Plot
	name <POLIC: Versus Smugglers Job>
	% The PC is off to capture a smuggler's vessel.
	% As a police job, this misssion doesn't offer salvage but it will
	% give a point of Lawful reputation.
	% This job will result in the PC making an enemy.
	requires <*GENERAL -!Ne -!Lo (sleazy|tradehub)>
	PayRate 250

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	Element1 <Scene Town>
	Element2 <Character POLIC !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction CRIME !Enemy 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*POLICEMISSION_Capture 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= P2 0  if= PCFac NPCFac %2%  if= RootSceneID %1% if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you. Give me a call.>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// \RANK \PC , report to \EXACT_SCENE NPCSCene %2% for a mission at once.>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac %2% . Come see me for mission briefing.>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// I've got a mission for you. Come to \EXACT_SCENE NPCSCene %2% for the briefing.>

	sub
		Persona 2
		rumor0 <%name2% needs a pilot to aprehend some smugglers.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac %4%>
		GoR1Final <PMemo %plotid% 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <There's a gang of smugglers affiliated with %name4% moving through \EXACT_SCENE %3%  . I want you to capture their vessel; for this, you'll earn $ \VAL Reward %threat% PayRate .>
		Msg1_1 <We've been tracking some smugglers through \EXACT_SCENE %3% , and have determined that they work for %name4%. Your job will be to capture their vessel. Succeed, and you'll get $ \VAL Reward %threat% PayRate  .>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <There are smugglers working for %name4% in \EXACT_SCENE %3% . Capture their vessel and earn $ \VAL Reward %threat% PayRate .>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <The smugglers of %name4% think they can ignore the law and get away with it. Well, we've found their ship in \EXACT_SCENE %3% , and it's time to prove them wrong. Capture it for $ \VAL Reward %threat% PayRate .>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name2% in \SCENE NPCSCene %2% hired you to stop some smugglers in \EXACT_SCENE %3% .>
		Prompt1 <I'll be back when I'm finished.>
		Prompt1_1 <I'd love to do that.>
		Prompt1_2 <No worries, I'll get them.>
		Prompt2 <Why? I've got nothing against smugglers.>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <You better find someone else for this mission.>
		Prompt2_2 <Sorry, but I don't want to do this.>
	end

Plot
	name <Basic Police Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% As a police job, this misssion doesn't offer salvage but it will
	% give a point of Lawful reputation.
	% This job will not result in the PC making any enemies.
	requires <*GENERAL -Lawless>
	PayRate 90

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	Element1 <Scene Town>
	Element2 <Character POLIC !Ally 1 RECHARGED>
	Element3 <Scene Environs>

	% SubPlot1 is the combat encounter
	SubPlot1 <*POLICEMISSION_Basic 2 3>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= P2 0  if= PCFac NPCFac %2%  if= RootSceneID %1% if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you in %name1%.>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// Report to \EXACT_SCENE NPCSCene %2% for a mission at once.>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac %2% . Come see me for mission briefing.>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// I've got a mission for you. Come to \EXACT_SCENE NPCSCene %2% for the briefing.>

	sub
		Persona 2
		rumor0 <%name2% needs a pilot to fight some criminals.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <PMemo %plotid% 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <There's a mecha gang operating in \EXACT_SCENE %3% . I want you to locate them and disable their machines; for this, you'll earn $ \VAL Reward %threat% PayRate .>
		Msg1_1 <My sources have tipped us off to a meeting of mecha thieves that's going to happen in \EXACT_SCENE %3%  later on today. I want you to go there, and defeat them all. If you can do that, you'll earn $ \VAL Reward %threat% PayRate .>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <We've traced some mecha criminals to \EXACT_SCENE %3% . Defeat them and you'll earn $ \VAL Reward %threat% PayRate .>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <There's a gang of criminals hanging out in \EXACT_SCENE %3% . If you can defeat them, I'll give you $ \VAL Reward %threat% PayRate . What do you say?>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <The criminals I'm after are holed up in \EXACT_SCENE %3% . I need you to locate them and eliminate every last one. Do this, and you'll earn $ \VAL Reward %threat% PayRate .>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <We've located a mecha gang in \EXACT_SCENE %3% . Go defeat them, and you'll earn $ \VAL Reward %threat% PayRate .>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <I need you to eliminate a gang of mecha thieves. You'll earn $ \VAL Reward %threat% PayRate for this job; there's no salvage, since we're going to need that for evidence.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name2% in \SCENE NPCSCene %2% hired you to fight some mecha criminals in \EXACT_SCENE %3% .>
		Prompt1 <I'll be back when I'm finished.>
		Prompt1_1 <I'd love to do that.>
		Prompt1_2 <You can count on me.>
		Prompt2 <This isn't my kind of work.>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <You can find someone else for this mission.>
		Prompt2_2 <Really, I don't want to do this.>
	end

Plot
	name <Versus Police Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% As a police job, this misssion doesn't offer salvage but it will
	% give a point of Lawful reputation.
	% This job will result in the PC making an enemy.
	requires <*GENERAL -!Ne -Lawless -Lawful>
	PayRate 135

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	Element1 <Scene Town>
	Element2 <Character POLIC !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction !Enemy 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*POLICEMISSION_Versus 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= P2 0  if= PCFac NPCFac %2%  if= RootSceneID %1% if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you in %name1%.>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// Report to \SCENE NPCSCene %2% for a mission at once.>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac %2% . Come see me for mission briefing.>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// I've got a mission for you. Come to \SCENE NPCSCene %2% for the briefing.>

	sub
		Persona 2
		rumor0 <%name2% needs a pilot to fight %name4%.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac %4%>
		GoR1Final <PMemo %plotid% 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <There's a gang of criminals affiliated with %name4% operating in \EXACT_SCENE %3%  . I want you to locate them and disable their mecha; for this, you'll earn $ \VAL Reward %threat% PayRate .>
		Msg1_1 <There's been a lot of talk about %name4% in the underground. They're planning a big operation in \EXACT_SCENE %3% ; I want you to go stop them. Disable all of their mecha and you'll earn $ \VAL Reward %threat% PayRate .>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <There are some mecha from %name4% in \EXACT_SCENE %3% . Stop them and you'll earn $ \VAL Reward %threat% PayRate .>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <There's a gang of mecha from %name4% hanging out in \EXACT_SCENE %3% . I'd like for you to bring them in; you'll earn $ \VAL Reward %threat% PayRate for this mission.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <Justice can never afford to sleep; we've traced some criminals belonging to %name4% to \EXACT_SCENE %3% . I need you to confront these punks and get rid of them. Pay for this mission is $ \VAL Reward %threat% PayRate .>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <We've had a lucky break- a mecha gang affiliated with %name4% has been spotted in \EXACT_SCENE %3%  before they could do any damage. I'd like for you to go drive them away from town; this mission pays $ \VAL Reward %threat% PayRate .>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Crime is up, and it's all the fault of %name4%. A gang of their mecha is operating in \EXACT_SCENE %3% . I need you to locate and eliminate them; do this and you'll get $ \VAL Reward %threat% PayRate .>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name2% in \SCENE NPCSCene %2% hired you to fight %name4% in \EXACT_SCENE %3% .>
		Prompt1 <I'll be back when I'm finished.>
		Prompt1_1 <I'd love to do that.>
		Prompt1_2 <You can count on me.>
		Prompt2 <This isn't my kind of work.>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <You can find someone else for this mission.>
		Prompt2_2 <Really, I don't want to do this.>
	end




