%  Corporate Scene Content

% *CORP_EMPLOYEE content
%   Just some employees of the corporation.
Content
	requires <*CORP_EMPLOYEE Public>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>
	inv
		NPC Corporate Executive
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
	end

Content
	requires <*CORP_EMPLOYEE Public>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_GENERAL GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
	end

Content
	requires <*CORP_EMPLOYEE Public Comet>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoChat>
		*GoChat <*MISC_CHATTER>
	end
	inv
		NPC Corporate Executive
		SetFaction 2
	end

Content
	requires <*CORP_EMPLOYEE Public Comet>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_MECHA GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		SetFaction 2
	end


Content
	requires <*CORP_EMPLOYEE>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>
	inv
		NPC Scientist
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
	end

Content
	requires <*CORP_EMPLOYEE>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <SD>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>
	inv
		NPC Mecha Pilot
		job <Corporate Pilot>
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
	end

Content
	requires <*CORP_EMPLOYEE ~Private>
	content <Required *NPC_GUARD - Local>

Content
	requires <*CORP_EMPLOYEE Public HOELL>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoChat>
		*GoChat <*MISC_CHATTER>
	end
	inv
		NPC Corporate Executive
		SetFaction 7
	end

Content
	requires <*CORP_EMPLOYEE Public HOELL>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_WEAPON GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		SetFaction 7
	end

Content
	requires <*CORP_EMPLOYEE Public MUGLE>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoChat>
		*GoChat <*MISC_CHATTER>
	end
	inv
		NPC Corporate Executive
		SetFaction 13
	end

Content
	requires <*CORP_EMPLOYEE Public MUGLE>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_ARMOR GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		SetFaction 13
	end


% *CORP_RND content
%   Something the corporation has been working on. A PC who belongs to the corp and
%   advances far enough may be given permission to enter the R&D section and take
%   everything. Otherwise, this content exists to give enterprising Criminal PCs
%   something to steal.
% PARAM: Number of local variable set when alarm deactivated
Content
	requires <*CORP_RND>
	element1 <Prefab>
	Get%1% <ifNotAccessArmory if= L%id%01 0 L= %id%01 1 SetItemStolen %1% AddLawful -5 if= L%param% 0  Alert %id%01>
	Msg%id%01 <Suddenly an alarm sounds!>
	inv
		Treasure
		name <MegaMem Cartridge>
		Fudge 500000
		desc <An experimental new memory cartridge, which should store ten times as much data as the nearest competitor.>
		SDL_PORTRAIT <item_datakey.png>
	end

Content
	requires <*CORP_RND>
	element1 <Prefab>
	Get%1% <ifNotAccessArmory if= L%id%01 0 L= %id%01 1 SetItemStolen %1% AddLawful -5 if= L%param% 0  Alert %id%01>
	Msg%id%01 <Suddenly an alarm sounds!>
	inv
		Treasure
		name <Twitch Processor>
		Fudge 350000
		desc <A new type of computer processor based on cutting edge physics. There are maybe five people in the solar system who can even understand how it works.>
		SDL_PORTRAIT <item_datakey.png>
		CLUE_SCIENCE <if= V1 0 else GoFail V= 1 1 ifScience 10 else GoFail Print 1 XPV 100>
		GoFail <Print 2>
		Msg1 <You examine the processor and learn some things.>
		Msg2 <You examine the processor, but don't learn anything.>
	end

Content
	requires <*CORP_RND>
	element1 <Prefab>
	Get%1% <ifNotAccessArmory if= L%id%01 0 L= %id%01 1 SetItemStolen %1% AddLawful -5 if= L%param% 0  Alert %id%01>
	Msg%id%01 <Suddenly an alarm sounds!>
	inv
		HeadArmor 6
		name <Kumi Helmet>
		desc <Experimental armor made from a superlight biotech protein.>
		mass -11
	end

Content
	requires <*CORP_RND>
	element1 <Prefab>
	Get%1% <ifNotAccessArmory if= L%id%01 0 L= %id%01 1 SetItemStolen %1% AddLawful -5 if= L%param% 0  Alert %id%01>
	Msg%id%01 <Suddenly an alarm sounds!>
	inv
		BodyArmor 7
		name <Kumi Armor>
		desc <Experimental armor made from a superlight biotech protein.>
		mass -11
	end

Content
	requires <*CORP_RND>
	element1 <Prefab>
	Get%1% <ifNotAccessArmory if= L%id%01 0 L= %id%01 1 SetItemStolen %1% AddLawful -5 if= L%param% 0  Alert %id%01>
	Msg%id%01 <Suddenly an alarm sounds!>
	inv
		ArmArmor 7
		name <Kumi Sleeve>
		desc <Experimental armor made from a superlight biotech protein.>
		mass -12
	end

Content
	requires <*CORP_RND>
	element1 <Prefab>
	Get%1% <ifNotAccessArmory if= L%id%01 0 L= %id%01 1 SetItemStolen %1% AddLawful -5 if= L%param% 0  Alert %id%01>
	Msg%id%01 <Suddenly an alarm sounds!>
	inv
		LegArmor 7
		name <Kumi Legging>
		desc <Experimental armor made from a superlight biotech protein.>
		mass -12
	end



% *CORP_PUBLIC content
%   The stuff that everyone can visit. Low level offices, shops selling
%   the corporation's stuff, and so on.

Content
	requires <*CORP_PUBLIC>
	content <Required *CORP_EMPLOYEE - Local>
	minimap <............1.......##+##>

Content
	requires <*CORP_PUBLIC>
	name <Corporate Shop>
	minimap <............1.......&---&>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>

	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_GENERAL GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
		Shopping 12
		NonMissionGiver
	end

Content
	requires <*CORP_PUBLIC Comet>
	name <Corporate Shop>
	minimap <............1.......&---&>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_GENERAL GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		SetFaction 2
		Shopping 12
		NonMissionGiver
	end

Content
	requires <*CORP_PUBLIC HOELL>
	name <Corporate Shop>
	minimap <............1.......&---&>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_MECHA GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		SetFaction 7
		Shopping 12
		NonMissionGiver
	end

Content
	requires <*CORP_PUBLIC MUGLE>
	name <Corporate Shop>
	minimap <............1.......&---&>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_GENERAL GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		SetFaction 13
		Shopping 12
		NonMissionGiver
	end

Content
	requires <*CORP_PUBLIC>
	name <Corporate Office>
	minimap <............1.......##+##>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>

	sub
		Persona 1
		*greeting <*NiceToMeetYou GoChat>
		*GoChat <*MISC_CHATTER>
	end
	inv
		NPC Corporate Executive
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
	end

Content
	requires <*CORP_PUBLIC>
	name <Corporate Mecha Shop>
	minimap <............1.......&---&>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoShop>
		*GoShop <*SHOP_MECHA GoBye>
		*GoBye <*GOODBYE>
	end
	inv
		NPC Shopkeeper
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
		Shopping 12
		NonMissionGiver
	end


% *CORP_Recruiter Content
%   Someone to recruit the PC into this corporation, if appropriate.

Content
	requires <*CORP_RECRUITER>
	minimap <............1.......##+##>
	element1 <Prefab>
	team1 <Citizens>
	teamdata1 <ally pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>

	sub
		Persona 1
		greeting <if# ChatNPCFac 0 else GoChat if= PCFac ChatNPCFac else GoCheckEligibility Goto GoTrain>
		*GoTrain <*SKILL_TRAINING GoGoodbye>
		*GoCheckEligibility <*ENEMY_CHECK GoCheckFaction ChatNPCFac GoNil>
		GoCheckFaction <if= PCFac 0 else GoChat Goto GoCheckSkills>
		*GoCheckSkills <*FACTION_ENTRANCE_EXAM GoJobOffer ChatNPCFac>
		*GoChat <*MISC_CHATTER>
		*GoGoodbye <*GOODBYE>
		*GoJobOffer <*FACTION_JOIN_OFFER ChatNPCFac GoJoin>
		*GoJoin <*FACTION_JOIN_ACCEPT ChatNPCFac>

	end
	inv
		NPC Corporate Executive
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
		job <Recruiter>
	end

