Plot
	name <CORP: Escort Convoy Job>
	requires <*GENERAL -!Ne -Poor>
	PayRate 175

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the town- needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Environs>
	Element4 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Escort 1 3 2>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% 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= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You have a mission from %name2%. Come see me about it.>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You're needed for guard duty. Call when you can.>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// It's about time you started earning that paycheck, \RANK \PC . Give me a ring.>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You're wanted for company business. I'll be waiting here with the details.>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \RANK \PC , %name2% requires your expertise.>

	sub
		Persona 1
		rumor0 <%name1% needs a cavalier to escort a convoy for %name2%.>
		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 %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <I want you to escort a convoy in \EXACT_SCENE %3% . Protect them from all harm and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		Msg1_1 <You know that %name2% relies on our distribution network. We've got a convoy moving through \EXACT_SCENE %3% today. I want you to guard it... Do this, and I'm authorized to give you $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Your task is to guard a convoy in \EXACT_SCENE %3% . The pay is $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <I know you like driving around, and now %name2% is going to pay you for it! We need you to guard a convoy passing through \EXACT_SCENE %3% . Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <Shipping is the lifeblood which keeps our company strong! I have a mission of utmost importance for you... Guard this convoy passing through \EXACT_SCENE %3% . You'll earn $ \VAL Reward %threat% PayRate and salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <We have a convoy passing through \EXACT_SCENE %3% today. I don't expect that they'll run into any trouble, but just in case I want you to escort them. Pay is $ \VAL Reward %threat% PayRate plus whatever salvage you can find.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <We've been losing far too many shipments lately... I want you to escort a convoy passing through \EXACT_SCENE %3% today. Survive and you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name1% in \EXACT_SCENE NPCScene %1% hired you to escort a convoy in \EXACT_SCENE %3%  for %name2%.>
		Prompt1 <No problem, I'll do it.>
		Prompt1_1 <Alright, I'll get to work.>
		Prompt1_2 <I'll get back to you once they're safely away.>
		Prompt2 <What, do I look like a trucker to you?>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <Sorry, I'd rather not.>
		Prompt2_2 <You'll have to find a different pilot.>
	end

Plot
	name <CORP: Factory Defense Job>
	% Go defend a factory. Get 2 FacXP.
	requires <*GENERAL -!Ne -!Lo -Poor>
	PayRate 185

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the town- needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Urban>
	Element4 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Defense 1 3 2>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% 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= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You have a mission from %name2%. Give me a ring.>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// We're having some trouble down at the mill. Call when you can.>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by %name2%. Come see me for the briefing.>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Hey \RANK , it's time to get to work. I'll be waiting here with the details.>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \RANK \PC , your talents are needed by %name2%.>

	sub
		Persona 1
		rumor0 <%name1% needs a cavalier to guard a factory for %name2%.>
		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 %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <It's believed that our factory in \EXACT_SCENE %3% is going to be attacked soon. Defend it and you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		Msg1_1 <According to our intel, someone is planning to attack the factory in \EXACT_SCENE %3% . I want you to go there and defend it against any intruders. If you succeed, you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <I want you to guard our factory in \EXACT_SCENE %3% . Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <This is a really easy mission. All you have to do is sit around and make sure our factory in \EXACT_SCENE %3% doesn't get attacked... in exchange you'll earn $ \VAL Reward %threat% PayRate , plus salvage if there's any actual combat.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <Guard duty may sound boring, but it's the backbone of our corporate defense! I need you to watch over a factory in \EXACT_SCENE %3% ... our enemies are posed to strike at any minute. You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <I need you to guard a factory in \EXACT_SCENE %3% . It probably won't be attacked while you're there, but who can say? Do this and you'll earn a cool $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Several of our holdings in \EXACT_SCENE %3% have recently been attacked. Your job will be to defend this factory against all intruders... survive and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name1% in \EXACT_SCENE NPCScene %1% hired you to defend a factory in \EXACT_SCENE %3%  for %name2%.>
		Prompt1 <Sounds easy enough. I'll do it.>
		Prompt1_1 <Alright, I'll do it.>
		Prompt1_2 <I'll get to work immediately.>
		Prompt2 <Guard duty is boring. Find someone else.>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <Sorry, I don't want this job.>
		Prompt2_2 <You'll have to find someone else.>
	end

Plot
	name <Basic Corporate Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% This job gives salvage. This job will not result in the PC making
	% any enemies.
	requires <*GENERAL>
	PayRate 105

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the town- needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Environs>
	Element4 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Basic 1 3>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% 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= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I have a mission for you from \ELEMENT 2 .>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Report to \EXACT_SCENE EScene 1 for a mission at once.>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by \ELEMENT 2 . Come see me for mission briefing.>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I've got a mission for you. Come here for the briefing.>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// There's a matter that requires your attention. This is official \ELEMENT 2 business, so come as soon as possible.>

	sub
		Persona 1
		rumor0 <%name1% needs a mecha pilot to do a mission for %name2%.>
		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 %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <Recently, a number of our shipments have been attacked by bandits in \EXACT_SCENE %3% . Your job will be to locate those responsible and make sure they are incapable of attacking us again. For this you will earn $ \VAL Reward %threat% PayRate plus salvage.>
		Msg1_1 <You've probably heard that several of our convoys have been attacked in \EXACT_SCENE %3% . We've identified the bandit gang responsible; your job will be to eliminate them once and for all. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Some bandits have been attacking our shipments in \EXACT_SCENE %3% . Defeat them and you'll earn $ \VAL Reward %threat% PayRate plus salvage rights.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <This should be a straightforward assignment. Some bandits have been attacking our shipments in \EXACT_SCENE %3% ; you'll be paid $ \VAL Reward %threat% PayRate plus salvage rights for locating and eliminating them.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <The enemies of \ELEMENT 2 never sleep. Some bandits have been attacking our property in \EXACT_SCENE %3% ... Your job will be to engage them in combat and eliminate them. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <I want you to locate a particular bandit gang in \EXACT_SCENE %3% and disable their mecha. If you can perform this task, \ELEMENT 2 will pay you $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <A gang of bandits has been attacking our shipments in \EXACT_SCENE %3% ; several employees of \ELEMENT 2 have been killed already. I want you to locate the bandits and eliminate them. Upon completion of this mission you'll earn $ \VAL Reward %threat% PayRate and salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\ELEMENT 1 in \SCENE NPCScene %1% hired you to fight some bandits in \EXACT_SCENE %3%  for \ELEMENT 2 .>
		Prompt1 <Sounds good. I'll do it.>
		Prompt1_1 <Alright, I'll do it.>
		Prompt1_2 <I'll get to work immediately.>
		Prompt2 <Sorry, I don't want this job.>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <On second thought, I don't want this job.>
		Prompt2_2 <Really, I don't want to do this.>
	end

Plot
	name <Versus Criminals Corporate Patrol Job>
	% This is a fight against an enemy criminal faction.
	% This job gives salvage. This job will result in the PC making
	% an enemy.
	requires <*GENERAL -!Ne>
	PayRate 160

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	% E5 is the town, needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Environs>
	Element4 <Faction Crime !Enemy 2>
	Element5 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Versus 1 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% 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= RootSceneID %5% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I have a mission for you against %name4%.>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Report to \EXACT_SCENE EScene 1 for a mission against %name4%.>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by \ELEMENT 2 . Come see me for mission briefing.>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// We're under attack by %name4%. Come here for the briefing.>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// There's a matter that requires your attention. This is official \ELEMENT 2 business, so come as soon as possible.>

	sub
		Persona 1
		rumor0 <%name1% needs a pilot to fight %name4% for %name2%.>
		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 %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final %2% %4%>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <A gang of raiders from %name4% has been attacking our convoys in \EXACT_SCENE %3% . Eliminate them and I've been authorized to pay you $ \VAL Reward %threat% PayRate plus full salvage rights.>
		Msg1_1 <You should know that our company has been losing far too much capital to %name4% lately. A group of their raiders has been striking our investments in \EXACT_SCENE %3% ; I want you to defeat them. Pay is $ \VAL Reward %threat% PayRate and salvage.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Our convoys in \EXACT_SCENE %3%  are under attack by %name4%. Eliminate the bandits and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <There's a gang of mecha from %name4% which has been bothering our convoys in \EXACT_SCENE %3% . If you could make them go away, you'd earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <We cannot tolerate these constant attacks by %name4%! A gang of their mecha is in \EXACT_SCENE %3%  right now, attacking our investments. I want you to go there and destroy them! You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <There's a gang of thieves from %name4% that we've traced to \EXACT_SCENE %3% . I want you to go make them sorry for robbing us. You'll earn $ \VAL Reward %threat% PayRate and salvage for this mission.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Company profits are down this quarter, and it's mostly because of %name4%. They have a team of mecha in \EXACT_SCENE %3%  attacking our convoys. Your job is to get rid of them. Do this, and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name1% in \SCENE NPCScene %1% hired you to fight some mecha from %name4% in \EXACT_SCENE %3% .>
		Prompt1 <Sounds good. I'll do it.>
		Prompt1_1 <Alright, I'll do it.>
		Prompt1_2 <I'll get to work immediately.>
		Prompt2 <Sorry, I don't want this job.>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <On second thought, I don't want this job.>
		Prompt2_2 <Really, I don't want to do this.>
	end

