%%
%% *MECHAMISSION_Capture Content
%%
%% The PC is going to capture an enemy vehicle.
%%
%% This mission gives salvage plus four FacXP points.
%%
%% This subplot is responsible for loading its own conclusions: typically, there will be
%% one conclusion for winning the battle, one conclusion for losing the battle, and a third
%% conclusion for running out of time.
%%
%% The master plot must have a PayRate set. The master plot is also responsible for E1's
%% mission reminder message.
%%
%% Param1: The NPC offering the mission
%% Param2: The outdoors scene where the encounter will be placed
%% Param3: The enemy faction
%%

Content
	name <Generic Capture Cruiser>
	requires <*MECHAMISSION_Capture>
	desc <The PC will capture a cruiser without destroying it.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The enemy faction
	% E4: The combat scene
	Element4 <Prefab>
	Place4 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 4 2
		%% The ship's exterior
		%% To capture the ship, defeat all the guards, weapons, and
		%% thrusters. Damaging the cargo segments of the ship may result
		%% in the ship being destroyed.

		SetFaction 3

		% L1 = Encounter Over Counter
		% L2 = Initialization Counter
		% L3 = "Just defeat the guards" message counter
		% L4 = Initial headcount of Team 3
		MapWidth 50
		MapHeight 50

		Start <if= L2 0 L= 2 1  L= 4 t3   Alert 1  P= %id%02 1  PCFEnemy %3%>

		nu1 <if= T1 0  Return   if= L1 0 L= 1 1  Goto GoLoseMission>
		nu2 <if= T2 0  if= T4 0 if= T5 0   if= L1 0  L= 1 1  ifG t3 0 else GoLoseMission Goto GoWinMission>
		GoLoseMission <Alert 2  Memo 2  LoseRenown                                  SetPlotStatus %plotid2% %id2%>
		GoWinMission <Alert 3  Memo 3   AddRenown 1   XPV 100  FacXP+ NPCFac %1% 3  Salvage  SetPlotStatus %plotid1% %id1%>
		nu4 <Goto nu2>
		nu5 <Goto nu2>

		end <SetEncounterInactive %2%>

		Msg1 <You have found the enemy vessel. Disable its thrusters, weapons, and guard escort to capture it.>
		Msg2 <You have failed %name1%'s mission.>
		Msg3 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1 10 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2 4 5
			SetAlly 6
			ParaX 5
			ParaY 25

			team 2
			name <Enemies>
			type <DEFENSE>
			SetEnemy 1 6
			SetAlly 4 5
			Deploy <SetSelfFaction %3%  WMecha 2 %threat% 100>
			ParaX 45
			ParaY 25

			team 3
			name <Cruiser Body>
			% This team is neutral- the PC wants to capture these
			% parts intact.

			team 4
			name <Cruiser Weapons>
			setenemy 1 6
			setally 2 3 5
			% Destroy the weapons and propulsion to incapacitate the
			% cruiser.

			team 5
			name <Cruiser Propulsion>
			setenemy 1 6
			setally 2 3 4

			Team 6
			name <Allies>
			setally 1
			setenemy 2 4 5

			rect
			name <Cruiser Zone>
			special <SubZone>
			width 12
			height 12
			MFX 37
			MFY 19
			sub
				SuperProp
				requires <*Cruiser>
				Team1 3
				Team2 4
				Team3 5
			end
		end
	end
	inv
		STC PLOT-MECHAMISSION-WANDER
	end


%%
%% *MECHAMISSION_Escort Content
%%
%% The PC is going to defend a convoy against enemy mecha.
%%
%% This mission gives salvage plus four FacXP points.
%%
%% This subplot is responsible for loading its own conclusions: typically, there will be
%% one conclusion for winning the battle, one conclusion for losing the battle, and a third
%% conclusion for running out of time.
%%
%% The master plot must have a PayRate set. The master plot is also responsible for E1's
%% mission reminder message.
%%
%% Param1: The NPC offering the mission
%% Param2: The outdoors scene where the encounter will be placed
%% Param3: The faction being defended
%%

Content
	name <Escort Cruiser (Extreme Renown)>
	requires <*MECHAMISSION_Escort !Ex>
	desc <The PC will protect a cruiser from some enemy mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The faction being defended
	% E4: The faction attacking the convoy
	% E5: The combat scene
	Element4 <Faction !Enemy 3>
	Element5 <Prefab>
	Place5 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 5 2
		% L1 = Initialization Counter
		% L2 = Victory Counter
		MapWidth 50
		MapHeight 50

		% Set this metascene's faction to E4
		SetFaction 4

		% At startup, set the counter so the mission doesn't timeout
		% while the PC is defending the factory. That would just be silly.
		Start <if= L1 0  Alert 1  L= 1 1 P= %id%02 1>
		nu1 <if= T1 0 Return if= L2 0 L= 2 1 Goto GoLoseMission>
		nu2 <if= T2 0 if= L2 0 L= 2 1 Salvage ifG T3 0 else GoLoseMission Goto GoWinMission>
		GoLoseMission <Alert 2  Memo 2  LoseRenown         SetPlotStatus %plotid2% %id2%>
		GoWinMission  <Alert 3  Memo 3  AddRenown 1        XPV 100  FacXP+ %3% 1  SetPlotStatus %plotid1% %id1%>

		Msg1 <While escorting the cruiser, you are attacked by mecha from %name4%!>
		Msg2 <You have failed %name1%'s mission.>
		Msg3 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1 10 Sub *CRC_Backup    na>

		sub
			Team 1
			SetEnemy 2
			SetAlly 3 4
			home <Cruiser Zone>

			Team 2
			name <Enemies>
			type <ASSAULT>
			SetEnemy 1 3 4
			Deploy <SetSelfFaction %4% WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			Team 3
			name <Cruiser>
			SetEnemy 2
			SetAlly 1 4

			team 4
			name <Allies>
			SetEnemy 2
			SetAlly 1 3
			ParaX 10
			ParaY 10

			rect
			name <Cruiser Zone>
			special <SubZone>
			width 12
			height 12
			MFX 2
			MFY 2
			sub
				SuperProp
				requires <*Cruiser>
				SetTeam 3
			end
		end

	end
	inv
		STC CORE-STATIONARY
		name <%name1%'s Mission>
		Attack <  >
	end


Content
	name <Escort Cruiser (High Renown)>
	requires <*MECHAMISSION_Escort !Hi>
	desc <The PC will protect a cruiser from some enemy mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The faction being defended
	% E4: The faction attacking the convoy
	% E5: The combat scene
	Element4 <Faction !Enemy 3>
	Element5 <Prefab>
	Place5 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 5 2
		% L1 = Initialization Counter
		% L2 = Victory Counter
		MapWidth 50
		MapHeight 50

		% Set this metascene's faction to E4
		SetFaction 4

		% At startup, set the counter so the mission doesn't timeout
		% while the PC is defending the factory. That would just be silly.
		Start <if= L1 0  Alert 1  L= 1 1 P= %id%02 1>
		nu1 <if= T1 0 Return if= L2 0 L= 2 1 Goto GoLoseMission>
		nu2 <if= T2 0 if= L2 0 L= 2 1 Salvage ifG T3 0 else GoLoseMission Goto GoWinMission>
		GoLoseMission <Alert 2  Memo 2  LoseRenown         SetPlotStatus %plotid2% %id2%>
		GoWinMission  <Alert 3  Memo 3  AddRenown 1        XPV 100  FacXP+ %3% 1  SetPlotStatus %plotid1% %id1%>

		Msg1 <While escorting the cruiser, you are attacked by mecha from %name4%!>
		Msg2 <You have failed %name1%'s mission.>
		Msg3 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1 10 Sub *CRC_Backup    na>

		sub
			Team 1
			SetEnemy 2
			SetAlly 3 4
			home <Cruiser Zone>

			Team 2
			name <Enemies>
			type <ASSAULT>
			SetEnemy 1 3 4
			Deploy <SetSelfFaction %4% WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			Team 3
			name <Cruiser>
			SetEnemy 2
			SetAlly 1 4

			team 4
			name <Allies>
			SetEnemy 2
			SetAlly 1 3
			ParaX 10
			ParaY 10

			rect
			name <Cruiser Zone>
			special <SubZone>
			width 12
			height 12
			MFX 11
			MFY 11
			sub
				SuperProp
				requires <*Cruiser>
				SetTeam 3
			end
		end

	end
	inv
		STC CORE-STATIONARY
		name <%name1%'s Mission>
		Attack <  >
	end


Content
	name <Generic Escort Cruiser>
	requires <*MECHAMISSION_Escort -!Hi -!Ex>
	desc <The PC will protect a cruiser from some enemy mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The faction being defended
	% E4: The faction attacking the convoy
	% E5: The combat scene
	Element4 <Faction !Enemy 3>
	Element5 <Prefab>
	Place5 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 5 2
		% L1 = Initialization Counter
		% L2 = Victory Counter
		MapWidth 50
		MapHeight 50

		% Set this metascene's faction to E4
		SetFaction 4

		% At startup, set the counter so the mission doesn't timeout
		% while the PC is defending the factory. That would just be silly.
		Start <if= L1 0  Alert 1  L= 1 1 P= %id%02 1>
		nu1 <if= T1 0 Return if= L2 0 L= 2 1 Goto GoLoseMission>
		nu2 <if= T2 0 if= L2 0 L= 2 1 Salvage ifG T3 0 else GoLoseMission Goto GoWinMission>
		GoLoseMission <Alert 2  Memo 2  LoseRenown         SetPlotStatus %plotid2% %id2%>
		GoWinMission  <Alert 3  Memo 3  AddRenown 1        XPV 100  FacXP+ %3% 1  SetPlotStatus %plotid1% %id1%>

		Msg1 <While escorting the cruiser, you are attacked by mecha from %name4%!>
		Msg2 <You have failed %name1%'s mission.>
		Msg3 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1 10 Sub *CRC_Backup    na>

		sub
			Team 1
			SetEnemy 2
			SetAlly 3 4
			home <Cruiser Zone>

			Team 2
			name <Enemies>
			type <ASSAULT>
			SetEnemy 1 3 4
			Deploy <SetSelfFaction %4% WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			Team 3
			name <Cruiser>
			SetEnemy 2
			SetAlly 1 4

			team 4
			name <Allies>
			SetEnemy 2
			SetAlly 1 3
			ParaX 10
			ParaY 10

			rect
			name <Cruiser Zone>
			special <SubZone>
			width 12
			height 12
			MFX 19
			MFY 19
			sub
				SuperProp
				requires <*Cruiser>
				SetTeam 3
			end
		end

	end
	inv
		STC CORE-STATIONARY
		name <%name1%'s Mission>
		Attack <  >
	end



%%
%% *MECHAMISSION_Defense Content
%%
%% The PC is going to defend a base against enemy mecha.
%%
%% This mission gives salvage plus 4 FacXP points.
%%
%% This subplot is responsible for loading its own conclusions: typically, there will be
%% one conclusion for winning the battle, one conclusion for losing the battle, and a third
%% conclusion for running out of time.
%%
%% The master plot must have a PayRate set. The master plot is also responsible for E1's
%% mission reminder message.
%%
%% Param1: The NPC offering the mission
%% Param2: The outdoors scene where the encounter will be placed
%% Param3: The faction being defended
%%

Content
	name <Generic Defend Base>
	requires <*MECHAMISSION_Defense -2:SPACE>
	desc <The PC will protect a base from some enemy mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The faction being defended
	% E4: The faction attacking the base
	% E5: The combat scene
	Element4 <Faction !Enemy 3>
	Element5 <Prefab>
	Place5 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 5 2
		% L1 = Initialization Counter
		% L2 = Victory Counter
		MapWidth 50
		MapHeight 50

		CityBlockMap
		terrain <GROUND>

		% Set this metascene's faction to E4
		SetFaction 4

		% At startup, set the counter so the mission doesn't timeout
		% while the PC is defending the factory. That would just be silly.
		Start <if= L1 0  Alert 1  L= 1 1 P= %id%02 1>
		nu1 <if= T1 0 Return if= L2 0 L= 2 1 Goto GoLoseMission>
		nu2 <if= T2 0 if= L2 0 L= 2 1 Salvage ifG T3 0 else GoLoseMission Goto GoWinMission>
		GoLoseMission <Alert 2  Memo 2  LoseRenown                          SetPlotStatus %plotid2% %id2%>
		GoWinMission  <Alert 3  Memo 3  AddRenown 1  XPV 100  FacXP+ %3% 3  SetPlotStatus %plotid1% %id1%>

		Msg1 <You arrive just in time to defend the base against %name4%.>
		Msg2 <You have failed %name1%'s mission.>
		Msg3 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 20 Sub *CRC_Nemesis   na>
		Content2 <Some 1  5 Sub *CRC_Backup    na>

		sub
			Team 1
			SetEnemy 2
			SetAlly 3 4
			ParaX 7
			ParaY 7

			Team 2
			name <Enemies>
			type <ASSAULT>
			SetEnemy 1 3 4
			Deploy <SetSelfFaction %4% WMecha 2 %threat% 150>
			ParaX 45
			ParaY 45

			Team 3
			SetEnemy 2
			SetAlly 1 4

			team 4
			name <Allies>
			SetEnemy 2
			SetAlly 1 3
			ParaX 10
			ParaY 10

			rect
			name <The Factory>
			desig <NW>
			sub
				SuperProp
				requires <*Fortress>
				SetTeam 3
			end
		end

	end
	inv
		STC CORE-STATIONARY
		name <%name1%'s Mission>
	end

Content
	name <Defend Asteroid Base>
	requires <*MECHAMISSION_Defense 2:SPACE>
	desc <The PC will protect a base from some enemy mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The faction being defended
	% E4: The faction attacking the base
	% E5: The combat scene
	Element4 <Faction !Enemy 3>
	Element5 <Prefab>
	Place5 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 5 2
		% L1 = Initialization Counter
		% L2 = Victory Counter
		MapWidth 50
		MapHeight 50

		AsteroidMap
		RockyTiles

		% Suffocation effect...
		Vacuum
		SpaceBackdrop

		terrain <GROUND>

		% Set this metascene's faction to E4
		SetFaction 4

		% At startup, set the counter so the mission doesn't timeout
		% while the PC is defending the factory. That would just be silly.
		Start <if= L1 0  Alert 1  L= 1 1 P= %id%02 1>
		nu1 <if= T1 0 Return if= L2 0 L= 2 1 Goto GoLoseMission>
		nu2 <if= T2 0 if= L2 0 L= 2 1 Salvage ifG T3 0 else GoLoseMission Goto GoWinMission>
		GoLoseMission <Alert 2  Memo 2  LoseRenown                          SetPlotStatus %plotid2% %id2%>
		GoWinMission  <Alert 3  Memo 3  AddRenown 1  XPV 100  FacXP+ %3% 3  SetPlotStatus %plotid1% %id1%>

		Msg1 <You arrive just in time to defend the base against %name4%.>
		Msg2 <You have failed %name1%'s mission.>
		Msg3 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 20 Sub *CRC_Nemesis   na>
		Content2 <Some 1  5 Sub *CRC_Backup    na>

		sub
			Team 1
			SetEnemy 2
			SetAlly 3 4
			ParaX 7
			ParaY 7

			Team 2
			name <Enemies>
			type <ASSAULT>
			SetEnemy 1 3 4
			Deploy <SetSelfFaction %4% WMecha 2 %threat% 150>
			ParaX 45
			ParaY 45

			Team 3
			SetEnemy 2
			SetAlly 1 4

			team 4
			name <Allies>
			SetEnemy 2
			SetAlly 1 3
			ParaX 10
			ParaY 10

			rect
			name <The Factory>
			MFX 5
			MFY 5
			Width 5
			Height 5
			sub
				SuperProp
				requires <*Fortress>
				SetTeam 3
			end
		end

	end
	inv
		STC CORE-STATIONARY
		name <%name1%'s Mission>
	end


%%
%% *MECHAMISSION_Versus Content
%%
%% The PC has been sent to fight some mecha belonging to an enemy faction.
%% This is going to result in an enemy faction being gained.
%%
%% This mission gives salvage.
%%
%% This subplot is responsible for loading its own conclusions: typically, there will be
%% one conclusion for winning the battle, one conclusion for losing the battle, and a third
%% conclusion for running out of time.
%%
%% The master plot must have a PayRate set. The master plot is also responsible for E1's
%% mission reminder message.
%%
%% Param1: The NPC offering the mission
%% Param2: The outdoors scene where the encounter will be placed
%% Param3: The faction being fought

Content
	name <Generic Faction Enemies>
	requires <*MECHAMISSION_Versus>
	desc <The PC will fight some enemy mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The faction being fought
	% E4: The combat scene
	Element4 <Prefab>
	Place4 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= PlotStatus %plotid% %id% else %pop% if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <if= PlotStatus %plotid% %id% else %pop% ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email

	% SubPlot4 = Lancemate character development

	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 4 2
		% L1 = Encounter Over Counter
		MapWidth 50
		MapHeight 50

		% Set this metascene's faction to E3
		SetFaction 3

		Start <if= P%id%02 0   P= %id%02 1   PCFEnemy %3%  ifG 31 d100 StartPlot .side_story PCRenown>
		.side_story <*CombatSideStory %e2% %e3%>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   LoseRenown                     Memo 1  Alert 1   SetPlotStatus %plotid% %id2%>
		nu2 <if= T2 0   if= V1 0 V= 1 1            XPV 100   AddRenown 1  Salvage   Memo 2  Alert 2   SetPlotStatus %plotid% %id1%>

		Msg1 <You lost %name1%'s mission.>
		Msg2 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1  5 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <SetSelfFaction %3% WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			team 3
			name <Allies>
			SetEnemy 2
			SetAlly 1
			ParaX 10
			ParaY 5
		end
	end
	inv
		STC PLOT-MECHAMISSION-WANDER
	end


%%
%% *MECHAMISSION_Basic Content
%%
%% The PC has been sent to fight some mecha, but hasn't been told who he'll be fighting
%% or anything else about it. Therefore, this mission is a blank slate of violent goodness.
%%
%% This mission gives salvage.
%%
%% This subplot is responsible for loading its own conclusions: typically, there will be
%% one conclusion for winning the battle, one conclusion for losing the battle, and a third
%% conclusion for running out of time.
%%
%% The master plot must have a PayRate set. The master plot is also responsible for E1's
%% mission reminder message.
%%
%% Param1: The NPC offering the mission
%% Param2: The outdoors scene where the encounter will be placed

Content
	name <Generic Enemies>
	requires <*MECHAMISSION_Basic>
	desc <The PC will fight some factionless mecha.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The combat scene
	Element3 <Prefab>
	Place3 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= PlotStatus %plotid% %id% else %pop% if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <if= PlotStatus %plotid% %id% else %pop% ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email
	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 3 2
		% L1 = Encounter Over Counter
		MapWidth 50
		MapHeight 50

		Start <if= P%id%02 0  P= %id%02 1>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   LoseRenown                     Memo 1  Alert 1   SetPlotStatus %plotid% %id2%>
		nu2 <if= T2 0   if= V1 0 V= 1 1            XPV 100   AddRenown 1  Salvage   Memo 2  Alert 2   SetPlotStatus %plotid% %id1%>

		Msg1 <You lost %name1%'s mission.>
		Msg2 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 10 Sub *CRC_Nemesis   na>
		Content2 <Some 1  5 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			team 3
			name <Allies>
			SetEnemy 2
			SetAlly 1
			ParaX 10
			ParaY 5
		end
	end
	inv
		STC PLOT-MECHAMISSION-WANDER
	end

Content
	name <Asteroid Encounter>
	requires <*MECHAMISSION_Basic 2:SPACE>
	desc <The PC will fight some factionless mecha... on an asteroid!>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The combat scene
	Element3 <Prefab>
	Place3 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= PlotStatus %plotid% %id% else %pop% if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <if= PlotStatus %plotid% %id% else %pop% ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email
	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 3 2
		% L1 = Encounter Over Counter
		MapWidth 50
		MapHeight 50
		AsteroidMap
		RockyTiles

		% Suffocation effect...
		Vacuum
		SpaceBackdrop

		Start <if= P%id%02 0  P= %id%02 1 Alert 3>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   LoseRenown                     Memo 1  Alert 1   SetPlotStatus %plotid% %id2%>
		nu2 <if= T2 0   if= V1 0 V= 1 1            XPV 100   AddRenown 1  Salvage   Memo 2  Alert 2   SetPlotStatus %plotid% %id1%>

		Msg1 <You lost %name1%'s mission.>
		Msg2 <You have completed %name1%'s mission.>
		Msg3 <You locate your targets on a large asteroid.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 10 Sub *CRC_Nemesis   na>
		Content2 <Some 1  5 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			team 3
			name <Allies>
			SetEnemy 2
			SetAlly 1
			ParaX 10
			ParaY 5
		end
	end
	inv
		STC PLOT-MECHAMISSION-WANDER
	end

Content
	name <Faction Enemies>
	requires <*MECHAMISSION_Basic ~!Md ~!Hi ~!Ex>
	desc <The PC will fight some enemies of the mission-giving NPC.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The combat scene
	% E4: The enemy faction
	Element3 <Prefab>
	Place3 <2>
	Element4 <Faction !Enemy 1>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= PlotStatus %plotid% %id% else %pop% if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <if= PlotStatus %plotid% %id% else %pop% ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email
	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 3 2
		% L1 = Encounter Over Counter
		MapWidth 50
		MapHeight 50

		% Set this metascene's faction to E4
		SetFaction 4

		Start <if= P%id%02 0  P= %id%02 1  ifG 21 d100 StartPlot .side_story PCRenown>
		.side_story <*CombatSideStory %e2% %e4%>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   LoseRenown                     Memo 1  Alert 1   SetPlotStatus %plotid% %id2%>
		nu2 <if= T2 0   if= V1 0 V= 1 1            XPV 100   AddRenown 1  Salvage   Memo 2  Alert 2   SetPlotStatus %plotid% %id1%>

		Msg1 <You lost %name1%'s mission.>
		Msg2 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1  5 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1
			Deploy <SetSelfFaction %4% WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			team 3
			name <Allies>
			SetEnemy 2
			SetAlly 1
			ParaX 10
			ParaY 5
		end
	end
	inv
		STC PLOT-MECHAMISSION-WANDER
	end


%%
%% *MECHACAVE_Basic Content
%%
%% The PC has been sent to fight some mecha, but hasn't been told who he'll be fighting
%% or anything else about it. Therefore, this mission is a blank slate of violent goodness.
%%
%% This mission gives salvage. It takes place in a cave.
%%
%% This subplot is responsible for loading its own conclusions: typically, there will be
%% one conclusion for winning the battle, one conclusion for losing the battle, and a third
%% conclusion for running out of time.
%%
%% The master plot must have a PayRate set. The master plot is also responsible for E1's
%% mission reminder message.
%%
%% Param1: The NPC offering the mission
%% Param2: The outdoors scene where the encounter will be placed

Content
	name <Generic Enemies (in a cave)>
	requires <*MECHACAVE_Basic>
	desc <The PC will fight some factionless mecha in a cave.>

	% E1: The Mission Provider
	% E2: The scene where the encounter will be placed
	% E3: The combat scene
	Element3 <Prefab>
	Place3 <2>

	% P%id%01 = Time Limit
	% P%id%02 = Have entered combat
	update <if= PlotStatus %plotid% %id% else %pop% if= p%id%01 0 P= %id%01 ComTime P+ %id%01 86400>
	start <if= PlotStatus %plotid% %id% else %pop% ifG ComTime P%id%01 ifG p%id%01 0 if= P%id%02 0 SetPlotStatus %plotid% %id3%>

	% SubPlot1 = Win the battle, get a reward
	% SubPlot2 = Lose the battle, get scorned
	% SubPlot3 = Run out of time, get email
	SubPlot1 <*Util_WinMission&Mecha 1>
	SubPlot2 <*Util_LoseMission&Mecha 1>
	SubPlot3 <*Util_TimeOver 1>

	sub
		MetaScene 3 2
		% L1 = Encounter Over Counter
		MapWidth 40
		MapHeight 40
		CaveMap
		RockyTiles
		special <AddExit>
		Ceiling
		terrain <INSIDE>

		Start <if= P%id%02 0  P= %id%02 1>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   LoseRenown                     Memo 1  Alert 1   SetPlotStatus %plotid% %id2%>
		nu2 <if= T2 0   if= V1 0 V= 1 1            XPV 100   AddRenown 1  Salvage   Memo 2  Alert 2   SetPlotStatus %plotid% %id1%>

		Msg1 <You lost %name1%'s mission.>
		Msg2 <You have completed %name1%'s mission.>

		% Random scene content- there's a chance that an enemy or an ally will show up.
		Content1 <Some 1 15 Sub *CRC_Nemesis   na>
		Content2 <Some 1  2 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2
			SetAlly 3

			team 2
			name <Enemies>
			home <Enemy Zone>
			type <ASSAULT>
			SetEnemy 1 3
			Deploy <WMecha 2 %threat% 100>

			team 3
			name <Allies>
			SetEnemy 2
			SetAlly 1

			room
			name <Enemy Zone>
			Width 7
			Height 7
		end
	end
	inv
		STC CORE-STATIONARY
		name <%name1%'s Mission>
		Attack <  >
	end

