Plot
	name <Hanging Job Offer: Allied Building>
	desc <The PC has to see someone about a job; here it is!>
	requires <#A +T-- +Hmi H:++ -H:NOFAC Common Common>

	% E1 is a scene for this job offer
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Near -7 !Ally -10>
	element2 <Grab 10>
	Place2 <1 (Citizens) pass>

	% All this plot does is move the NPC and activate the mission subplot
	update <if= PlotStatus %plotid% 0 AlterContext .next &SetHangingNPC 0 email 1 SetPlotStatus %plotid% %id1%>
	.next <+H-->

	Msg1_1 <%name2%@%name1%:// I've got that mission I promised you. Come see me at %name1%.>
	Msg1_2 <%name2%@%name1%:// It's time for that mission I told you about earlier. Come give me a call.>
	Msg1_3 <%name2%@%name1%:// I've got a job for you now. This is important.>
	Msg1_4 <%name2%@%name1%:// Ready for that mission? Come talk to me about it.>
	Msg1_5 <%name2%@%name1%:// I've got some work for you. This is very important.>

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 2>

Plot
	name <Hanging Job Offer>
	desc <The PC has to see someone about a job; here it is!>
	requires <#A +T-- +Hmi H:++ ~H:NOFAC Common>

	% E1 is a scene for this job offer
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Near -7 !Okay -10>
	element2 <Grab 10>
	Place2 <1 (Citizens) pass>

	% All this plot does is move the NPC and activate the mission subplot
	update <if= PlotStatus %plotid% 0 AlterContext .next &SetHangingNPC 0 email 1 SetPlotStatus %plotid% %id1%>
	.next <+H-->

	Msg1_1 <%name2%@%name1%:// I've got that mission I promised you. Come see me at %name1%.>
	Msg1_2 <%name2%@%name1%:// It's time for that mission I told you about earlier. Come give me a call.>
	Msg1_3 <%name2%@%name1%:// I've got a job for you now. This is important.>
	Msg1_4 <%name2%@%name1%:// Ready for that mission? Come talk to me about it.>
	Msg1_5 <%name2%@%name1%:// I've got some work for you. This is very important.>

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 2>


Plot
	name <Stolen Blueprints>
	desc <A local scientist has just had the plans for their latest invention stolen.>
	requires <#A +T-- ~C:POLIC>
	Size 1

	% E1 is a scene for the scientist
	% E2 is the scientist
	% E3 is the stolen plans
	Element1 <Scene Public (university|laboratory) !Near -7>
	Element2 <Character ACADE !Near 1 -ArchEnemy NeverFail>
	NeverFail2 <Scientist>
	Place2 <1 (Citizens) pass>
	Element3 <Prefab>

	% Fail Conditions:
	% - Mission giver dies before encounter is activated
	% - Fetch subplot fails

	% P%id%01 = Initialization Counter

	update <if= P%id%01 0 P= %id%01 1 SetPlotStatus %plotid% %id%>

	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %2%  LoseComp 0 .%id%_loss>
	.%id%_GoCheckReveal <ifSubPlotLost %plotid1% SMemo %id%01 SetPlotStatus %plotid3% %id3%>
	.%id%_loss <+T-->

	% Upon getting the item, set the win subplot.
	Get%3% <SMemo %id%02  SetPlotStatus %plotid2% %id2%>

	Msg%id%01 <You failed to recover the blueprint. You should go report to %name2% at %name1%.>
	Msg%id%02 <You should return the blueprint to %name2% at %name1%.>

	%% SubPlot1 is Fetch Item
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_FetchItem&Stolen 3>
	SubPlot2 <*CS_WinFetchItem 2 3>
	SubPlot3 <*CS_CALoseMission 2>

	sub
		Persona 2
		rumor%id% <%name2% lost something of great importance.>
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind Goto .%id%_GoGreet>
		.%id%_GoOfferMission <ifChatNPCUnknown else .%id%_GoKnownGreeting ifChatNPCAlly else .%id%_GoUnknownGreeting Goto .%id%_GoKnownGreeting>
		*.%id%_GoRemind <*GenericMissionReminder>
		*.%id%_GoGreet <*INeedYourHelp .%id%_GoBriefing .%id%_GoRefuse>
		.%id%_GoBriefing <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		.%id%_GoRefuse <NewChat Say %id%03 AddChat %id%01 AddChat %id%02>
		*result%id%01 <*GoodLuckOnMission .%id%_GoR1Exit ChatNPCFac na>
		.%id%_GoR1Exit <StoryNote %id%02 SetPlotStatus %plotid1% %id1%>
		*Result%id%02 <*RejectMission .%id%_GoR2Exit>
		.%id%_GoR2Exit <LoseComp 0 .%id%_changes>
		.%id%_changes <+T-- +F-->
		Msg%id%01 <Some very important blueprints have been stolen from my lab. I'd like for you to check around, and see if you can find out where they are... You will be rewarded for finding them, of course.>
		Msg%id%02 <%name2% hired you to recover \PPR %2% stolen blueprints.>
		Msg%id%03 <Wait! I can afford to pay you, double your normal rate... Some very important blueprints have been stolen from my office. I need you to find them and return them to me.>
		Prompt%id%01 <Alright, I think I can do that.>
		Prompt%id%02 <This isn't my kind of job.>
		CPrompt%id%02 <if# PCFac ChatNPCFac Accept>
	end
	inv
		Treasure
		name <Blueprint>
		desc <Plans to build some kind of incomprehensible machine.>
		CLUE_SCIENCE <Print 1>
		Msg1 <You really hope that someone's going to edit these plans before publication, because right now you can't make heads or tails of them.>
	end


Plot
	name <Hanging Rescue Reward>
	desc <The PC rescued someone previously, now it's a good time for a reward.>
	requires <#A +T-- +Hrt H:++ -L:ENEMY Common>
	changes <+H>
	Size 1

	% E1 is the scene where the meeting will take place.
	% E2 is the person who was rescued.
	Element1 <Scene Public (Meeting|Mall) !Near -7 !Okay -10>
	Element2 <Grab 10>
	Place2 <1 (Citizens) pass>

	% All the update does is start the rescue reward going...
	update <if= PlotStatus %plotid% 0 if= RootSceneID &EpisodeScene email 1 AlterContext .changes &SetHangingNPC 0 SetPlotStatus %plotid1% %id1%>
	.changes <+H-->

	Msg1_1 <%name2%@ \SCENE &EpisodeScene :// I never got to thank you properly for saving me. Drop by %name1% and I will.>
	Msg1_2 <%name2%@ \SCENE &EpisodeScene :// I really owe you one; come see me at %name1% when you get the chance.>
	Msg1_3 <%name2%@ \SCENE &EpisodeScene :// I'd like to speak with you. Come meet me at %name1%.>

	% The subplot contains the reaction/reward.
	SubPlot1 <*CS_ThanksForRescue 2>


Plot
	name <Civil Defense Mission>
	desc <The city government is hiring.>
	requires <#A +T-- P:-- -L:ENEMY ~C:ADVEN>

	% E1 is the scene where this component will take place
	% E2 is the government faction, or a faction allied with it
	% E3 is the NPC that the PC will speak with
	element1 <Scene Building Public !Okay -7 !Near -7>
	element2 <Faction !Ally -7 -ENEMY>
	element3 <Character !Near 1 !Comrade 2 NeverFail>
	NeverFail3 <Bureaucrat>
	Place3 <1 (Citizens) pass>

	% All this plot does is move the NPC, post some news,
	% and activate the mission subplot
	update <if= PlotStatus %plotid% 0 if= RootSceneID &EpisodeScene  News 1  SetPlotStatus %plotid% %id1%>

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 3>

	Msg1_1  <%name3% of \NARRATIVE 7 seeks cavaliers for civil defense mission. Interested parties should apply at %name1%.>
	Msg1_2  <Looking for work? Huge revards available in \NARRATIVE 7 . Contact %name3% at %name1% for more details.>
	Msg1_3  <\NARRATIVE 7 needs cavaliers. %name3% is holding job interviews at %name1%.>
	Msg1_4  <Shortage of cavaliers in \NARRATIVE 7 . %name3% offering prime rates for upcoming missions.>
	Msg1_5  <Cavaliers flock to \NARRATIVE 7 , where %name3% of %name2% is offering huge mission bonuses.>

	inv
		Persona 3
		rumor%id1% <%name3% needs someone to run a mission for the city. I hear it's important.>
		Greeting <NewChat SayAnything>
	end

Plot
	name <Lead: Politics>
	desc <A politician will call about something.>
	requires <#A +T-- C:POLIT -L:ENEMY>

	% E1 is the scene where this component will take place
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Near -7>
	element2 <Character !Near 1 POLIT NeverFail -ArchEnemy>
	NeverFail2 <Bureaucrat>
	Place2 <1 (Citizens) pass>

	% All this plot does is move the NPC, send an email,
	% and activate the mission subplot
	5min <if= PlotStatus %plotid% 0  if= RootSceneID &EpisodeScene V+ 1 1 ifG v1 d6 EMail 1  SetPlotStatus %plotid% %id1%>

	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .next>
	.next <+T-- +F-->

	%% SubPlot1 is the conversation to be had
	SubPlot1 <*CS_Conversation 2>

	Msg1_1  <%name2%@ \NARRATIVE 7 :// There are matters I want to discuss. Meet me at %name1%.>
	Msg1_2  <%name2%@ \NARRATIVE 7 :// I have some information for you. Meet me at %name1%.>
	Msg1_3  <%name2%@ \NARRATIVE 7 :// I could use a consultation at %name1%. Drop by when you have time.>
	Msg1_4  <%name2%@ \NARRATIVE 7 :// Stop by for a consultation. I'll be at %name1%.>
	Msg1_5  <%name2%@ \NARRATIVE 7 :// Come by %name1% when you get the chance; there are issues we need to discuss.>

Plot
	name <Lead: Media>
	desc <A media personality will call about something.>
	requires <#A +T-- C:MEDIA>

	% E1 is the scene where this component will take place
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Near -7>
	element2 <Character !Near 1 MEDIA NeverFail>
	NeverFail2 <Journalist>
	Place2 <1 (Citizens) pass>

	% All this plot does is move the NPC, send an email,
	% and activate the mission subplot
	5min <if= PlotStatus %plotid% 0  if= RootSceneID &EpisodeScene V+ 1 1 ifG v1 d6 EMail 1  SetPlotStatus %plotid% %id1%>

	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .next>
	.next <+T-- +F-->

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_Conversation 2>

	Msg1_1  <%name2%@ \NARRATIVE 7 :// I have a lead for you, \PC . Come meet me at %name1%.>
	Msg1_2  <%name2%@ \NARRATIVE 7 :// Looking for a story? Come see me at %name1%.>
	Msg1_3  <%name2%@ \NARRATIVE 7 :// Hey, let's do lunch at %name1%.>
	Msg1_4  <%name2%@ \NARRATIVE 7 :// I've got an angle to pitch to you. Come see me at %name1%.>
	Msg1_5  <%name2%@ \NARRATIVE 7 :// Have you tried %name1% yet? Meet me there, it's fabulous.>

Plot
	name <Basic Friend Contact>
	desc <The PC's friend will call about something.>
	requires <#A +T-->

	% E1 is the scene where this component will take place
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Near -7>
	element2 <Character !Near -7 !Okay 1 Friend>
	Place2 <1 (Citizens) pass>

	% All this plot does is move the NPC, send an email,
	% and activate the mission subplot
	5min <if= PlotStatus %plotid% 0  if= RootSceneID &EpisodeScene V+ 1 1 ifG v1 d6 EMail 1  SetPlotStatus %plotid% %id1%>

	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .next>
	.next <+T-- +F-->

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_Conversation 2>

	Msg1_1  <%name2%@ \NARRATIVE 7 :// Hey \PC , when you have the time come see me at %name1%>
	Msg1_2  <%name2%@ \NARRATIVE 7 :// I'll be at %name1% for a while. Drop by and we can have a chat.>
	Msg1_3  <%name2%@ \NARRATIVE 7 :// If you're not busy, I'd like to meet with you at %name1%.>
	Msg1_4  <%name2%@ \NARRATIVE 7 :// There are things we need to discuss. Meet me at %name1%.>
	Msg1_5  <%name2%@ \NARRATIVE 7 :// \PC , come meet me at %name1%. I'll be waiting there.>

Plot
	name <Basic Ally Mission>
	desc <The PC will be offered a job by an ally.>
	requires <#A +T-- P:++>

	% E1 is the scene where this component will take place
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Okay -3 !Near -7>
	element2 <Character !Near -7 !Okay -3 !XClude -2 ArchAlly>
	Place2 <1 (Citizens) pass>

	% All this plot does is move the NPC, send an email,
	% and activate the mission subplot
	5min <if= PlotStatus %plotid% 0  if= RootSceneID &EpisodeScene V+ 1 1 ifG v1 d6 EMail 1  SetPlotStatus %plotid% %id1%>

	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .next>
	.next <+T-- +F-->

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 2>

	Msg1_1  <%name2%@ \NARRATIVE 7 :// Hey, I've got a very special assignment for you. Meet me in %name1%.>
	Msg1_2  <%name2%@ \NARRATIVE 7 :// I have something for you to do at %name1%. This is sort of important.>
	Msg1_3  <%name2%@ \NARRATIVE 7 :// I have a mission specifically for you. Come see me at %name1%.>
	Msg1_4  <%name2%@ \NARRATIVE 7 :// When you're finished with the email spam come see me at %name1%. I've got a mission for you.>
	Msg1_5  <%name2%@ \NARRATIVE 7 :// Hey \PC , I have something here that may be of personal interest to you. Come meet me at %name1%.>

Plot
	name <Basic Government Mission>
	desc <The PC will be offered a job by the government.>
	requires <#A +T-- (P:MILIT|P:POLIT|P:POLIC) -P:ENEMY -L:ENEMY ~L:ALLY>

	% E1 is the scene where this component will take place
	% E2 is a government faction
	% E3 is a member thereof
	element1 <Scene Building Public !Okay -3 !Near -7>
	element2 <Faction Government !Ally -3 !Okay -7 !XClude -2>
	element3 <Character !Near 1 !Comrade 2 NeverFail>
	Place3 <1 (Citizens) pass>
	NeverFail3 <Bureaucrat>

	% All this plot does is move the NPC, send an email,
	% and activate the mission subplot
	5min <if= PlotStatus %plotid% 0  if= RootSceneID &EpisodeScene V+ 1 1 ifG v1 d6 EMail 1  SetPlotStatus %plotid% %id1%>

	start <if= PlotStatus %plotid% 0 ifNPCDead %3% LoseComp 0 .next>
	.next <+T-- +F-->

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 3>

	Msg1_1  <%name3%@ \NARRATIVE 7 :// Your services are required by %name2%. Meet me at %name1%.>
	Msg1_2  <%name3%@ \NARRATIVE 7 :// You have some work from %name2%. I'll be waiting for you here at %name1%.>
	Msg1_3  <%name3%@ \NARRATIVE 7 :// I have a mission for you from %name2%. Call me, or come to %name1%.>
	Msg1_4  <%name3%@ \NARRATIVE 7 :// \PC - I've got some work for you to do. Come to %name1% for the briefing.>
	Msg1_5  <%name3%@ \NARRATIVE 7 :// Your presence is requested in %name1%.>


Plot
	name <Basic Friendly Mission>
	desc <The PC will be offered a job by a faction member.>
	requires <#A +T-- P:++ -P:ENEMY>

	% E1 is the scene where this component will take place
	% E2 is the NPC that the PC will speak with
	element1 <Scene Building Public !Okay -3 !Near -7>
	element2 <Character !Near 1 !Comrade -3 NeverFail>
	Place2 <1 (Guards) SD>
	NeverFail2 <Mecha Pilot>

	% All this plot does is move the NPC, send an email,
	% and activate the mission subplot
	5min <if= PlotStatus %plotid% 0  if= RootSceneID &EpisodeScene V+ 1 1 ifG v1 d6 EMail 1  SetPlotStatus %plotid% %id1%>

	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .next>
	.next <+T-- +F-->

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 2>

	Msg1_1  <%name2%@ \NARRATIVE 7 :// I've got a job for you. Report to %name1% as soon as possible.>
	Msg1_2  <%name2%@ \NARRATIVE 7 :// You have some work from \NARRATIVE 3 . I'll be waiting for you here at %name1%.>
	Msg1_3  <%name2%@ \NARRATIVE 7 :// I have a mission for you from \NARRATIVE 3 . Call me, or come to %name1%.>
	Msg1_4  <%name2%@ \NARRATIVE 7 :// \PC - I've got some work for you to do. Come to %name1% for the briefing.>
	Msg1_5  <%name2%@ \NARRATIVE 7 :// Your presence is required in %name1%.>


Plot
	name <The Enemy of my Enemy is my Spoiler>
	desc <Get a hint from the enemy of your enemy>
	requires <#A +T-- F:++>

	% E1 is an enemy faction that's also an enemy of your enemy
	% E2 is a public scene in town
	% E3 is a member of E1
	% E4 is an environs scene for the meeting
	% E5 is the meeting encounter itself
	Element1 <Faction ArchEnemy !Enemy -2>
	Element2 <Scene Public !Near -7 !Okay 1>
	Element3 <Character HasMecha !Comrade 1 !Global NeverFail>
	Place3 <2 sd ally>
	Element4 <Scene Environs !Near -7>
	Element5 <Prefab>
	Place5 <4>

	%% FAIL CONDITIONS:
	%% - E3 dies before the revelation
	start <ifG PlotStatus %plotid% -1 ifNPCDead %3% LoseComp 0 .next>
	.next <+T-- +F-->

	.%id1%_%plotid1%_GoWin  <SMemo 0   WinComp 0 .next>
	.%id1%_%plotid1%_GoLoss <SMemo 0   LoseComp 0 .next>

	%% SubPlot1 is the secret to be revealed
	SubPlot1 <*:CS_GatherInformation&AboutEnemy 3>

	sub
		Persona 3
		rumor0 <%name3% has been hoping to speak with you about your common enemy.>
		greeting <if= PlotStatus %plotid% %id% else GoFirstTime ifChatNPCInPlay else GoNotHere Goto GoReveal>
		GoNotHere <EndChat Say 1>
		*GoReveal <*RevealSecret GoStartSQ1>
		GoStartSQ1 <SetPlotStatus %plotid1% %id1% SetPlotStatus %plotid% -1 Goto .%id1%_GoInform>
		GoFirstTime <if= PlotStatus %plotid% 0 else GoChat Goto GoGreet>
		GoChat <NewChat SayAnything>
		*GoGreet <*IHaveInformation&AboutFaction GoExplain &EnemyFac>
		GoExplain <NewChat Say 2 SMemo 3 History 4 AddChat 1 AddChat 2 SetPlotStatus %plotid% %id% MoveNPC %3% %5% SetNPCTeam %3% 2>
		*result1 <*GoodBye>
		result2 <EndChat Say 5>
		Msg1 <It's too dangerous to talk over the phone. Come meet me in %name4%.>
		Msg2 <This isn't a good place to be discussing things. The agents of \FACTION &EnemyFac could be anywhere. Come meet me in %name4% later on and I'll tell you what I know.>
		Msg3 <%name3% of %name1% offered to tell you a secret about \FACTION &EnemyFac . You are to meet \OPR %3% later in %name4%.>
		Msg4 <%name3% of %name1% offered to tell you a secret about \FACTION &EnemyFac .>
		Msg5 <I am not doing this to aid you; my sole intention to oppose \FACTION &EnemyFac .>
		Prompt1_1 <I'll be there.>
		Prompt1_2 <I'll see you there.>
		Prompt2_1 <Why are you helping me?>
		Prompt2_2 <How do I know I can trust you?>

		MetaScene 5 2
		MapWidth 10
		MapHeight 10
		% L1 = Initialization Counter
		Start <if= L1 0 L= 1 1   ForceChat %3%>
		sub
			team 1
			SetAlly 2
			ParaX 4
			ParaY 4

			team 2
			SetAlly 1
			ParaX 6
			ParaY 6
		end
	end
	inv
		STC CORE-ACTIVATABLE-STATIONARY-DEFENDED
		name <%name3%'s Mecha>
		update <if= PlotStatus %plotid% %id% else GoHide  SetStat STAT_MetaVisibility 0  ShowEncounter  Goto GoSetOrders>
		Msg1 <%name3% must have been followed by \FACTION &EnemyFac . You are attacked by mecha as you approach \PPR %3% position.>
	end

Plot
	name <What's the point?>
	desc <Your partner will ask what happens next.>
	requires <#A +T-- R:++ +G-->
	Size 1

	% Element1 is the partner
	% Element2 is a local metascene- useful for many things
	% Element3 is a character to ask for a job (+Gmo)
	% Element4 is a character to challenge to a duel (+Gpo)
	Element1 <Grab 4>
	Element2 <MetaScene !Near -7 *Building NeverFail>
	Element3 <Character HasMecha !Okay 1 !Okay -3 !Xclude -2 !Near -7 -ArchEnemy>
	Element4 <Character HasMecha !Okay 1 !Near -7>

	% P1 = Have unlocked conversation by visiting destination scene
	start <ifNPCOK %1% else GoEndPlot ifScene .scenetype if= RootSceneID &EpisodeScene if= P1 0     P= 1 1  ForceChat %1% SMemo 1>
	.scenetype <outdoors>
	GoEndPlot <StoryNote 2 AddRenown -10   LoseComp 0 .loss>
	.loss <+Bad>

	Msg1 <%name1% wants to speak with you about something.>
	Msg2 <%name1% died.>

	sub
		Persona 1
		% V1 = First Reputation Counter
		% V2 = Skill to improve
		greeting <if= P1 0 else GoReveal NewChat SayAnything>
		*GoReveal <*LancemateWantsToTalk GoNow GoLater>
		GoLater <EndChat Say %id%01>
		GoNow <NewChat Say %id%02 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04>
		GoNoMeeting <NewChat Say %id%03 StoryNote %id%04 WinComp %2% .party>
		.party <+Tgs +Fpa>
		result%id%01 <AlterContext .altermoney  ifNPCOK %3% else GoNoMeeting NewChat Say %id%05 StoryNote %id%06 &SetTargetNPC %3% WinComp %2% .mission>
		.altermoney <+Gmo>
		.mission <+Tgt +Fmi>
		result%id%02 <AlterContext .alterpower  ifNPCOK %4% else GoNoMeeting NewChat Say %id%07 StoryNote %id%08 &SetTargetNPC %4% WinComp %2% .duel>
		.alterpower <+Gpo>
		.duel <+Tgt +Fch>
		result%id%03 <AlterContext .alterlove  NewChat Say %id%03 StoryNote %id%04 WinComp %2% .party>
		.alterlove <+Glo>
		result%id%04 <AlterContext .alterpeace  NewChat Say %id%03 StoryNote %id%04 WinComp %2% .party>
		.alterpeace <+Gpe>
		Msg%id%01 <That's fine. It wasn't too important... ask me again later.>
		Msg%id%02 <\PC , why are we doing this? What is it that made you want to be a cavalier?>
		Msg%id%03 <So that's it. You see, I heard that there's going to be a party at %name2% soon and a lot of cavaliers are going to be there. I wanted to get into the proper mindset before we crash the joint.>
		Msg%id%04 <%name1% suggested that you crash a party at %name2%.>
		Msg%id%05 <Money is very important. Hey, I heard that %name3% is looking to hire someone over at %name2%. Let's go over there and see if we can get the job.>
		Msg%id%06 <%name1% suggested that you go ask %name3% for a mission at %name2%.>
		Msg%id%07 <Neat. Well, the way to become the best is by challenging other pilots... I've heard that %name4% has been spoiling for a fight recently. Let's go to %name2% and ask \OPR %4% for a duel.>
		Msg%id%08 <%name1% suggested that you challenge %name4% at %name2%.>
		Prompt%id%01 <I'm in it for the money.>
		Prompt%id%02 <I just want to be the best pilot ever.>
		Prompt%id%03 <Cavaliers are sexy. I like that.>
		Prompt%id%04 <I want to make a real difference in the world.>
	end


Plot
	name <Partner Arrange Duel>
	desc <Your partner has arranged a duel between you and someone else.>
	requires <#A +T-- R:PDASS>

	% Element1 is the partner
	% Element2 is the person to ask for a duel
	% Element3 is a scene for the meeting
	Element1 <Grab 4>
	Element2 <Character HasMecha !Okay 1 !Near -7>
	Element3 <Scene Building Public !Near -7 !Okay 2>

	% P1 = Have unlocked conversation by visiting destination scene
	start <ifNPCOK %1% else GoEndPlot ifScene .scenetype if= RootSceneID &EpisodeScene if= P1 0     P= 1 1  ForceChat %1% SMemo 1>
	.scenetype <outdoors>
	GoEndPlot <StoryNote 2 AddRenown -10   LoseComp 0 .loss>
	.loss <+Bad>

	Msg1 <%name1% wants to speak with you about something.>
	Msg2 <%name1% died.>

	sub
		Persona 1
		% V1 = First Reputation Counter
		% V2 = Skill to improve
		greeting <if= P1 0 else GoReveal NewChat SayAnything>
		*GoReveal <*LancemateWantsToTalk GoNow GoLater>
		GoNow <ifNPCOK %2% else GoE2Died NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		GoE2Died <NewChat Say %id%02 StoryNote %id%03 WinComp %3% .dead>
		.dead <+Tgs +Fin>
		GoLater <EndChat Say %id%04>
		result%id%01 <NewChat Say %id%05 SMemo %id%06 History %id%07 &SetTargetNPC %2% WinComp %3% .duel>
		.duel <+Tgt +Fch>
		result%id%02 <NewChat Say %id%08 StoryNote %id%03 WinComp %3% .dead>
		result%id%03 <NewChat Say %id%09 AddChat %id%04 AddChat %id%05>
		result%id%04 <goto result%id%01>
		result%id%05 <goto result%id%02>
		msg%id%01 <Since we're not doing anything right now, I was wondering if you'd be interested in a duel with %name2%. I'm pretty sure that \SPR %2% 'd be willing.>
		Msg%id%02 <I heard a rumor that there's something going on at %name3%. I think we should go check it out.>
		Msg%id%03 <%name1% suggested that you look for information at %name3%.>
		Msg%id%04 <Don't forget to ask me about it later, then.>
		Msg%id%05 <Great! We can meet \OPR %2% at %name3%. Let's get over there right away.>
		Msg%id%06 <%name1% suggested that you challenge %name2% to a duel. You can meet \OPR %2% at %name3%.>
		Msg%id%07 <%name1% suggested that you challenge %name2% to a duel.>
		Msg%id%08 <Whatever you say, \PC . Look, when you get tired of doing whatever important work it is that you're doing, I think we should head over to %name3%. I've heard rumors that something's going on there.>
		Msg%id%09 <Well, it might be fun. You'll get some experience out of it. Does a mecha pilot really need a reason?>
		Prompt%id%01 <Alright, that sounds like fun.>
		Prompt%id%02 <No way. I've got better things to do.>
		Prompt%id%03 <Why would I want to do that?>
		Prompt%id%04 <Fine. Let's go do it.>
		Prompt%id%05 <That's not a convincing argument.>
	end

Plot
	name <Partner Job Lead>
	desc <Your partner has a message for you.>
	requires <#A +T-- R:++ -R:NOFAC -R:PDASS>

	% Element1 is the partner
	% Element2 is the episode town
	% Element3 is the person to ask for a mission
	% Element4 is a scene for the meeting
	Element1 <Grab 4>
	Element2 <Grab 7>
	Element3 <Character !Ally 1 !Okay -3 !Near 2>
	Element4 <Scene Building Public !Near 2 !Okay 3>

	% P1 = Have unlocked conversation by visiting destination scene
	start <ifNPCOK %1% else GoEndPlot if= SceneID %2% if= P1 0     P= 1 1  ForceChat %1% SMemo 1>
	GoEndPlot <StoryNote 2 AddRenown -10   LoseComp 0 .loss>
	.loss <+Cfa +Bad>

	Msg1 <%name1% wants to speak with you about something.>
	Msg2 <%name1% died.>

	sub
		Persona 1
		% V1 = First Reputation Counter
		% V2 = Skill to improve
		greeting <if= P1 0 else GoReveal NewChat SayAnything>
		*GoReveal <*LancemateWantsToTalk GoNow GoLater>
		GoNow <NewChat Say %id%01 SMemo %id%03 AddChat %id%01 ifNPCOK %3% else GoE3Died &SetTargetNPC %3% WinComp %4% .next>
		.next <+Tgt +Fmi>
		GoE3Died <WinComp %4% .dead>
		.dead <+Tgs +Fin>
		GoLater <EndChat Say %id%02>
		result%id%01 <NewChat Say %id%04 SMemo %id%05>
		Msg%id%01 <I got a call from %name3%. We've been asked to go to %name4% for a mission.>
		Msg%id%02 <Fine. Ask me about it later, then.>
		Msg%id%03 <You should meet %name3% at %name4% for a mission.>
		Msg%id%04 <Really? Well, maybe we should head over there and see if we can find any information, anyhow.>
		Msg%id%05 <You should search %name4% for information.>
		Prompt%id%01 <Didn't you hear? %name3% is dead.>
		CPrompt%id%01 <ifNPCDead %3% Accept>
	end

Content
	name <My Enemy is Your Enemy>
	desc <An NPC will ask the PC to train him, so that he can get revenge against the enemy NPC.>
	requires <#A +T-- E:++ ~E:ENEMY -E:FRIEND R:-- ~C:ADVEN ~+Gpo (!Ne|!Lo)>
	Size 1

	% E1 is a public scene in town
	% E2 is the new NPC
	% E3 is the mutual enemy
	% E4 is a outdoors scene
	Element1 <Scene Building Public !Near -7>
	Element2 <NewNPC 0 -7>
	Place2 <1 (Citizens) ally pass>
	Element3 <Grab 1>
	Element4 <Scene Environs !Near -7>

	% P1 = Initialization Counter
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 1 NPCLevel %2% StoryDL>
	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .next>
	.next <+T-- +F-->

	sub
		Persona 2
		rumor0 <%name2% wants to speak with you about %name3%.>
		Greeting <ifChatNPCInPlay else GoComeHere Goto GoAskHelp>
		GoComeHere <NewChat Say 8>
		*GoAskHelp <*INeedYourHelp&PCSpecifically GoListen GoRefuse>
		GoRefuse <EndChat Say 1 AddChat 1>
		GoListen <NewChat Say 2 StoryNote 3 AddChat 2 AddChat 3>
		result1 <Goto GoListen>
		result2 <NewChat Say 4 AddChat 4 AddChat 5 AddChat 6>
		result3 <NewChat Say 5 AddChat 4 AddChat 5 AddChat 6>
		result4 <NewChat Say 6 StoryNote 7 &SetPartnerNPC %2% &AddPartnerToLance SetXXRMotivation %2% XXR_M_Revenge SetXXRAttitude %2% XXR_A_IsJunior WinComp 0 .join>
		.join <+T-- +F-->
		result5 <NewChat Say 9 Storynote 10 WinComp %4% .refuse>
		.refuse <+T-- +F-->
		result6 <NewChat Say 11 AddChat 7 AddChat 8>
		result7 <NewChat Say 12 StoryNote 13 &SetAmoreNPC %2% SetXXRMotivation %2% XXR_M_Revenge SetXXRAttitude %2% XXR_A_IsJunior WinComp 0 .love>
		.love <+T-- +F-->
		result8 <NewChat Say 14 StoryNote 15 &SetPartnerNPC %2% &AddPartnerToLance SetXXRMotivation %2% XXR_M_Revenge SetXXRAttitude %2% XXR_A_IsJunior WinComp 0 .join>
		Msg1 <No, wait, this has to do with %name3%. Just hear me out...>
		Msg2 <%name3% is responsible for the death of my brother. I plan to track \OPR %3% down and see justice done... but to do that, I'm going to need your help.>
		Msg3 <%name2% revealed that %name3% killed \PPR %2% brother.>
		Msg4 <I want you to train me. Teach me how to fight so that I can defeat %name3%. In the meantime, I'll help you as much as I can... I know how to pilot a mecha, and I can cook a little.>
		Msg5 <I can't do that. I know that I don't stand a chance against %name3% now, but if you were to train me... Teach me how to fight so that I can defeat \OPR %3% .>
		Msg6 <Great! I promise, I'll be the best student ever.>
		Msg7 <You agreed to train %name2% so \SPR %2% can fight %name3%.>
		Msg8 <Come speak with me in %name1%; what I have to say is too important for over the phone.>
		Msg9 <I see.>
		Msg10 <You learned that %name3%'s mecha has been seen in %name4%.>
		Msg11 <Why are you trying to protect me? You don't even know me.>
		Msg12 <Alright, I'll trust you... I'm counting on you to stop %name3%, but please be careful. I don't want you to get hurt either.>
		Msg13 <You promised to defeat %name3% for %name2%.>
		Msg14 <In that case, you shouldn't mind if I tag along on your adventure. I won't get in your way.>
		Msg15 <%name2% pledged to follow you so \SPR %2% can help defeat %name3%.>
		Prompt1 <[Continue]>
		Prompt2 <What can I do?>
		Prompt3 <Take my advice- just stay far away from %name3%.>
		Prompt4 <Alright. I'll train you.>
		Prompt5 <I don't need a sidekick. They tend to die.>
		Prompt6 <Please, don't get involved. I'll stop %name3% for you.>
		CPrompt6 <ifChatNPCSexy if= &AmoreNPC 0 ifG React d10 Accept>
		Prompt7 <If you get killed I never will. I don't want you to get hurt.>
		Prompt8 <Good point. I guess I don't really care.>
	end

