scene 0 0
% "Raid the Mansion" scene
%
% Here's a mansion with plenty of nasty guards to give the PC headaches.
% The PC can sneak in, or try to engage all the guards, or just run away.
% There are rooms that can be used by the calling function to put things
% in, and several teams to be stocked with bad guys.

%  Team 2 = Default enemies, in the driveway
%  Team 3 = More enemies, in Guard Room 1
%  Team 4 = Even more enemies, in Guard Room 2
%  Team 5 = Whatever is supposed to be in the goal room

%   V1 = Initialization Counter
% * V2 = WMon value for Team 2
% * V100 - V199 = Reserved for use by the calling plot, etc.

ForestMap

% Do initialization here...
start <if= V1 0 V= 1 1 MonsterUp 2 L2>

% If the PC leaves or is killed, return to the calling scene.
nu1 <if= T1 0 Return>



sub
	Mansion
	LockedDoorChance 50
	SecretDoorChance 10
	MFX 5
	MFY 5
	Width 25
	Height 25
	name <Mansion>
	name_I18N <š>
	sub
		rect
		name <Goal Room>
		name_I18N <Ū>
		FloorType 20

		rect
		name <Guard Room 1>
		name_I18N <>
		FloorType 25

		rect
		name <Guard Room 2>
		name_I18N <>
		FloorType 25
	end

	rect
	MFX 35
	MFY 5
	Width 15
	Height 10
	FloorType 6
	name <Driveway>
	name_I18N <ƻ>

	rect
	Width 5
	Height 5
	name <PC Start Point>
	MFX 25
	MFY 44

	Team 1
	home <PC Start Point>
	SetEnemy 2 3 4

	Team 2
	SetEnemy 1
	SetAlly 3 4
	home <Driveway>
	type <GUARD ROBOT>

	Team 3
	SetEnemy 1
	SetAlly 2 4
	home <Guard Room 1>

	Team 4
	SetEnemy 1
	SetAlly 2 3
	home <Guard Room 2>

	Team 5
	home <Goal Room>

end
