiniMapComponent 2
		end


		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			job <Technocrat>
			name <Merdon>
			chardesc Male Lawful Shy Melancholy
			Age 26
			SetTeam 2
			SetFaction 11
			MiniMapComponent 1

			NPC Mecha Pilot
			job <Admiral>
			name <Haarast>
			chardesc Male Lawful Villainous Passionate Sociable Pragmatic
			Age 41
			SetTeam 3
			SetFaction 11
			MiniMapComponent 2
		end
	end

	Scene
	name <Rishiri Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Rishiri Spaceport.>

	NeededCells 3
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content3 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content5 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Rishiri Station Exterior>
		end

		Scene 0 3
		name <Rishiri Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Rishiri Spinner>
			Destination -1
			XPos 15
			YPos 15
		end

	end

	Scene
	name <the Aegis L5 Embassy>
	type <building government public legit>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 11
	MallMap
	PalaceParkTiles
	MapWidth 20
	MapHeight 15

	start <Print 1>
	Msg1 <You enter the Aegis Embassy.>

	NeededCells 1
	Content1 <Some 1 100 Sub *RISSP_L5AE_Content  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 45 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2...31..............#...#>
		inv
			NPC Soldier
			SetTeam 3
			SetFaction 4
			MiniMapComponent 1

			NPC Mecha Pilot
			SetTeam 3
			SetFaction 16
			MiniMapComponent 2
		end
	end


% End of Rishiri Spinner...
end


%%
%%   **************************
%%   ***   WAGNER SPINNER   ***
%%   **************************
%%

Scene 0 3
	mapwidth 25
	mapheight 10
	name <Wagner Spinner>
	exact_name <Wagner Spinner Interior>
	XPos 2
	YPos 25

	%% Strictly regulated
	Tolerance -5

	world <L5 Region>
	desc <Wagner Spinner is home to the L5Law Academy and the supreme court of the Free Commerce States.>
	special <NOEXIT SHOWALL SOLO>
	type <city town spinner target outdoors urban destination hometown lawful safe>
	habitat <SPACE.URBAN>
	personatype <city spinner lawful>
	MegaCityMap

	entrance <*COLONY-1>

	% V1 = Message Counter

	SetFaction 10
	factions <FCOMS L5LAW>

	desig <WAGSP>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1 Print 2>
	GoSecondTime <Print 2>
	Msg1 <Wagner Spinner is known as the heart of justice. It is home to the L5Law Academy and the supreme court of the Free Commerce States.>
	Msg2 <You enter Wagner Spinner.>

%	Quest1 <*:Q_LocalQuest>

sub
	Scene
	name <Ursi Arms>
	type <building mall public legit>
	entrance <*DEPARTMENTSTORE>
	special <ADDEXIT>
	MallMap
	MapWidth 30
	MapHeight 17

	start <Print 1>
	Msg1 <You enter Ursi Arms.>

	NeededCells 6

	Content1 <Some 1 100 Sub *GENERAL_SHOP      na>
	Content2 <Some 1 100 Sub *RESTAURANT        na>
	Content4 <Some 1 100 Sub *ARMOR_SHOP        na>
	Content5 <Some 1 100 Sub *WEAPON_SHOP       na>
	Content9 <Fill Sub *SHOP_RANDOM             na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 5 50 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Dialma Hospital>
	type <Building hospital public legit>
	entrance <*Hospital>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 10

	NeededCells 2
	Content <Some 1 100 Sub *Doctor>
	Content2 <Fill Sub *HOSPITAL_X>

	start <Print 1>
	Msg1 <You enter Dialma Hospital.>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

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

	Scene
	name <L5Law Academy>
	type <building public legit police>
	entrance <*Building Short>
	special <ADDEXIT>
	MallMap
	MapWidth 20
	MapHeight 17
	SetFaction 9

	start <Print 1>
	Msg1 <You enter the L5Law Academy.>

	NeededCells 2
	Content1 <Some 1 100 Sub *WAGSP_L5LA_Content na>
	Content7 <Some 1 65 Sub *GOV_MILITARY na>
	Content8 <Fill Sub *GOV_POLICE na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <.....1..............#---#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1
		end

		room
		special <NOGO>
		minimap <##1##...............##=##>
		sub
			Door
			update <if= PCFac 9 SetStat 6 0>
		end
		inv
			Elevator
			name <L5Law Academy, L2>
			MiniMapComponent 1
			use <if= PCFac 9 else GoGiveWarning Print 1 Exit Destination>
			GoGiveWarning <ifYesNo 101 102 103 Print 1 Exit Destination>
			Msg1 <You board the elevator.>
			Msg101 <This elevator leads to the upper levels of the academy. Only officers of L5Law are permitted beyond this point.>
			Msg102 <Use the elevator.>
			Msg103 <Stay here.>
		end

		Scene
		name <L5Law Academy, L2>
		type <building private legit>
		special <NOEXIT>
		SetFaction 3
		ClubMap
		MapWidth 25
		MapHeight 25

		NeededCells 6
		Content <Variety 3 3 Sub *WAGSP_L5LA2_Content>
		Content2 <Some 3 75 Sub *GOV_POLICE>

		5Min <ifTeamHostile 3  MonsterUp 3 d20>

		start <Print 1>
		Msg1 <You enter the teacher's office of the L5Law Academy.>

		sub
			team 1

			team 2
			name <Citizens>
			SetAlly 1 3
			Passive

			Team 3
			name <Guards>
			type <Guard Robot>
			SetAlly 1 2

			room
			name <Foyer>
			desig <EntranceGrid>
			Content <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
			sub
				room
				minimap <......###..#1#...........>
				inv
					Elevator
					MiniMapComponent 1
					Destination -1
				end
			end

		end
	end


	Scene
	name <Justified Service>
	type <building garage public>
	entrance <*Garage>
	special <ADDEXIT>
	MallMap
	IndustrialTiles
	MapWidth 15
	MapHeight 15

	start <Print 1>
	Msg1 <You enter Justified Service.>

	NeededCells 2
	Content1 <Some 1 100 Sub *MECHANIC_SHOP  na>
	Content2 <Some 1 100 Sub *MECHA_SHOP     na>
	Content3 <Fill Sub *GARAGE_X>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 40 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end

	Scene
	name <Wagner Courthouse>
	type <building government public courthouse>
	entrance <*Building>
	special <ADDEXIT>
	SetFaction 10
	ClubMap
	PalaceParkTiles
	MapWidth 30
	MapHeight 21

	start <Print 1>
	Msg1 <You enter the Wagner Courthouse.>

	NeededCells 2
	Content1 <Some 2 90  Sub *GOV_MILITARY  na>
	Content2 <Fill       Sub *GOV_MISC      na>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 1

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 2 55 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		name <Garrison>
		minimap <2....1..............#...#>
		inv
			NPC Police Officer
			SetTeam 3
			SetFaction 9
			MiniMapComponent 1
		end

		room
		name <Garrison>
		minimap <.....1..............#...#>
		inv
			NPC Mecha Pilot
			SetTeam 3
			SetFaction 10
			MiniMapComponent 1
		end


		room
		name <Main Office>
		minimap <2....1..............#&+&#>
		inv
			NPC Politician
			SetTeam 2
			SetFaction 10
			MiniMapComponent 1

			NPC Soldier
			job <Bodyguard>
			SetTeam 3
			SetFaction 9
			MiniMapComponent 2
		end
	end

	Scene
	name <Wagner Spaceport>
	type <building shuttle spaceport legit public>
	entrance <*SpacePort>
	special <ADDEXIT>
	ClubMap
	MapWidth 24
	MapHeight 21

	start <Print 1>
	Msg1 <You enter Wagner Spaceport.>

	NeededCells 3
	Content1 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content2 <Some 1 100 Sub *RESTAURANT      na>
	Content5 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content6 <Fill Sub *SPACEPORT_X>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 3 60 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

		room
		minimap <############1###...##...#>
		sub
			STC AIRLOCK-1
			MiniMapComponent 1
			destination <Wagner Station Exterior>
		end

		Scene 0 3
		name <Wagner Station Exterior>
		type <Environs Outdoors Space>
		special <ShowAll Solo>
		terrain <SPACE>
		MapWidth 30
		MapHeight 30
		SpaceMap
		nu1 <if= T1 0 Exit WorldID>
		Microgravity
		Vacuum
		SpaceBackdrop

		inv
			STC COLONY-1
			name <Wagner Spinner>
			Destination -1
			XPos 15
			YPos 15
		end
	end

	Scene
	name <Hammurabi Garden>
	type <public park meeting>
	entrance <*PARK>
	special <SHOWALL>
	SetFaction 1
	WildMap
	PalaceParkTiles
	GAPFILL <-4 -9 -4 -4>
	MapWidth 25
	MapHeight 25

	start <Print 1>
	Msg1 <You enter Hammurabi Garden.>

	Content <Some 5 60 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		rect
		MFX 1
		MFY 10
		Width 5
		Height 5
		sub
			STC HIDDEN_ENTRANCE
			Destination -1
		end
	end

% End of Wagner Spinner...
end


%%
%%   ***********************
%%   ***   CLUND  ROCK   ***
%%   ***********************
%%

Scene
	mapwidth 30
	mapheight 30
	name <Clund Rock>
	exact_name <Clund Rock Main Station>
	XPos 39
	YPos 4
	entrance <*COLONY-1>

	% Clund Rock is somewhat lawless.
	Tolerance 5

	world <L5 Region>
	desc <Clund Rock used to be an industrial station, but its factories were destroyed in the battle of 130. These days it's a shipping hub and tourist destination.>
	special <NOEXIT>
	% This town has the rare distinction of being both safe and lawless at the same time.
	% For right now, Clund's "hometown" designation is revoked.
	type <asteroid town village destination building public hospital residence spaceport garage resort tradehub safe lawless>
	personatype <asteroid village>
	habitat <SPACE.ASTER>

	Quest1 <*:Q_LocalQuest>

	ClubMap

	% V1 = Message Counter

	SetFaction 12
	factions <BOHEM CRIHN>

	desig <CLUND>

	NeededCells 6
	Content1 <Some 1 100 Sub *MECHANIC_SHOP&Factionless   na>
	Content2 <Some 1 100 Sub *SHUTTLESERVICE  na>
	Content3 <Some 1 100 Sub *RESTAURANT      na>
	Content4 <Some 1 100 Sub *DOCTOR          na>
	Content5 <Some 1 100 Sub *GENERAL_SHOP    na>
	Content7 <Fill       Sub *HABITATION_X    na>

	start <if= V1 0 else GoSecondTime V= 1 1 Alert 1>
	GoSecondTime <Print 2>
	Msg1 <You enter Clund Rock Station. This colony serves as a rest stop on the shipping route between the spinner colonies and the dusty ring.>
	Msg2 <You enter Clund Rock Main Station.>

inv
	NPC Politician
	home <Mayor's Office>
	job <Mayor>
	SetTeam 2
	SetFaction 12

	NPC Mecha Pilot
	home <Mayor's Office>
	SetTeam 3
	SetFaction 12

	NPC Pirate
	SetTeam 3
	SetFaction 8

	NPC Pirate
	SetTeam 3
	SetFaction 15
end
sub
	% BEGIN Clund Rock Main Scene Stuff
	team 1

	team 2
	name <Citizens>
	SetAlly 1
	Passive

	team 3
	name <Guards>
	SetAlly 2

	room
	name <Foyer>
	desig <EntranceGrid>
	special <STARTHERE>
	Content <Some 3 75 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>

	room
	name <Police Office>
	minimap <.....1..............##+##>
	inv
		NPC Police Officer
		name <Kygis>
		SetTeam 3
		SetFaction 12
		MiniMapComponent 1
		SDL_PORTRAIT <>
		SDL_COLORS <144 166 195 255 244 208 11 218 81>
		Age 25
		chardesc Passionate Passionate Sociable Female
	end

	room
	% This is the area that will contain the airlock to outside and the lift to the 
	% orbital catapult.
	minimap <###########1#2##...##...#>
	inv
		Elevator
		name <Clund Rock Exterior>
		MiniMapComponent 1
		use <if= V1 1 else GoFirstTime Print 1 Exit Destination>
		GoFirstTime <ifYesNo 101 102 103 Print 1 Exit Destination V= 1 1>
		msg1 <You exit the airlock.>
		Msg101 <This airlock opens to the outside surface of the asteroid.>
		Msg102 <Exit station.>
		Msg103 <Stay right here.>

		STC AIRLOCK-2
		MiniMapComponent 2
		destination <L5 Region>
	end

	room
	minimap <#################1###...#>
	inv
		Elevator
		name <the One-Thirty Club>
		MiniMapComponent 1
	end


	room
	name <Mayor's Office>
	minimap <....................##+##>

	% END Clund Rock Main Scene Stuff

	Scene
	name <the One-Thirty Club>
	type <building nightclub meeting public mall sleazy>
	special <ADDEXIT>
	ClubMap
	MapWidth 20
	MapHeight 19

	start <Print 1>
	Msg1 <You enter the One-Thirty Club.>

	NeededCells 4
	Content2 <Some 1 100 Sub *BAR_SERVICE>
	Content3 <Some 1 100 Sub *WEAPON_SHOP>
	Content4 <Some 1 100 Sub *ARMOR_SHOP>
	Content5 <Fill Sub *SHOP_RANDOM>
	sub
		team 1

		team 2
		name <Citizens>
		SetAlly 1
		Passive

		team 3
		name <Guards>
		SetAlly 2

		room
		name <Foyer>
		desig <EntranceGrid>
		Content <Some 4 65 Here *URBAN_X>
		Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
	end
	inv
		NPC Pirate
		SetTeam 3
		SetFaction 8

		NPC Pirate
		SetTeam 3
		SetFaction 15
	end


	Scene 0 3
	name <Clund Rock Exterior>
	mapwidth 30
	mapheight 30

	special <NOEXIT SHOWALL SOLO UNIFORM>
	type <outdoors urban environs asteroid>
	AsteroidMap
	RockyTiles

	% Suffocation effect...
	Vacuum
	SpaceBackdrop

	inv
		stc Building
		name <Clund Main Station>
		destination -1
	end
	sub
	% Clund Rock Exterior subcoms...
		CityZone
		Width 15
		Height 15




	% End Clund Rock Exterior...
	end


% End of Clund Rock...
end

