%% *TREASUREROOM_? CONTENT

Content
	requires <*TREASUREROOM_WRECK !Ne>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 2000
		Loot_Category <SPACE ANTIQUE PIRATE JEWELRY FOOD>
		Loot_Factions <GENERAL FCOMS RISHI MAQUI>
	end

Content
	requires <*TREASUREROOM_WRECK !Lo>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 8000
		Loot_Category <SPACE ANTIQUE PIRATE JEWELRY FOOD>
		Loot_Factions <GENERAL FCOMS RISHI MAQUI>
	end

Content
	requires <*TREASUREROOM_WRECK !Md>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 32000
		Loot_Category <SPACE ANTIQUE PIRATE JEWELRY FOOD>
		Loot_Factions <GENERAL FCOMS RISHI MAQUI>
	end

Content
	requires <*TREASUREROOM_WRECK !Hi>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 128000
		Loot_Category <SPACE ANTIQUE PIRATE JEWELRY FOOD>
		Loot_Factions <GENERAL FCOMS RISHI MAQUI>
	end

Content
	requires <*TREASUREROOM_WRECK !Ex>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 512000
		Loot_Category <SPACE ANTIQUE PIRATE JEWELRY FOOD>
		Loot_Factions <GENERAL FCOMS RISHI MAQUI>
	end

%% *DUNGEON_THREAT CONTENT
%%   Dungeon threats. Little things to make life more dangerous for hapless adventurers.

Content
	name <Big Bug>
	requires <*DUNGEON_THREAT !Ne (Condemned|Sewer)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This place looks dirty.>
	inv
		Monster Giant Roach
		% Less dangerous than usual
		CloseCombat 2
		Dodge 1
	end

Content
	name <Roach Motel>
	requires <*DUNGEON_THREAT !Lo (Condemned|Sewer)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This place looks absolutely filthy.>
	inv
		Monster Giant Roach
		Monster Giant Roach
		Monster Giant Roach
	end

Content
	name <Mining Robot>
	requires <*DUNGEON_THREAT !Ne mine>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <The walls of this level have been worked by machines.>
	inv
		Monster Mining bot
	end

Content
	name <Robot Gang>
	requires <*DUNGEON_THREAT !Lo mine>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You see many rectangular footprints in the dust on the floor.>
	inv
		Monster Mining bot
		Monster Mining bot
		Monster Guardbot
	end

Content
	name <I'm melting!>
	requires <*DUNGEON_THREAT !Md mine>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level shows signs of recent volcanic activity.>
	inv
		Monster Forgebot
	end

Content
	name <The Robot King>
	requires <*DUNGEON_THREAT !Hi (mine|Factory)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	element4 <Prefab>
	teamdata4 <sd enemy>
	element5 <Prefab>
	teamdata5 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level seems somewhat regal.>
	inv
		Monster Murder Machine
		inv
			item Golden Crown
		end
		Monster Guardbot
		Monster Guardbot
		Monster Guardbot
		Monster Guardbot
	end

Content
	name <The Robot Emperor>
	requires <*DUNGEON_THREAT !Ex (mine|Factory)>
	minimap <.......47..213..65.......>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	element4 <Prefab>
	teamdata4 <sd enemy>
	element5 <Prefab>
	teamdata5 <sd enemy>
	element6 <Prefab>
	teamdata6 <sd enemy>
	element7 <Prefab>
	teamdata7 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level seems extremely regal.>
	inv
		Monster Murder Machine
		inv
			item Jeweled Crown
		end
		Monster ForgeBot
		Monster ForgeBot
		Monster Guardbot
		Monster Guardbot
		Monster Androbot
		Monster Workbot
	end

Content
	name <Threadfall>
	requires <*DUNGEON_THREAT !Ne Asteroid>
	minimap <......1.....3.....2......>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You see the footprints of another person in the dust here.>
	inv
		Monster Silver Shil
		Monster Silver Shil
		STC Victim
		Use <Print 1>
		CLUE_MEDICINE <Print 2>
		CLUE_MYSTICISM <Print 3>
		Msg1 <This unfortunate explorer has been digested down to the bone.>
		Msg2 <It's far too late for that.>
		Msg3 <You say a short prayer for the soul of the deceased.>
	end

Content
	name <Hunting Grounds>
	requires <*DUNGEON_THREAT !Lo Asteroid>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <The ground is littered with the empty husks of slain fungi.>
	inv
		Monster Fungal Hunter
	end

Content
	name <Threadfall Mk2>
	requires <*DUNGEON_THREAT !Md Asteroid>
	minimap <......1.....3.....2......>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You see footprints in the dust, but no other sign of human presence.>
	inv
		Monster Scarlet Shil
		Monster Scarlet Shil
	end

Content
	name <San Ojingeo>
	requires <*DUNGEON_THREAT !Hi Asteroid>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You suddenly feel hungry for sushi.>
	inv
		Monster Space Squid
	end

Content
	name <From Moria to you>
	requires <*DUNGEON_THREAT !Ne Cave>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level is slimy.>
	inv
		Monster Icky Slime
		Monster Icky Slime
		Monster Icky Slime
	end

Content
	name <Like Gwar, but less so>
	requires <*DUNGEON_THREAT !Lo Cave>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level is very slimy.>
	inv
		Monster Green Jelly
	end

Content
	name <Yith Go Home>
	requires <*DUNGEON_THREAT !Hi Cave>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <All of a sudden, your brain hurts.>
	inv
		Monster Flying Polyp
		Monster Flying Polyp
	end

Content
	name <Bad Mushroom>
	requires <*DUNGEON_THREAT !Ne SPACE>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You notice a strange blue fungus growing on the walls.>
	inv
		Monster Armored Fungus
		% This armored fungus is slightly easier than a regular one.
		Dodge 1
		Vitality 0
	end

Content
	name <Fungus Bomb>
	requires <*DUNGEON_THREAT !Lo SPACE>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You notice some organic filaments drifting through space.>
	inv
		Monster Fungal Sphere
		Monster Fungal Sphere
		Monster Fungal Sphere
	end

Content
	name <Killer Cleanbot>
	requires <*DUNGEON_THREAT !Ne (Derelict|Industrial|Ruin)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level is clean... too clean.>
	inv
		Monster Cleanbot
		name <KILLER CLEANBOT>
		CloseCombat 4
		Dodge 4
		Vitality 4
		SpotWeakness 2
	end

Content
	name <Station Defense>
	requires <*DUNGEON_THREAT !Lo (Derelict|Industrial|Laboratory)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level seems to be well-defended.>
	inv
		Monster Guardbot
	end

Content
	name <Vacuum Flowers>
	requires <*DUNGEON_THREAT !Lo (Ruin|Cave) SPACE>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You sense an alien presence here.>
	inv
		Monster Exorg Floater
	end

Content
	name <Big Rat>
	requires <*DUNGEON_THREAT !Ne GROUND>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You hear the pitter-patter of little feet.>
	inv
		Monster Plague Rat
	end

Content
	name <Mouse Nest>
	requires <*DUNGEON_THREAT !Lo GROUND>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	teamdata3 <sd enemy>
	element4 <Prefab>
	teamdata4 <sd enemy>
	element5 <Prefab>
	teamdata5 <sd enemy>
	element6 <Prefab>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You hear the pitter-patter of little feet. Lots of little feet.>
	inv
		monster Rat
		monster Rat
		monster Rat
		monster Rat
		monster Death Rat
		Food 60
		name <Big Cheese>
		mass -10
		FoodMorale 2
		Fudge 3000
		desc <A very large hunk of cheese. It hasn't been chewed on too badly.>
		SDL_PORTRAIT <item_cheese.png>
	end

Content
	name <Hunter-Killer>
	requires <*DUNGEON_THREAT !Md ~EARTH>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You sense something unnatural...>
	inv
		monster Hunter-Killer
	end

Content
	name <Sentinel>
	requires <*DUNGEON_THREAT (!Hi|!Ex) ~EARTH>
	element1 <Prefab>
	teamdata1 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You hear the sounds of heavy machinery in the distance.>
	inv
		monster Sentinel
	end


%% *DUNGEON_REWARD CONTENT
%%   Dungeon treasure. Something that's good for everyone.

Content
	name <Old Junk 1>
	requires <*DUNGEON_REWARD !Ne (Ruin|Sewer)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 8000
		Loot_Category <EXOTIC ANTIQUE TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Old Junk 2>
	requires <*DUNGEON_REWARD !Lo (Ruin|Sewer)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 30000
		Loot_Category <EXOTIC ANTIQUE TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Old Junk 3>
	requires <*DUNGEON_REWARD !Md (Ruin|Sewer)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 150000
		Loot_Category <EXOTIC ANTIQUE TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Old Junk 4>
	requires <*DUNGEON_REWARD !Hi (Ruin|Sewer)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 750000
		Loot_Category <EXOTIC ANTIQUE TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Old Junk 5>
	requires <*DUNGEON_REWARD !Ex (Ruin|Sewer)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 3750000
		Loot_Category <EXOTIC ANTIQUE TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Foot Locker 1>
	requires <*DUNGEON_REWARD !Ne (Derelict|Building)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 8000
		Loot_Category <WEAPON ARMOR TOOL TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Foot Locker 2>
	requires <*DUNGEON_REWARD !Lo (Derelict|Building)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 30000
		Loot_Category <WEAPON ARMOR TOOL TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Foot Locker 3>
	requires <*DUNGEON_REWARD !Md (Derelict|Building)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 150000
		Loot_Category <WEAPON ARMOR TOOL TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Foot Locker 4>
	requires <*DUNGEON_REWARD !Hi (Derelict|Building)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 750000
		Loot_Category <WEAPON ARMOR TOOL TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Foot Locker 5>
	requires <*DUNGEON_REWARD !Ex (Derelict|Building)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 3750000
		Loot_Category <WEAPON ARMOR TOOL TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Box of Jewels 1>
	requires <*DUNGEON_REWARD !Ne (Mine|Cave)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 8000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Box of Jewels 2>
	requires <*DUNGEON_REWARD !Lo (Mine|Cave)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 30000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Box of Jewels 3>
	requires <*DUNGEON_REWARD !Md (Mine|Cave)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 150000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Box of Jewels 4>
	requires <*DUNGEON_REWARD !Hi (Mine|Cave)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 750000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Box of Jewels 5>
	requires <*DUNGEON_REWARD !Ex (Mine|Cave)>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 3750000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Emergency Spacesuit>
	requires <*DUNGEON_REWARD (Mine|derelict|ruin) Space ~!Md>
	minimap <......###..#1=..###......>
	element1 <Prefab>
	inv
		STC CRATE
		inv
			BodyArmor 2
			name <SkinSuit Suit>
			desc <A skintight spacesuit.>
			Mass -3
			Sealed

			ArmArmor 2
			name <SkinSuit Sleeve>
			desc <A skintight spacesuit.>
			Mass -3
			Sealed

			LegArmor 2
			name <SkinSuit Legging>
			desc <A skintight spacesuit.>
			Mass -3
			Sealed

			ArmArmor 2
			name <SkinSuit Sleeve>
			desc <A skintight spacesuit.>
			Mass -3
			Sealed

			LegArmor 2
			name <SkinSuit Legging>
			desc <A skintight spacesuit.>
			Mass -3
			Sealed

			HeadArmor 2
			name <Mining Helmet>
			desc <A light spacesuit helm with integrated rebreather and a communicator.>
			Mass -1
			Sealed
			Phone

			PowerSource 8
			name <Power Cell 200>
		end
	end

Content
	name <Mining Equipment>
	requires <*DUNGEON_REWARD Mine (!Ne|!Lo)>
	element1 <Prefab>
	inv
		Item Pick
	end

Content
	name <Mining Equipment 2>
	requires <*DUNGEON_REWARD Mine (!Lo|!Md)>
	element1 <Prefab>
	inv
		EMelee 20
		Name <Rock Drill>
		Type <BRUTAL>
		Mass 14
		Acc -1
		Speed 1
		desc <A plasma drill used in mining. It would also make a decent weapon.>
		inv
			PowerSource 4
			mass -1
			name <Power Cell 100>
		end
	end


%% *DUNGEON_DECOR CONTENT
%%   Dungeon Extras. Little bits of personality for dungeon levels, or things which aren't
%%   usable by all characters, or reward/threat combos.

Content
	name <Magic Mushrooms>
	requires <*DUNGEON_DECOR (cave|sewer) (!Hi|!Ex)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC MUSHROOMPATCH-2
		% V1 = Have extracted mushroom
		CLUE_SURVIVAL <ifSelfOK if= V1 0 else GoBeenBefore ifSurvival 10 else GoFail Mental V= 1 1 Print 3 GiveSTC .mushroom GSetStat 6 d9 GSetSTat 7 * 250 d4>
		.mushroom <EDIBLE-MUSHROOM>
		GoBeenBefore <Print 1>
		GoFail <Print 2>
		Msg1 <It will take years for new mushrooms to grow here.>
		Msg2 <You aren't skilled enough to tell if these mushrooms are poisonous or not.>
		Msg3 <You find a rare edible mushroom here. These things are supposed to be really good for your health.>
	end

Content
	name <Pile of Filth: Red Herring>
	requires <*DUNGEON_DECOR (sewer|condemned)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		name <Filth>
		use <if= V1 0 else GoOpen ifYesNo 1 2 3 V= 1 1 ifToughness 5 else GoMakeSick Print 4>
		GoMakeSick <PCSick Print 5>
		GoOpen <Print 6>
		Msg1 <You stand before a pile of filth.>
		Msg2 <Rummage through it.>
		Msg3 <Leave it alone.>
		Msg4 <You find nothing.>
		Msg5 <You find nothing, but you think you're going to be sick.>
		Msg6 <You don't want to touch that again.>
	end

Content
	name <Pile of Filth 1>
	requires <*DUNGEON_DECOR !Ne (sewer|condemned)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		name <Filth>
		% V1 = Have "unlocked" the goodies
		use <if= V1 0 else GoOpen ifYesNo 1 2 3 V= 1 1 ifToughness 10 else GoMakeSick Goto GoOpen>
		GoMakeSick <Print 4 PCSick OpenInv>
		GoOpen <Print 5 OpenInv>
		Msg1 <You stand before a pile of filth.>
		Msg2 <Rummage through it.>
		Msg3 <Leave it alone.>
		Msg4 <You find some things, but you think you're going to be sick.>
		Msg5 <You rummage through the filth.>
		RandomLoot 9000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Pile of Filth 2>
	requires <*DUNGEON_DECOR !Lo (sewer|condemned)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		name <Filth>
		% V1 = Have "unlocked" the goodies
		use <if= V1 0 else GoOpen ifYesNo 1 2 3 V= 1 1 ifToughness 10 else GoMakeSick Goto GoOpen>
		GoMakeSick <Print 4 PCSick OpenInv>
		GoOpen <Print 5 OpenInv>
		Msg1 <You stand before a pile of filth.>
		Msg2 <Rummage through it.>
		Msg3 <Leave it alone.>
		Msg4 <You find some things, but you think you're going to be sick.>
		Msg5 <You rummage through the filth.>
		RandomLoot 33000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Pile of Filth 3>
	requires <*DUNGEON_DECOR !Md (sewer|condemned)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		name <Filth>
		% V1 = Have "unlocked" the goodies
		use <if= V1 0 else GoOpen ifYesNo 1 2 3 V= 1 1 ifToughness 10 else GoMakeSick Goto GoOpen>
		GoMakeSick <Print 4 PCSick OpenInv>
		GoOpen <Print 5 OpenInv>
		Msg1 <You stand before a pile of filth.>
		Msg2 <Rummage through it.>
		Msg3 <Leave it alone.>
		Msg4 <You find some things, but you think you're going to be sick.>
		Msg5 <You rummage through the filth.>
		RandomLoot 160000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Pile of Filth 4>
	requires <*DUNGEON_DECOR !Hi (sewer|condemned)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		name <Filth>
		% V1 = Have "unlocked" the goodies
		use <if= V1 0 else GoOpen ifYesNo 1 2 3 V= 1 1 ifToughness 13 else GoMakeSick Goto GoOpen>
		GoMakeSick <Print 4 PCSick OpenInv>
		GoOpen <Print 5 OpenInv>
		Msg1 <You stand before a pile of filth.>
		Msg2 <Rummage through it.>
		Msg3 <Leave it alone.>
		Msg4 <You find some things, but you think you're going to be sick.>
		Msg5 <You rummage through the filth.>
		RandomLoot 810000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Pile of Filth 5>
	requires <*DUNGEON_DECOR !Ex (sewer|condemned)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		name <Filth>
		% V1 = Have "unlocked" the goodies
		use <if= V1 0 else GoOpen ifYesNo 1 2 3 V= 1 1 ifToughness 16 else GoMakeSick Goto GoOpen>
		GoMakeSick <Print 4 PCSick OpenInv>
		GoOpen <Print 5 OpenInv>
		Msg1 <You stand before a pile of filth.>
		Msg2 <Rummage through it.>
		Msg3 <Leave it alone.>
		Msg4 <You find some things, but you think you're going to be sick.>
		Msg5 <You rummage through the filth.>
		RandomLoot 4050000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Treasure Rock 1>
	requires <*DUNGEON_DECOR !Ne (asteroid|mine|cave)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		% V1 = Have "unlocked" the rock
		use <if= V1 1 else GoBlocked Goto GoOpen>
		GoBlocked <Print 1>
		CLUE_SCIENCE <if= V1 0 else GoOpen ifScience 3 else GoSciFail V= 1 1 Goto GoOpen>
		GoOpen <Print 2 OpenInv>
		GoSciFail <Print 3>
		Msg1 <It's a rock.>
		Msg2 <You examine the mineral composition of this rock...>
		Msg3 <You examine the mineral composition of this rock, but don't find anything interesting.>
		RandomLoot 10000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Treasure Rock 2>
	requires <*DUNGEON_DECOR !Lo (asteroid|mine|cave)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		% V1 = Have "unlocked" the rock
		use <if= V1 1 else GoBlocked Goto GoOpen>
		GoBlocked <Print 1>
		CLUE_SCIENCE <if= V1 0 else GoOpen ifScience 6 else GoSciFail V= 1 1 Goto GoOpen>
		GoOpen <Print 2 OpenInv>
		GoSciFail <Print 3>
		Msg1 <It's a rock.>
		Msg2 <You examine the mineral composition of this rock...>
		Msg3 <You examine the mineral composition of this rock, but don't find anything interesting.>
		RandomLoot 36000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Treasure Rock 3>
	requires <*DUNGEON_DECOR !Md (asteroid|mine|cave)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		% V1 = Have "unlocked" the rock
		use <if= V1 1 else GoBlocked Goto GoOpen>
		GoBlocked <Print 1>
		CLUE_SCIENCE <if= V1 0 else GoOpen ifScience 9 else GoSciFail V= 1 1 Goto GoOpen>
		GoOpen <Print 2 OpenInv>
		GoSciFail <Print 3>
		Msg1 <It's a rock.>
		Msg2 <You examine the mineral composition of this rock...>
		Msg3 <You examine the mineral composition of this rock, but don't find anything interesting.>
		RandomLoot 180000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Treasure Rock 4>
	requires <*DUNGEON_DECOR !Hi (asteroid|mine|cave)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		% V1 = Have "unlocked" the rock
		use <if= V1 1 else GoBlocked Goto GoOpen>
		GoBlocked <Print 1>
		CLUE_SCIENCE <if= V1 0 else GoOpen ifScience 12 else GoSciFail V= 1 1 Goto GoOpen>
		GoOpen <Print 2 OpenInv>
		GoSciFail <Print 3>
		Msg1 <It's a rock.>
		Msg2 <You examine the mineral composition of this rock...>
		Msg3 <You examine the mineral composition of this rock, but don't find anything interesting.>
		RandomLoot 900000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Treasure Rock 5>
	requires <*DUNGEON_DECOR !Ex (asteroid|mine|cave)>
	element1 <Prefab>
	minimap < ... .......1....... ... >
	inv
		STC RUBBLE-INDESTRUCTIBLE
		% V1 = Have "unlocked" the rock
		use <if= V1 1 else GoBlocked Goto GoOpen>
		GoBlocked <Print 1>
		CLUE_SCIENCE <if= V1 0 else GoOpen ifScience 15 else GoSciFail V= 1 1 Goto GoOpen>
		GoOpen <Print 2 OpenInv>
		GoSciFail <Print 3>
		Msg1 <It's a rock.>
		Msg2 <You examine the mineral composition of this rock...>
		Msg3 <You examine the mineral composition of this rock, but don't find anything interesting.>
		RandomLoot 4500000
		Loot_Category <GEMSTONE MINERAL>
		Loot_Factions <GENERAL>
	end

Content
	name <Urban Survivalist>
	requires <*DUNGEON_DECOR !Lo (Building|Sewer) -SPACE>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	element3 <Prefab>
	element4 <Prefab>
	minimap <......12....34..###......>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This place doesn't appear to be entirely abandoned.>
	inv
		NPC Soldier
		job <Survivalist>
		Renown 20
		update <if= V1 0 V= 1 1 SelfLevel 20>

		STC CRATE-AMMO
		PDir 5
		use <OpenInv>
		RandomLoot 25000
		Loot_Category <WEAPON ARMOR FOOD AMMO>
		Loot_Factions <GENERAL MAQUI RISHI BOHEM FCOMS FEDER AEGIS>

		STC BED-1
		PDir 6

		STC ENDTABLE-1
		PDir 6
		use <OpenInv>
		RandomLoot 12000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Urban Survivalist>
	requires <*DUNGEON_DECOR !Md (Building|Sewer) -SPACE>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	element3 <Prefab>
	element4 <Prefab>
	minimap <......12....34..###......>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This place doesn't appear to be entirely abandoned.>
	inv
		NPC Soldier
		job <Survivalist>
		Renown 45
		update <if= V1 0 V= 1 1 SelfLevel 45>

		STC CRATE-AMMO
		PDir 5
		use <OpenInv>
		RandomLoot 90000
		Loot_Category <WEAPON ARMOR FOOD AMMO>
		Loot_Factions <GENERAL MAQUI RISHI BOHEM FCOMS FEDER AEGIS>

		STC BED-1
		PDir 6

		STC ENDTABLE-1
		PDir 6
		use <OpenInv>
		RandomLoot 10000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Urban Survivalist>
	requires <*DUNGEON_DECOR !Hi (Building|Sewer) -SPACE>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	element3 <Prefab>
	element4 <Prefab>
	minimap <......12....34..###......>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This place doesn't appear to be entirely abandoned.>
	inv
		NPC Soldier
		job <Survivalist>
		Renown 70
		update <if= V1 0 V= 1 1 SelfLevel 70>

		STC CRATE-AMMO
		PDir 5
		use <OpenInv>
		RandomLoot 250000
		Loot_Category <WEAPON ARMOR FOOD AMMO>
		Loot_Factions <GENERAL MAQUI RISHI BOHEM FCOMS FEDER AEGIS>

		STC BED-1
		PDir 6

		STC ENDTABLE-1
		PDir 6
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end


Content
	name <Broken Computer>
	requires <*DUNGEON_DECOR (Derelict|Laboratory)>
	minimap <............1............>
	element1 <Prefab>
	inv
		STC COMPUTER-1
		use <Print 1>
		CLUE_CODEBREAKING <Print 1>
		CLUE_REPAIR <if= V1 0 else GoBeenBefore V= 1 1 Print 2 GiveSTC .parts  SkillXP NAS_Repair 25>
		CLUE_SCIENCE <if= V1 0 else GoBeenBefore V= 1 1 Print 2 GiveSTC .parts  SkillXP NAS_Science 25>
		.parts <SPAREPARTS-1>
		GoBeenBefore <Print 3>
		msg1 <This old computer appears to be broken.>
		msg2 <You salvage some spare parts from this computer.>
		msg3 <There's nothing else you can do here.>
	end

Content
	name <Defense Robot (Good)>
	requires <*DUNGEON_DECOR (Ruin|Laboratory|Factory) ~!Lo ~!Md>
	minimap <......#1#..#2#..###......>
	element1 <Prefab>
	element2 <Prefab>
	Teamdata2 <sd ally>
	inv
		Door
		use <if= V1 0 else GoUsed ifYesNo 101 102 103 else GoRefuse Print 104 SetStat STAT_Pass 0  Transform 1 V= 1 1>
		GoRefuse <Print 105>
		GoUsed <Print 106>
		NPCOpenDoor < >
		CLUE_SCIENCE <if= V1 0 ifScience 5 else GoSkillFailed Print 107>
		CLUE_INSIGHT <if= V1 0 ifInsight 5 else GoSkillFailed Print 107>
		GoSkillFailed <Print 108>
		Msg101 <[DEFENSE ROBOT RECHARGE STATION] Lift bar to activate defense robot.>
		Msg102 <Lift the bar.>
		Msg103 <Leave it alone.>
		Msg104 <You activate the defense robot.>
		Msg105 <You leave the defense robot in the recharge station.>
		Msg106 <You have already activated the defense robot.>
		Msg107 <Everything seems to be working correctly here.>
		Msg108 <You can't tell anything about this door.>

		Monster Androbot
	end

Content
	name <Defense Robot (Bad)>
	requires <*DUNGEON_DECOR (Ruin|Laboratory|Factory) -!Ne ~!Hi ~!Ex>
	minimap <......#1#..#2#..###......>
	element1 <Prefab>
	element2 <Prefab>
	Teamdata2 <sd enemy>
	inv
		Door
		use <if= V1 0 else GoUsed ifYesNo 101 102 103 else GoRefuse Print 104 SetStat STAT_Pass 0  Transform 1 V= 1 1>
		GoRefuse <Print 105>
		GoUsed <Print 106>
		NPCOpenDoor < >
		CLUE_SCIENCE <if= V1 0 ifScience 5 else GoSkillFailed Print 107>
		CLUE_INSIGHT <if= V1 0 ifInsight 5 else GoSkillFailed Print 107>
		GoSkillFailed <Print 108>
		Msg101 <[DEFENSE ROBOT RECHARGE STATION] Lift bar to activate defense robot.>
		Msg102 <Lift the bar.>
		Msg103 <Leave it alone.>
		Msg104 <You activate the defense robot.>
		Msg105 <You leave the defense robot in the recharge station.>
		Msg106 <You have already activated the defense robot.>
		Msg107 <Something doesn't seem entirely right here...>
		Msg108 <You can't tell anything about this door.>

		Monster Androbot
	end

Content
	name <Robot Team>
	requires <*DUNGEON_DECOR !Lo (mine|cave)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	inv
		Monster Mining bot
		Monster Mining bot
		Treasure
		name <Gold Nugget>
		SDL_PORTRAIT <item_nuggetgold.png>
		Fudge 32000
		Mass 1
	end

Content
	name <Big Robot Team>
	requires <*DUNGEON_DECOR !Hi (mine|cave)>
	element1 <Prefab>
	teamdata1 <sd enemy>
	element2 <Prefab>
	teamdata2 <sd enemy>
	element3 <Prefab>
	inv
		Monster Forgebot
		Monster Forgebot
		Item Platinum Ingot
		mass 1
		fudge 600000
	end

Content
	name <Computer Map>
	requires <*DUNGEON_DECOR (Ruin|Derelict|Laboratory)>
	minimap < ... .###..#1+..###. ... >
	element1 <Prefab>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <This level seems to be in good condition.>
	inv
		STC COMPUTER-1
		use <Print 1>
		CLUE_CODEBREAKING <if= V1 0 else GoBeenBefore V= 1 1 Mental ifCodeBreakingKn SkillTar 50 else GoFail Print 4 MagicMap>
		CLUE_SCIENCE      <if= V1 0 else GoBeenBefore V= 1 1 Mental ifScience HardSkillTar 50  else GoFail Print 4 MagicMap>
		CLUE_INSIGHT      <if= V1 0 else GoBeenBefore V= 1 1 Mental ifInsightKn SkillTar 50  else GoFail Print 4 MagicMap>
		GoBeenBefore <Print 2>
		GoFail <Print 3>
		msg1 <This old computer still seems to be working.>
		Msg2 <There's nothing useful on this computer.>
		Msg3 <You don't find anything useful on this computer.>
		Msg4 <Searching the computer, you find a map of the current level.>
	end

Content
	name <Just Decor>
	requires <*DUNGEON_DECOR ~!Ne>
	minimap <.......#...###...#.......>

Content
	name <Dungeon Shrine>
	requires <*DUNGEON_DECOR>
	element1 <Prefab>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifPCSpiritual else %pop% ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	msg%id%01 <You feel a spiritual aura in this place.>
	inv
		STC SHRINE-1
	end


%% *DUNGEON_GOAL CONTENT
%%  - When sold, the dungeon goal content should be enough to buy a cheap level-appropriate mecha.
%%    !Ne  =  1,000,000
%%    !Lo  =  2,000,000
%%    !Md  =  4,000,000
%%    !Hi  =  8,000,000
%%    !Ex  = 16,000,000

Content
	requires <*DUNGEON_GOAL !Ne>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 1000000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	requires <*DUNGEON_GOAL !Lo>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 2000000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end


Content
	requires <*DUNGEON_GOAL !Md>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 4000000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end


Content
	requires <*DUNGEON_GOAL !Hi>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 8000000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end


Content
	requires <*DUNGEON_GOAL !Ex>
	element1 <Prefab>
	minimap <............1............>
	inv
		STC Crate
		RandomLoot 16000000
		Loot_Category <TREASURE>
		Loot_Factions <GENERAL>
	end

Content
	name <Gold Nugget>
	requires <*DUNGEON_GOAL (Mine|Cave) !Ne>
	minimap < ... .......1....... ... >
	% E1 is the nugget.
	element1 <Prefab>
	inv
		Treasure
		name <Gold Nugget>
		desc <A shiny lump of raw gold.>
		SDL_PORTRAIT <item_nuggetgold.png>
		Fudge 1200000
		mass 7
	end

Content
	name <Gold Nugget>
	requires <*DUNGEON_GOAL (Mine|Cave) !Lo>
	minimap < ... .......1....... ... >
	% E1 is the nugget.
	element1 <Prefab>
	inv
		Treasure
		name <Gold Nugget>
		desc <This gold nugget is fairly big.>
		SDL_PORTRAIT <item_nuggetgold.png>
		Fudge 2500000
		mass 18
	end

