%%
%% *CS_Conversation Content
%%
%% The NPC is going to talk with the PC about something. I don't know what,
%% but it should be indicated by the +F-- descriptor. These conversations
%% can be used for the following flavors:
%%
%%	+F--	No reason
%%	+Fin	To find information
%%
%% Why split these off into a subplot, rather than just writing them as basic
%% plots? Because all of these conversations should be encounterable under
%% two separate circumstances: Either the PC's task is to speak with the NPC,
%% or the NPC contacts the PC of his/her own volition.
%%
%% Please note that these conversations should not care about the scene where the
%% NPC is placed.
%%
%% The parent plot sets the plot status to this layer's ID when ready.
%%
%% Param1: The NPC being spoken to
%%

%%  ********************************
%%  ***   +P--  Peaceful  Life   ***
%%  ********************************

Content
	name <In The Army Now>
	desc <The NPC is joining the army; maybe the PC can join as well!>
	requires <*CS_Conversation +P-- +F-- P:-- R:-- (1:Friend|1:Family|1:Lover) (1:MILIT|1:ADVEN|1:LABOR) -L:ENEMY ~+Gpe>
	Size 1

	% Element1 is the NPC to meet
	% Element2 is a military faction allied to the current city
	% Element3 is a nearby member of the faction
	% Element4 is an enemy of the faction
	% Element5 is the meeting scene
	Element2 <Faction Military !Ally -7 !Okay 1>
	Element3 <Character !Comrade 2 !Near -7 NEVERFAIL>
	Place3 <5 (Citizens) pass ally>
	Element4 <Faction !Enemy 2>
	Element5 <Scene Building Public !Near -7 !Okay 2>

	% P%id%01 = Initialization Counter
	update <if= PlotStatus %plotid% %id% else %pop% if= P%id%01 0 P= %id%01 1 NPCLevel %1% StoryDL SetNPCFaction %1% %2%>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% ifChatNPCInPlay else .%id%_GoNotHere Goto .%id%_GoGreet>
		% v%id%01 = First Reputation Counter
		*.%id%_GoNotHere <*NotByPhone>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAsk>
		.%id%_GoAsk <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AlterContext .%id%_UnknownEnemy>
		.%id%_UnknownEnemy <+Pun>
		result%id%01 <NewChat Say %id%02    AddCHat %id%03 AddChat %id%04 AddChat %id%05    if= V%id%01 0 V= %id%01 1 AddCheerful d6>
		result%id%02 <NewChat Say %id%03    AddCHat %id%03 AddChat %id%04 AddChat %id%05    if= V%id%01 0 V= %id%01 1 AddCheerful -d6>
		result%id%03 <NewChat Say %id%04   SMemo %id%05  History %id%06   &SetPartnerNPC %1% &AddPartnerToLance SetXXRMotivation %1% XXR_M_Professional SetXXRAttitude %1% XXR_A_IsJunior  &SetTargetNPC %3% &SetAllyFac %2% SetPCFac %2% XPV 150 WinComp %5% .%id%_next>
		result%id%04 <NewChat Say %id%07   StoryNote %id%05   &SetPartnerNPC %1% &AddPartnerToLance SetXXRAttitude %1% XXR_A_IsJunior &SetTargetNPC %3%  WinComp %5% .%id%_next>
		.%id%_next <+Tgt +Fmi>
		result%id%05 <NewChat Say %id%08 AddChat %id%06 AddChat %id%07>
		result%id%06 <EndChat Say %id%09 SMemo 0 History %id%10 FreezeNPC %1% LoseComp 0 .%id%_loss>
		.%id%_loss <+T-- +F-->
		result%id%07 <Goto result%id%04>
		Msg%id%01 <There's been a lot of fighting with %name4% recently. Some people say there's going to be a war... That's why I've decided to sign up with %name2%.>
		Msg%id%02 <I'm glad you think so. How would you like to join %name2% as well? I'm supposed to go see %name3% about my first mission, but I'm a bit nervous. I'd feel better if I had someone else to go with.>
		Msg%id%03 <Why do you always have to be so mean? I told %name3% that you were interested in joining as well. Would you come with me on the first mission? I'm a bit nervous about it, and could really use the morale support.>
		Msg%id%04 <Really? Wow! Alright then, let's head over to %name5% and see what this mission is about. This is so exciting!>
		Msg%id%05 <You agreed to go with %name1% to meet %name3% at %name5% for a mission.>
		Msg%id%06 <You agreed to join %name2% with %name1%.>
		Msg%id%07 <Great! Let's head over to %name5% and see what this mission is about, then.>
		Msg%id%08 <Are you sure I can't change your mind? You'll be sorry when %name4% invades and forces us all to wear lederhosen.>
		Msg%id%09 <So that's how it is. I'll see you later, \PC . I'm likely to be very busy with my duties for the next while at least.>
		Msg%id%10 <Your friend %name1% joined %name2% because of the war brewing.>
		Prompt%id%01 <Great! This could be a good opportunity for you.>
		Prompt%id%02 <I knew you were a fool, but I didn't know it was this bad.>
		Prompt%id%03 <Yes, I'd love to join %name2%.>
		Prompt%id%04 <I'll come on your mission, but I'm not joining.>
		Prompt%id%05 <Sorry, but you can do this by yourself.>
		Prompt%id%06 <My mind is made. Don't ask me again.>
		Prompt%id%07 <Alright, I'll go on your stupid mission.>
	end

Content
	name <I Hear They're Hiring>
	desc <The PC will be told of a corporate job.>
	requires <*CS_Conversation +P-- P:-- (1:Friend|1:LABOR|1:TRADE) (C:LABOR|C:CRAFT|C:TRADE|C:CORPO) ~+Gmo>

	% Element1 is the NPC to meet
	% Element2 is a local corporate character
	% Element3 is a public scene to meet in
	% Element4 is E2's faction
	Element2 <Character Corporate !Near -7 !Okay 1>
	Element3 <Scene Building Public !Okay 2 !Near -7>
	Element4 <Faction !Ally 2>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAsk>
		.%id%_GoAsk <ifFactionEnemy %4% else .%id%_GoNoEnemy NewChat Say %id%02 AddChat %id%04 AddChat %id%05>
		.%id%_GoNoEnemy <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		result%id%01 <NewChat Say %id%03 History %id%04 SMemo %id%05 &SetTargetNPC %2% WinComp %3% .%id%_GetMission>
		.%id%_GetMission <+Tgt +Fmi +Pun>
		result%id%02 <NewChat Say %id%06 AddChat %id%06 AddChat %id%03>
		result%id%03 <NewChat Say %id%07 StoryNote %id%04  WinComp 0 .%id%_RefuseMission>
		.%id%_RefuseMission <+T-- +F-- +Pun>
		result%id%04 <NewChat Say %id%08 StoryNote %id%04  WinComp 0 .%id%_RefuseMission if= &EnemyFac 0 &SetEnemyFac %4%>
		result%id%05 <NewChat Say %id%09 StoryNote %id%04  &SetAllyFac PCFac WinComp 0 .%id%_RefuseMission>
		result%id%06 <Goto result%id%01>
		Msg%id%01 <Are you looking for work? %name2% of %name4% is going to hire a pilot, and I can put in a good word for you.>
		Msg%id%02 <Did you hear that %name4% has been suffering a lot of attacks recently? I hear that %name2% is looking for a pilot to help defend their factories.>
		Msg%id%03 <Go speak with \OPR %2% at %name3%, then. Tell \OPR %2% I sent you.>
		Msg%id%04 <%name1% told you that %name4% was being attacked.>
		Msg%id%05 <%name2% in %name3% is looking for a pilot to protect %name4%.>
		Msg%id%06 <There have been a lot of attacks against them recently. I don't know what's going on, but for a pilot that can get his foot in the door this could be a gold mine.>
		Msg%id%07 <That's too bad. I don't know who's behind the attacks against %name4%, but chances are that the other corporations are involved in some way.>
		Msg%id%08 <Don't be too glib about it. Whatever's going on, it's bound to affect more than just %name4%.>
		Msg%id%09 <I wouldn't be able to say. Whatever's going on, it's bound to affect more than just %name4%.>
		Prompt%id%01 <Sounds good. I'd like that.>
		Prompt%id%02 <Why does \SPR %2% need a pilot?>
		Prompt%id%03 <Thanks, but I'm not interested.>
		Prompt%id%04 <Good. I hate %name4%.>
		Prompt%id%05 <I hope \FACTION PCFac won't be attacked next.>
		CPrompt%id%05 <if# PCFac 0 Accept>
		Prompt%id%06 <Alright, I'll do it.>
	end


Plot
	name <Fix My Stuff>
	desc <The PC will be asked to fix some things.>
	requires <*CS_Conversation (+P--|+Pla) +F-- C:CRAFT -1:CRAFT ~1:FRIEND ~1:ALLY (!Ne|!Lo)>
	Size 3

	% E1 is the person who has problems. Lots of them.
	% E2 is the corporate executive to whom E1 will reccomend the PC
	%   following the repairs.
	% E3 is a scene for the next meeting
	Element2 <Character Corporate !Near -7 !Okay -3 !Okay 1 !XClude -2>
	Element3 <Scene Building Public !Near -7 !Okay -3 !Okay 2>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		% V%id%01 = Have explained situation
		% V%id%02 = Skill for test
		greeting <if= PlotStatus %plotid% %id% else %pop% if= V%id%01 0 else .%id%_GoCheckRepair if= ChatNPCRelationship 0 else .%id%_GoKnownGreeting ifChatNPCKnown else .%id%_GoUnknownGreeting Goto .%id%_GoKnownGreeting>
		*.%id%_GoUnknownGreeting <*INeedYourHelp .%id%_GoExplain .%id%_GoGiveUp>
		*.%id%_GoKnownGreeting <*HowAreYou .%id%_GoExplain>
		.%id%_GoGiveUp <NewChat Say %id%01 SMemo 0  NTBLoseComp 0 .%id%_Loss>
		.%id%_Loss <+T-- +F-->
		.%id%_GoExplain <NewChat Say %id%02 StoryNote %id%03   AddChat %id%01 AddChat %id%02   V= %id%01 1>
		.%id%_GoCheckRepair <NewChat Say %id%04 AddChat %id%03 AddChat %id%04 AddChat %id%05 AddChat %id%06>
		.%id%_GoRepairFailed <NewChat Say %id%09 AddChat %id%10 AddCHat %id%11 AddChat %id%06>
		.%id%_GoRepairSucceed <AddReact d20 ifNPCOK %2% else .%id%_GoTrivial NewChat Say %id%10 SMemo %id%12 XPV 100 &SetTargetNPC %2% WinComp %3% .%id%_Win  AddChat %id%12 AddChat %id%13>
		.%id%_Win <+Tgt +Fmi>
		.%id%_GoTrivial <NewChat Say %id%11 SMemo 0 XPV 100 NTBWinComp 0 .%id%_Loss if= ChatNPCRelationship 0 PCFriend %1%>
		result%id%01 <Goto .%id%_GoCheckRepair>
		result%id%02 <NewChat Say %id%05 AddChat %id%07 AddChat %id%08>
		% The car needs Mecha Repair (15), the videoset General Repair (23), and the
		% computer Code Breaking (32)
		result%id%03 <EndChat Say %id%06 V= %id%02 NAS_Repair AddChat %id%09>
		result%id%04 <EndChat Say %id%07 V= %id%02 NAS_Repair AddChat %id%09>
		result%id%05 <EndChat Say %id%08 V= %id%02 NAS_CodeBreaking AddChat %id%09>
		result%id%06 <Goto .%id%_GoGiveUp>
		result%id%07 <Goto .%id%_GoCheckRepair>
		result%id%08 <Goto .%id%_GoGiveUp>
		result%id%09 <ifSkillTest V%id%02 STAT_Craft SkillTar StoryDL else .%id%_GoRepairFailed Goto .%id%_GoRepairSucceed>
		result%id%10 <NewChat Say %id%13 AddChat %id%03 AddChat %id%04 AddChat %id%05 AddChat %id%06>
		result%id%11 <NewChat Say %id%14>
		result%id%12 <NewChat Say %id%15 History %id%12>
		result%id%13 <NewChat Say %id%16 SMemo 0 &SetTargetNPC %1% AlterContext .%id%_Loss>
		Msg%id%01 <Fine, be that way. I can find somebody else to help.>
		Msg%id%02 <I need some technical help. There are a couple of things around my house which need fixing. I know you're pretty good with machines, so if you wouldn't mind...>
		Msg%id%03 <%name1% asked you to fix some of \PPR %1% things.>
		Msg%id%04 <My videoset is busted, my computer's picked up some kind of virus, and my car has been making a kind of grindy-whiny noise.>
		Msg%id%05 <I thought you were a professional... Anyhow, I can't afford to bring all this stuff to a shop.>
		Msg%id%06 <Great. I don't know exactly what's wrong; I had the plasma grid relined just a few weeks ago.>
		Msg%id%07 <Thanks. Sometimes there's no picture, but when there is it's all purple. The audio works fine, though.>
		Msg%id%08 <I don't know what's wrong with it. My friend was using it a few days ago; I think he might have done something with it.>
		Msg%id%09 <I'm sorry, but you don't seem to be good enough to fix this.>
		Msg%id%10_10 <Thanks, it works now! Say, if you're looking for some work that might actually pay money, I know that %name2% needs help with something. I can put in a good word for you.>
		CMsg%id%10_10 <if= NPCFac %2% 0 Accept>
		Msg%id%10_20 <Thanks, it works now! Say, if you're looking for some work that might actually pay money, I know that %name2% of \FACTION NPCFac %2% needs help with something. I can put in a good word for you.>
		CMsg%id%10_20 <if# NPCFac %2% 0 Accept>
		Msg%id%11 <Thanks, it works now! I wish I had some useful information to give you in exchange for the help, but at least you have my gratitude.>
		Msg%id%12 <%name1% sent you to do some work for %name2% at %name3%.>
		Msg%id%13 <Sure. What do you want to take a look at?>
		Msg%id%14 <No problem. I may be asking for free service, but I'm not going to be pushy about it.>
		Msg%id%15 <You can find \OPR %2% at %name3% . Just tell \OPR %2% that I sent you and you're sure to get a job.>
		Msg%id%16 <It's up to you. Once again, thanks for the help.>
		Prompt%id%01 <Alright, let me take a look.>
		Prompt%id%02 <Why don't you go to a professional, instead?>
		Prompt%id%03 <I'll take a look at the car.>
		Prompt%id%04 <I'll take a look at the videoset.>
		Prompt%id%05 <I'll take a look at the computer.>
		Prompt%id%06 <That's enough. I can't fix your stuff.>
		Prompt%id%07 <Fine. Tell me what's wrong.>
		Prompt%id%08 <You can't afford me, either.>
		Prompt%id%09 <[Attempt Repair]>
		Prompt%id%10 <Let me try something else.>
		Prompt%id%11 <I'll be back later to try again.>
		Prompt%id%12 <I'll do that.>
		Prompt%id%13 <Sorry, I'm not interested.>
	end



%%  *****************************
%%  ***   +Pme  Meet  Enemy   ***
%%  *****************************

Plot
	name <Did you hear about EnemyNPC?>
	desc <A mutual friend will provide some information about E1.>
	requires <*CS_Conversation +Pme 1:FRIEND -E:-->
	Size 1

	% E1 is the information source
	% E2 is a scene where N1 was apparently seen
	% E3 is the enemy NPC
	Element2 <Scene Public !Near -7>
	Element3 <Grab 1>
	Place3 </>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAsk>
		.%id%_GoAsk <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		.%id%_GoEnd <StoryNote %id%03 NTBWinComp %2% .%id%_win>
		.%id%_win <+Tgs +Fin>
		result%id%01 <NewChat Say %id%02 AddChat %id%04 AddChat %id%05 Goto .%id%_GoEnd>
		result%id%02 <NewChat AddCheerful -d10  Say %id%04 AddChat %id%04 AddChat %id%05 Goto .%id%_GoEnd>
		result%id%03 <NewChat Say %id%05 AddChat %id%04 AddChat %id%05 Goto .%id%_GoEnd>
		result%id%04 <NewChat Say %id%06>
		result%id%05 <NewChat Say %id%07 AddSociable -d10>
		Msg%id%01 <Have you been speaking to %name3% recently? I'm afraid that \SPR %3% 's getting involved with some serious business...>
		Msg%id%02 <I was speaking with \OPR %3% at %name2% just a short while ago, and \SPR %3% seemed very conflicted. Did the two of you have a fight?>
		Msg%id%03 <%name1% said that \SPR %1% had seen %name3% at %name2%.>
		Msg%id%04 <I know you don't mean that. Look, the three of us have known one another for a long time. When I saw %name3% at %name2%, \SPR %3% seemed really upset. Did the two of you have a fight or something?>
		Msg%id%05 <Right now? No, not really... I saw \OPR %3% at %name2% earlier. \PC , what's going on? Did the two of you have a fight or something?>
		Msg%id%06 <I see. Well, remember that the two of you are still friends, whatever else may happen.>
		Msg%id%07 <That's the same response I got from \OPR %3% . Whatever else happens between the two of you, remember that you're still friends.>
		Prompt%id%01 <Yes. I know all about that.>
		Prompt%id%02 <%name3% can die, for all I care.>
		CPrompt%id%02 <IFNPCARCHENEMY %3% Accept>
		Prompt%id%03 <Wait, do you know where \SPR %3% is?>
		Prompt%id%04 <Yes, we did.>
		Prompt%id%04_1 <%name3% is working for \FACTION &EnemyFac .>
		CPrompt%id%04_1 <ifFactionExists &EnemyFac Accept>
		Prompt%id%05 <I'd rather not talk about it.>
	end

%%  *****************************************
%%  ***   +Pun  Unknown  Enemy  Attacks   ***
%%  *****************************************


Plot
	name <They're After an Item>
	desc <The PC will learn that the attacking enemy is searching for an item.>
	requires <*CS_Conversation +Pun +Fin F:++ I:-- ~+Gmo>
	Size 1

	% E1 is the information source
	% E2 is the artifact being sought
	% E3 is a local scene for the information-gathering next component
	Element2 <Artifact>
	Place2 </>
	Element3 <Scene (Building|Meeting) Public !Near -7>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*QuestionsAboutFaction&IsEnemy .%id%_GoExplain &EnemyFac>
		.%id%_GoExplain <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		result%id%01 <NewChat Say %id%03 AddChat %id%02 AddChat %id%03 AddChat %id%04>
		result%id%02 <NewChat Say %id%04 AddChat %id%01 AddChat %id%03 AddChat %id%04>
		result%id%03 <NewChat Say %id%05 AddChat %id%02 AddChat %id%01 AddChat %id%04>
		result%id%04 <NewChat Say %id%06 SMemo %id%07 History %id%02 &SetTargetItem %2% WinComp %3% .%id%_next>
		.%id%_next <+Pla +Tgs +Fin>
		Msg%id%01 <As far as I know, the reason behind these attacks is that \FACTION &EnemyFac is looking for the %name2%.>
		Msg%id%02 <%name1% told you that \FACTION &EnemyFac was looking for the %name2%.>
		Msg%id%03 <\ITEM_DESC %2%>
		Msg%id%04 <\ITEM_HISTORY %2%>
		Msg%id%05 <\ITEM_USAGE %2%>
		Msg%id%06 <I heard that some pilots from \FACTION &EnemyFac were hanging around in %name3%, so that might be a good place to start looking for more information.>
		Msg%id%07 <%name1% told you that \FACTION &EnemyFac is looking for the %name2%. You might be able to find more information in %name3%.>
		Prompt%id%01 <And the %name2% is...?>
		Prompt%id%02 <Where did it come from?>
		Prompt%id%03 <What does it do?>
		Prompt%id%04 <How can I find it myself?>
	end

Plot
	name <Why Are They Doing It?>
	desc <The PC will be directed to someone who may have answers.>
	requires <*CS_Conversation +Pun (C:MEDIA|+Gkn) ~E:-- ~F:-- (1:POLIT|1:MEDIA|1:POLIC|1:ADVEN|1:MILIT|1:CORPO)>
	Size 1

	% E1 is the friend
	% E2 is the NPC to be sought
	Element2 <NewNPC -2 -7 Shy>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*HowAreYou .%id%_GoExplain>
		.%id%_GoExplain <NewChat Say %id%01 AddChat %id%01 AddChat %id%03>

		Result%id%01 <NewChat Say %id%02 SMemo %id%03 History %id%04 AddChat %id%02 FreezeNPC %2% &SetTargetNPC %2% WinComp 0 .%id%_next>
		.%id%_next <+Tgt +Fin>
		Result%id%02 <NewChat Say %id%06>
		Result%id%03 <NewChat Say %id%05 SMemo %id%03 History %id%04 AddChat %id%02 FreezeNPC %2% &SetTargetNPC %2% WinComp 0 .%id%_next>

		Msg%id%01 <These mecha attacks that we've had recently, they're very strange. People are wondering what the reason behind them is.>
		Msg%id%02 <Not directly, no, but I have heard some things. Apparently a person named %name2% is involved with the attacks somehow. They're looking for \OPR %2% , but \SPR %2% 's in hiding.>
		Msg%id%03 <%name2% might know something about the mecha attacks. Unfortunately \SPR %2% is in hiding.>
		Msg%id%04 <%name1% told you that %name2% might know something about the mecha attacks.>
		Msg%id%05 <Then you need to speak with %name2%. According to rumor, \SPR %2% knows something about the attacks... unfortunately, \SPR %2% 's hiding. There are a lot of people who either want to know what \SPR %2% does, or keep \SPR %2% quiet.>
		Msg%id%06 <If I had that kind of information, I'd hardly be wasting my time chatting with you.>
		Prompt%id%01 <Do you know anything about that?>
		Prompt%id%02 <Any idea where %name2% might be?>
		Prompt%id%03 <I'm wondering that too.>
	end

%%  *****************************
%%  ***   +Psh  Conscripted   ***
%%  *****************************



%%  *************************************
%%  ***   +Pla  Learn  of  Artifact   ***
%%  *************************************

Plot
	name <Not This Monk, The Other One>
	desc <This character will send the PC to go speak with a monk.>
	requires <*CS_Conversation +Pla +Fin (1:FAITH|1:ADVEN) I:++>
	Size 1

	% E1 is the person with the information
	% E2 is the monk who knows about it
	Element2 <Prefab>
	Place2 </>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoIntro>
		*.%id%_GoIntro <*LookingForItem &TargetItem .%id%_GoExplain>
		.%id%_GoExplain <NewChat Say %id%01 StoryNote %id%02 AddChat %id%01 &SetTargetNPC %2% WinComp 0 .%id%_win>
		.%id%_win <+Tgt +Fin>
		result%id%01 <NewChat Say %id%03>
		Msg%id%01 <I don't know about that myself, but %name2% does... unfortunately, \SPR %2% 's currently in hiding. There are many others who seek knowledge of the \ITEM &TargetItem . Some of them are dangerous.>
		Msg%id%02 <You learned that %name2% is hiding from people who seek the \ITEM &TargetItem .>
		Msg%id%03 <I don't know. That's why they call it "hiding", because nobody knows where you are.>
		Prompt%id%01 <Where can I find %name2%?>
	end
	inv
		NPC Monk
	end

%%  ****************************************
%%  ***   +Pew  Enemy  Weapon  Program   ***
%%  ****************************************


%%  **********************************
%%  ***   +C--  Nothing  Special   ***
%%  **********************************


%%  *******************
%%  ***   DEFAULT   ***
%%  *******************

Content
	name <Let's Go!>
	desc <Your friend wants to join your lance.>
	requires <*CS_Conversation R:-- 1:FRIEND>
	Size 1

	% E1 is the friend in question

	% v%id%01 = InitiaFlization Counter
	update <if= PlotStatus %plotid% %id% else %pop% if= v%id%01 0 v= %id%01 1 NPCLevel %1% StoryDL>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% ifChatNPCInPlay else .%id%_GoNotHere Goto .%id%_GoGreet>
		*.%id%_GoNotHere <*NotByPhone>
		*.%id%_GoGreet <*HowAreYou .%id%_GoInform>
		.%id%_GoInform <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		.%id%_GoJoin <&SetPartnerNPC %1% &AddPartnerToLance SetXXRAttitude %1% XXR_A_IsJunior   WinComp 0 .%id%_next StoryNote %id%02 Goto .%id%_GoJoinSpeech>
		.%id%_next <+T-- +F-->
		*.%id%_GoJoinSpeech <*WelcomeToLance>
		result%id%01 <Goto .%id%_GoJoin>
		result%id%02 <NewChat Say %id%03 AddChat %id%03 AddChat %id%04>
		result%id%03 <Goto .%id%_GoJoin>
		result%id%04 <NewChat Say %id%04 AddChat %id%05 AddChat %id%06 AddChat %id%07>
		result%id%05 <Goto .%id%_GoJoin>
		result%id%06 <NewChat Say %id%05 StoryNote %id%06 NTBLoseComp 0 .%id%_refuse AddCheerful -d10>
		.%id%_refuse <+T-- +F-->
		result%id%07 <NewChat Say %id%05 StoryNote %id%06 NTBLoseComp 0 .%id%_refuse>
		Msg%id%01 <Well, I'm all ready to go. Shall we head off?>
		Msg%id%02 <Your friend %name1% joined you on your adventure.>
		msg%id%03 <I'm going to join you on your adventure, of course. You didn't think you were going to get away without me, did you?>
		msg%id%04 <What are you saying? You don't want me to come along and help you?>
		Msg%id%05 <You're mean, \PC . Let's see how you like it when I'm not around to help you.>
		Msg%id%06 <You refused to let %name1% join your adventure.>
		Prompt%id%01 <Yes, let's do that.>
		Prompt%id%02 <Wait, what are you talking about?>
		Prompt%id%03 <No, I guess I didn't. Come on, then.>
		Prompt%id%04 <Well, I was hoping that I would...>
		Prompt%id%05 <Um... fine, if you really want, you can come.>
		Prompt%id%06 <That's exactly what I'm saying.>
		Prompt%id%07 <I just don't want you to get hurt.>
	end

Content
	name <Your Enemy is Wanted>
	desc <The person the PC is speaking with needs help on a mission.>
	requires <*CS_Conversation 1:POLIC -1:ENEMY (E:THIEF|F:CRIME)>

	% E1 is the person being spoken to.
	% E2 is the outdoors location where the encounter will be placed
	% E3 is the encounter to be found
	element2 <Scene Environs !Near -7>
	element3 <Prefab>
	place3 <2>

	% Fail Conditions:
	% - Mission giver dies before encounter is activated
	% - Revalation subplot fails
	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1%  LoseComp 0 .%id%_loss>
	.%id%_GoCheckReveal <ifSubPlotLost %plotid2% SMemo %id%02 SetPlotStatus %id5%>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid3% %id3%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid4% %id4%    SMemo %id%02>

	Msg%id%01 <You won the mission. You should go tell %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You lost the mission. You should go tell %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is the combat encounter itself
	%% SubPlot2 is the encounter revealation
	%% SubPlot3 is the winning condition
	%% SubPlot4 is the loss condition
	%% SubPlot5 is the unwinnable condition
	SubPlot1 <*:CS_MechaEncounter&Raiders 2 3>
	SubPlot2 <*:CS_RevealEncounter_Raiders 2 3>
	SubPlot3 <*CS_WinTask 1>
	SubPlot4 <*CS_LoseTask 1>
	SubPlot5 <*CS_MootMission 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoGreet Goto %pop%>
		*.%id%_GoGreet <*HowAreYou .%id%_GoOfferMission>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoOfferMission <NewChat Say %id%01 AddCHat %id%01 AddChat %id%02>
		result%id%01 <goto result%id%02>
		result%id%02 <History %id%03 SMemo %id%04 SetPlotStatus %plotid1% %id1%  SetPlotStatus %plotid2% %id2% Goto .%id%_GoAccept>
		*.%id%_GoAccept <*GoodLuckPlusHint na %plotid2%>
		Msg%id%01_1 <Your old nemesis \PERSONA &EnemyNPC is in town, and \SPR &EnemyNPC 's causing trouble. If you could locate and defeat \OPR &EnemyNPC there'd be a reward in it for you.>
		CMsg%id%01_1 <ifNPCOK &EnemyNPC Accept>
		Msg%id%01_2 <I know that you've tangled with \FACTION &EnemyFac before; they've got some raiders in town, and there's a reward for anyone who can locate and stop them.>
		CMsg%id%01_2 <if# 0 &EnemyFac ifNPCDead &EnemyNPC Accept>
		Msg%id%01_3 <Some of your old enemies are in town, and they're causing trouble. There's a reward for anyone who can locate them and bring them to justice.>
		Msg%id%03_1 <%name1% asked you to find and defeat \PERSONA &EnemyNPC .>
		CMsg%id%03_1 <ifNPCOK &EnemyNPC Accept>
		Msg%id%03_2 <%name1% asked you to find and defeat raiders from \FACTION &EnemyFac .>
		CMsg%id%03_2 <if# 0 &EnemyFac ifNPCDead &EnemyNPC Accept>
		Msg%id%03_3 <%name1% asked you to find and defeat some criminals.>
		CMsg%id%03_3 <if= 0 &EnemyFac ifNPCDead &EnemyNPC Accept>
		Msg%id%04_1 <%name1% mentioned that \PERSONA &EnemyNPC is in town. There's a reward if you can locate and defeat \OPR &EnemyNPC .>
		CMsg%id%04_1 <ifNPCOK &EnemyNPC Accept>
		Msg%id%04_2 <%name1% mentioned that mecha from \FACTION &EnemyFac are in town. There's a reward if you can locate and defeat them.>
		CMsg%id%04_2 <if# 0 &EnemyFac Accept>
		Msg%id%04_3 <%name1% mentioned that your enemies are in town. There's a reward if you can locate and defeat them.>
		CMsg%id%04_3 <if= 0 &EnemyFac ifNPCDead &EnemyNPC Accept>
		Prompt%id%01 <I've been waiting for a chance to fight them again.>
		Prompt%id%02 <Hey, as long as there's a reward, I'm there.>
	end
	inv
		stc CORE-ACTIVATABLE
		name <%name1%'s Mission>
	end

Content
	name <Many People Are Getting Hurt>
	desc <The PC's enemy has been causing lots of damage. Won't the PC do something to help?>
	requires <*CS_Conversation 1:MEDIC -1:ENEMY (F:CRIME|F:--)>

	% E1 is the person being spoken to.
	% E2 is the outdoors location where the encounter will be placed
	% E3 is the encounter to be found
	% E4 is a government building, in case the PC really wants a reward
	element2 <Scene Environs !Near -7>
	element3 <Prefab>
	place3 <2>
	element4 <Scene Public !Ally -7 !Near -7 !Okay -3 !XClude -2 -ENEMY>

	% Fail Conditions:
	% - Mission giver dies before encounter is activated
	% - Revalation subplot fails
	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1%  LoseComp 0 .%id%_loss>
	.%id%_GoCheckReveal <ifSubPlotLost %plotid2% SMemo %id%02 SetPlotStatus %id5%>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid3% %id3%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid4% %id4%    SMemo %id%02>

	Msg%id%01 <You defeated the raiders. You should go tell %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You were defeated by the raiders. You should go tell %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is the combat encounter itself
	%% SubPlot2 is the encounter revealation
	%% SubPlot3 is the winning condition
	%% SubPlot4 is the loss condition
	%% SubPlot5 is the unwinnable condition
	SubPlot1 <*:CS_MechaEncounter&Raiders 2 3>
	SubPlot2 <*:CS_RevealEncounter_Raiders 2 3>
	SubPlot3 <*CS_WinTask&NoReward 1>
	SubPlot4 <*CS_LoseTask 1>
	SubPlot5 <*CS_MootMission 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoGreet Goto %pop%>
		*.%id%_GoGreet <*HowAreYou .%id%_GoOfferMission>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoOfferMission <NewChat Say %id%01 AddCHat %id%01 AddChat %id%02>
		result%id%01 <NewChat Say %id%02 AddChat %id%03 AddChat %id%04>
		result%id%02 <NewChat Say %id%03 SMemo %id%04 History %id%05 NegateComp %4% .%id%_negate>
		.%id%_negate <+Tgs +Fmi>
		result%id%03 <NewChat Say %id%06 AddHeroic 1 StoryNote %id%07 SetPlotStatus %plotid1% %id1%  SetPlotStatus %plotid2% %id2%>
		result%id%04 <NewChat Say %id%08 SMemo %id%04 History %id%05 NegateComp %4% .%id%_negate>
		Msg%id%01 <Lately I've been treating way too many pilots. There are some raiders in town, and they've been hurting lots of people. Someone ought to put a stop to it.>
		Msg%id%02 <You'd be willing to do that? I don't know if there's any reward being offered, and I certainly can't afford to offer one myself, but this problem needs to be addressed fast...>
		Msg%id%03 <I really don't know. You could probably find out at %name4%, I'd imagine.>
		Msg%id%04 <%name1% told you that there are some raiders in town. There might be a reward for defeating them; you should be able to find out at %name4%.>
		Msg%id%05 <%name1% suggested there might be a reward for defeating some raiders.>
		Msg%id%06 <That's really noble of you. I'm sorry that I can't tell you much about the raiders, but if you ask around I'm sure you can learn something.>
		Msg%id%07 <You promised %name1% that you'd defeat the raiders in town.>
		Msg%id%08 <I understand. You should go ask around at %name4% to see if anyone's offering a reward. That'd be the best place to check, I think.>
		Prompt%id%01 <Tell you what, I'll see what I can do.>
		Prompt%id%02 <Is there any reward for stopping them?>
		Prompt%id%03 <No problem. It's my pleasure to help.>
		Prompt%id%04 <Sorry, I don't work for free.>
	end
	inv
		stc CORE-ACTIVATABLE
		name <Raiders>
	end

Content
	name <Help With This Case>
	desc <The PC will be asked to help the NPC with an investigation.>
	requires <*CS_Conversation 1:POLIC ~C:POLIC ~C:MEDIA ~C:THIEF ~+Gkn -1:ENEMY>

	% E1 is the NPC that the PC will speak with

	% Fail Conditions:
	% - Mission giver dies before mission is activated

	end <if= PlotStatus %plotid1% 0  ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid2% %id2%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid3% %id3%    SMemo %id%02>

	Msg%id%01 <You have completed the investigation. You should go tell %name1% at \SCENE NPCScene %1% all about it.>
	Msg%id%02 <You have failed in your investigation. You should go tell %name1% at \SCENE NPCScene %1% .>


	%% SubPlot1 is Gather Information
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_GatherInformation 1>
	SubPlot2 <*CS_WinTask 1>
	SubPlot3 <*CS_LoseTask 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoOfferMission Goto %pop%>
		*.%id%_GoOfferMission <*HowAreYou .%id%_GoBriefing>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoBriefing <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		Result%id%01 <History %id%02 SetPlotStatus %plotid1% %id1% Goto .%id1%_GoInform>
		*Result%id%02 <*RejectMission .%id%_GoR2Exit>
		.%id%_GoR2Exit <AddLawful -1 LoseComp 0 .%id%_changes>
		.%id%_changes <+T-- +F-->
		Msg%id%01 <I was wondering if you could help me with an investigation we're conducting. I could use someone to do a bit of the fieldwork; there's a lead that I need followed up, and don't have the manpower for.>
		Msg%id%02 <%name1% asked you to help \OPR %1% investigate a case.>
		Prompt%id%01 <Alright. Tell me what you know so far.>
		Prompt%id%02 <Work for the cops? No way.>
		CPrompt%id%02 <if# PCFac ChatNPCFac Accept>
	end


Content
	name <Help With This Story>
	desc <The PC will be asked to help the NPC with a news story.>
	requires <*CS_Conversation 1:MEDIA ~C:MEDIA ~+Gkn>

	% E1 is the NPC that the PC will speak with

	% Fail Conditions:
	% - Mission giver dies before mission is activated

	end <if= PlotStatus %plotid1% 0  ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid2% %id2%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid3% %id3%    SMemo %id%02>

	Msg%id%01 <You won the mission. You should go tell %name1% at \SCENE NPCScene %1% all about it.>
	Msg%id%02 <You lost the mission. You should go tell %name1% at \SCENE NPCScene %1% .>


	%% SubPlot1 is Gather Information
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_GatherInformation 1>
	SubPlot2 <*CS_WinTask 1>
	SubPlot3 <*CS_LoseTask 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoOfferMission Goto %pop%>
		.%id%_GoOfferMission <ifChatNPCUnknown else .%id%_GoKnownGreeting ifChatNPCAlly else .%id%_GoUnknownGreeting Goto .%id%_GoKnownGreeting>
		*.%id%_GoRemind <*GenericMissionReminder>
		*.%id%_GoKnownGreeting <*HowAreYou .%id%_GoBriefing>
		*.%id%_GoUnknownGreeting <*AreYouHereAboutJob&Investigation .%id%_GoBriefing>
		.%id%_GoBriefing <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		Result%id%01 <EndChat Say %id%03 AddChat %id%03>
		*Result%id%02 <*RejectMission .%id%_GoR2Exit>
		.%id%_GoR2Exit <LoseComp 0 .%id%_changes>
		.%id%_changes <+T-- +F-->
		Result%id%03 <History %id%02 SetPlotStatus %plotid1% %id1% Goto .%id1%_GoInform>
		Msg%id%01 <I was wondering if you could help me with something. I'm investigating a news story, but I could use someone with a bit more adventure-cred to help with the research.>
		Msg%id%02 <%name1% asked you to help \OPR %1% investigate a news story.>
		Msg%id%03 <Thanks! Let me tell you what I know so far...>
		Prompt%id%01 <I'll see what I can do.>
		Prompt%id%02 <Sorry, I'm only interested in fighting.>
		CPrompt%id%02 <if# PCFac ChatNPCFac Accept>
		Prompt%id%03 <[Continue]>
	end


Content
	name <Enemy's a Bastard>
	desc <The person the PC is speaking with has fought with Enemy.>
	requires <*CS_Conversation +F-- (1:FRIEND|1:FAMILY|1:LOVER|1:ALLY|1:PCFAC) (1:MILIT|1:ADVEN|1:CORPO|1:LABOR|1:POLIC) -1:ENEMY E:++ ~+Gre>

	% E1 is the person being spoken to.
	% E2 is the enemy
	element2 <Grab 1>

	% Fail Conditions:
	% - Mission giver dies before encounter is activated
	end <if= PlotStatus %plotid1% 0 ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid2% %id2%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid3% %id3%    SMemo %id%02>

	Msg%id%01 <You defeated %name2%. You should go tell %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You lost to %name2%. You should go tell %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is the Stop Mission task
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_StopNPCMission&IsEnemyNPC 2>
	SubPlot2 <*CS_WinTask 1>
	SubPlot3 <*CS_LoseTask 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoGreet Goto %pop%>
		*.%id%_GoGreet <*IHearYouAreFightingNPC %2% .%id%_GoOfferMission>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoOfferMission <NewChat Say %id%01 AddCHat %id%01 AddChat %id%02 AddChat %id%03>
		result%id%01 <AddEasygoing -d10   goto result%id%02>
		result%id%02 <NewChat Say %id%02 History %id%03 SMemo %id%04 SetPlotStatus %plotid1% %id1%>
		*result%id%03 <*RejectMission .%id%_GoR3Exit>
		.%id%_GoR3Exit <AddReact -10   AddRenown -10   NTBLoseComp 0 .%id%_changes>
		.%id%_changes <+T-- +F-->
		Msg%id%01 <You should know that \SPR %2% 's in town on a mission even as we speak. I tried to fight \OPR %2% myself, but got beaten pretty bad. If you could find \OPR %2% and avenge my poor departed mecha I'd be ever so grateful.>
		Msg%id%02 <Thanks. \HINT %plotid1% Come back and let me know when you've beaten \OPR %2% .>
		Msg%id%03 <%name1% was defeated by %name2%. You agreed to help \OPR %1% get revenge.>
		Msg%id%04 <You agreed to locate and defeat %name2% for %name1%, who had previously been defeated by \OPR %2% .>
		Prompt%id%01 <I've been hoping for a chance to fight %name2%.>
		Prompt%id%02 <Don't worry, I won't let your honor go unavenged.>
		Prompt%id%03 <Sorry, but I'd much rather avoid %name2%...>
	end


Content
	name <Are you out of work?>
	desc <The person the PC is speaking with has a job lead.>
	requires <*CS_Conversation 1:FRIEND P:-->
	Size 1

	% E1 is the person being spoken to.
	% E2 is a nearby person who might be offering a mission.
	% E3 is a nearby public scene.
	Element2 <Character (POLIT|POLIC|MILIT|CORPO) !XClude -1 !XClude -2 !Okay -3 -ArchEnemy !Near -7>
	Element3 <Scene Building Public !Okay 2 !Near -7>

	% Fail Conditions:
	% - E1 dies
	start <ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*HowAreYou .%id%_GoOfferJob>
		.%id%_GoOfferJob <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddCHat %id%03>
		.%id%_GoGiveMission <StoryNote %id%02 &SetTargetNPC %2% WinComp %3% .%id%_next>
		.%id%_next <+Tgt +Fmi>
		.%id%_GoE2Died <NewChat Say %id%04 StoryNote %id%06 LoseComp 0 .%id%_fail>
		.%id%_fail <+T-- +F-->

		result%id%01 <ifNPCOK %2% else .%id%_GoE2Died   NewChat Say %id%03   AddCheerful  d6   Goto .%id%_GoGiveMission>
		result%id%02 <ifNPCOK %2% else .%id%_GoE2Died   NewChat Say %id%03   AddCheerful -d6   Goto .%id%_GoGiveMission>
		result%id%03 <ifNPCOK %2% else .%id%_GoE2Died   NewChat Say %id%05  &SetAllyFac PCFac  Goto .%id%_GoGiveMission>

		Msg%id%01 <Say, are you looking for work right now? I know that you don't have a real job, but I've got someone who might be able to set you up.>
		Msg%id%02 <%name1% suggested that you ask %name2% at %name3% for a mission.>
		Msg%id%03 <%name2% over at %name3% is looking for someone to do a mission. You should go talk to \OPR %2% . If I put in a good word, you're almost certain to be the one who gets the job.>
		Msg%id%04 <Wait a minute... No, the person I was going to refer you to died a little while ago. Sorry, I've got nothing.>
		Msg%id%05 <Really? Well good for you! Still, a little bit of work on the side never hurts. My friend %name2% is looking for someone to fill a mission over at %name3%. You should go talk to \OPR %2% .>
		Msg%id%06 <An unexpected death prevented you from finding a job.>

		Prompt%id%01 <Yeah, that'd be great!>
		Prompt%id%02 <I resent the implications of what you're saying, but go on.>
		Prompt%id%03 <Hey, I've got a job! I work for \FACTION PCFac !>
		CPrompt%id%03 <if# PCFac 0 Accept>
	end

Content
	name <Help Me With This Mission>
	desc <The person the PC is speaking with needs help on a mission.>
	requires <*CS_Conversation +F-- (1:FRIEND|1:PCFAC) (1:MILIT|1:ADVEN) -1:ENEMY>

	% E1 is the person being spoken to.
	% E2 is the outdoors location where the encounter will be placed
	% E3 is the encounter to be found
	element2 <Scene Environs !Near -7>
	element3 <Prefab>
	place3 <2>

	% Fail Conditions:
	% - Mission giver dies before encounter is activated
	% - Revalation subplot fails
	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1%  LoseComp 0 .%id%_loss>
	.%id%_GoCheckReveal <ifSubPlotLost %plotid2% SMemo %id%02 SetPlotStatus %id5%>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid3% %id3%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid4% %id4%    SMemo %id%02>

	Msg%id%01 <You won the mission. You should go report to %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You lost the mission. You should go report to %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is the combat encounter itself
	%% SubPlot2 is the encounter revealation
	%% SubPlot3 is the winning condition
	%% SubPlot4 is the loss condition
	%% SubPlot5 is the unwinnable condition
	SubPlot1 <*:CS_MechaEncounter&Raiders 2 3>
	SubPlot2 <*:CS_RevealEncounter_Raiders 2 3>
	SubPlot3 <*CS_WinTask 1>
	SubPlot4 <*CS_LoseTask 1>
	SubPlot5 <*CS_MootMission 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoGreet Goto %pop%>
		*.%id%_GoGreet <*HowAreYou .%id%_GoOfferMission>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoOfferMission <NewChat Say %id%01 AddCHat %id%01 AddChat %id%02>
		result%id%01 <AddReact d10 AddEasygoing d10   goto result%id%02>
		result%id%02 <NewChat Say %id%02 History %id%03 SMemo %id%04 SetPlotStatus %plotid1% %id1%  SetPlotStatus %plotid2% %id2%>
		Msg%id%01 <I was wondering if you could help me with something. There's a mission I'm supposed to be doing now, but I've got a terrible cold. If you could do it instead, I'd be really grateful.>
		Msg%id%02 <Thank you so much! Let me tell you about the mission, then- I was supposed to engage a group of raiders, but since getting sick I've lost track of them. \HINT %plotid2%>
		Msg%id%03 <You agreed to do a mission for %name1%, who is sick.>
		Msg%id%04 <You agreed to locate and defeat a group of raiders for %name1%, who is sick.>
		Prompt%id%01 <Of course I can help you.>
		Prompt%id%02 <You better have a pretty good reward waiting when I get back.>
	end
	inv
		stc CORE-ACTIVATABLE
		name <%name1%'s Mission>
	end

Content
	name <Go See The Trade Show>
	desc <You'll be told about a trade show in town.>
	requires <*CS_Conversation (1:LABOR|1:TRADE|1:CRAFT) (1:FRIEND|1:PCFAC|+Fin)>
	Size 1

	% Element1 is the NPC to meet
	% Element2 is a location for the trade show
	element2 <MetaScene !Near -7 *Building NeverFail>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*HowAreYou .%id%_GoInform>
		.%id%_GoInform <NewChat Say %id%01 StoryNote %id%02 AddCHat %id%01 AddCHat %id%02 WinComp %2% .%id%_win>
		.%id%_win <+Tgs +Fcc>
		result%id%01 <NewChat Say %id%03>
		result%id%02 <NewChat Say %id%04 AddCheerful -d8>
		Msg%id%01 <If you're looking for something to do while in \SCENE &EPisodeScene , you could go check out the trade show they're having at %name2%.>
		Msg%id%02 <%name1% told you about a trade show at %name2%.>
		Msg%id%03 <I hear that they're going to premiere some new mecha variants there.>
		Msg%id%04 <Hey, life isn't all about blowing stuff up you know. Some of it is about snarfing free food while other people try to sell you things to blow stuff up with.>
		Prompt%id%01 <Thanks. I may do that.>
		Prompt%id%02 <Oh yeah, that sounds real interesting...>
	end

Content
	name <Treasure Hunter, Subcontracted>
	desc <Your thief friend needs an item obtained.>
	requires <*CS_Conversation -+Fin (1:THIEF|1:REDMA|1:CRIHN) (1:FRIEND|1:ALLY|1:LOVER|1:FAMILY)>

	% Element1 is the NPC to meet
	% Element2 is the item to retrieve
	Element2 <Prefab>

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

	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1% else %pop% 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%2% <SMemo %id%02  SetPlotStatus %plotid2% %id2%>

	Msg%id%01 <You failed to recover the datachip. You should go report to %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You should return the datachip to %name1% at \SCENE NPCScene %1% .>

	% SubPlot1 is the FetchItem task
	% SubPlot2 is the reward
	% SubPlot3 is the loss condition
	SubPlot1 <*:CS_FetchItem 2>
	SubPlot2 <*CS_WinFetchItem 1 2>
	SubPlot3 <*CS_LoseTask 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoGreet Goto %pop%>
		*.%id%_GoGreet <*HowAreYou .%id%_OfferMission>
		.%id%_OfferMission <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		*.%id%_GoRemind <*GenericMissionReminder>
		result%id%01 <NewChat Say %id%02 AddChat %id%03 AddChat %id%04>
		result%id%02 <NewChat Say %id%03 AddChat %id%03 AddChat %id%04>
		result%id%03 <NewChat Say %id%04 SetPlotStatus %plotid1% %id1% StoryNote %id%05>
		result%id%04 <NewChat Say %id%06 History %id%07 SMemo 0 AddReact -10   NTBLoseComp 0 .%id%_refuse>
		.%id%_refuse <+T-- +F-->
		Msg%id%01 <I was wondering if you could help me with something... I've been asked by a certain collector to retrieve a very rare item which is apparently in \SCENE &EpisodeScene .>
		Msg%id%02 <Exactly. I would, of course, compensate you for your trouble. What do you say? Do we have a deal?>
		Msg%id%03 <No, of course not, this item was lost a long time ago. That means it's up for grabs for whoever finds it first. What do you say, can you help me out?>
		Msg%id%04 <Great! The item I'm searching for is a Bing Vase. There was apparently one lost here a while back. \HINT %plotid1%>
		Msg%id%05 <%name1% asked you to help \OPR %1% locate a Bing Vase.>
		Msg%id%06 <Crap... I hate having to do work by myself. I guess I don't have any choice now.>
		Msg%id%07 <You refused to help %name1% retrieve an item.>
		Prompt%id%01 <And you'd like me to get it for you?>
		Prompt%id%02 <I hope you're not suggesting I do anything illegal.>
		CPrompt%id%02 <ifPCLawful Accept>
		Prompt%id%03 <I'll be back when I have it.>
		Prompt%id%04 <Sorry, you'll have to do this yourself.>
	end
	inv
		Treasure
		name <Bing Vase>
		desc <A prezero vase decorated with pictures of a cartoon penguin. It must be worth a fortune.>
		fudge 10000
		StolenGoods
	end

Content
	name <Stolen Heirloom>
	desc <The PC will be asked to go fetch a family heirloom.>
	requires <*CS_Conversation (1:FRIEND|1:FAMILY|1:LOVER) -!Ne -!Lo>

	% E1 is the NPC that the PC will speak with
	% E2 is the item to fetch
	Element2 <Prefab>

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

	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1% else %pop% 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%2% <SMemo %id%02  SetPlotStatus %plotid2% %id2%>

	Msg%id%01 <You failed to recover the watch. You should go tell %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You should return the watch to %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is Fetch Item
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_FetchItem&Stolen 2>
	SubPlot2 <*CS_WinFetchItem 1 2>
	SubPlot3 <*CS_LoseTask 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoOfferMission Goto %pop%>
		*.%id%_GoOfferMission <*HowAreYou .%id%_GoBriefing>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoBriefing <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		.%id%_GoStartMission <StoryNote %id%02 SetPlotStatus %plotid1% %id1%>
		result%id%01 <NewChat Say %id%03 Goto .%id%_GoStartMission>
		result%id%02 <NewChat Say %id%04 AddEasygoing -d4 Goto .%id%_GoStartMission>
		Msg%id%01 <I've got some terrible news- an ancient family heirloom which was entrusted to me has gone missing. I think it was stolen... when everybody else finds out, I'm going to be in a lot of trouble.>
		Msg%id%02 <You offered to help find %name1%'s stolen family heirloom.>
		Msg%id%03 <You think you can do that? Alright, it's not as if I have anything to lose... \HINT %plotid1% Let me know what you turn up.>
		Msg%id%04 <Are you volunteering to find it? Great! I knew I could depend on you, \PC ... \HINT %plotid1% Let me know what you turn up.>
		Prompt%id%01 <Don't worry, I'll see if I can find it for you.>
		Prompt%id%02 <You need better security. Nobody ever steals stuff from me.>
	end
	inv
		Treasure
		name <Grandma's Vase>
		desc <%name1%'s family heirloom. You decide against checking to see what's inside.>
	end

Content
	name <My Watch Is Missing!>
	desc <The PC will be asked to go fetch a lost watch.>
	requires <*CS_Conversation (1:FRIEND|1:FAMILY|1:LOVER) -1:ADVEN -!Md -!Hi -!Ex>

	% E1 is the NPC that the PC will speak with
	% E2 is the item to fetch
	Element2 <Prefab>

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

	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1% else %pop% 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%2% <SMemo %id%02  SetPlotStatus %plotid2% %id2%>

	Msg%id%01 <You failed to recover the watch. You should go tell %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You should return the watch to %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is Fetch Item
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_FetchItem 2>
	SubPlot2 <*CS_WinFetchItem 1 2>
	SubPlot3 <*CS_LoseTask 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoOfferMission Goto %pop%>
		*.%id%_GoOfferMission <*HowAreYou .%id%_GoBriefing>
		*.%id%_GoRemind <*GenericMissionReminder>
		.%id%_GoBriefing <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		.%id%_GoStartMission <StoryNote %id%02 SetPlotStatus %plotid1% %id1%>
		result%id%01 <NewChat Say %id%03 Goto .%id%_GoStartMission>
		result%id%02 <NewChat Say %id%04 AddEasygoing -d4 Goto .%id%_GoStartMission>
		Msg%id%01 <I was wondering if you could help me with something. My watch went missing, I think maybe it got stolen. Could you see if you can find it?>
		Msg%id%02 <%name1% asked you to help find \PPR %1% watch.>
		Msg%id%03 <Thanks! I knew I could depend on you. \HINT %plotid1%>
		Msg%id%04 <Oh, as if you've got something better to do. Don't worry, I'll be sure to reward you if you find it. I know how important pavlovian reinforcement is to you adventurers.>
		Prompt%id%01 <I'll let you know if I do.>
		Prompt%id%02 <This is hardly a fitting use of my mad cavalier skills.>
	end
	inv
		Treasure
		name <Watch>
		desc <%name1%'s watch. It's not even all that nice, really.>
	end

Content
	name <You want a hint? I've got a hint.>
	desc <This friend has some information.>
	requires <*CS_Conversation (1:FRIEND|1:FAMILY|1:LOVER) ~+Gkn>

	% E1 is the person with the information

	start <ifNPCDead %1% SMemo 0 LoseComp 0 .%id%_end>

	% This subplot must handle the callback from the Gather Information task.
	.%id1%_%plotid1%_GoWin <SMemo 0 WinComp 0 .%id%_end>
	.%id1%_%plotid1%_GoLoss <SMemo 0 LoseComp 0 .%id%_end>
	.%id%_end <+T-- +F-->

	% SubPlot1 is the GatherInformation task.
	SubPlot1 <*:CS_GatherInformation 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoIntro>
		*.%id%_GoIntro <*HowAreYou .%id%_GoReveal>
		.%id%_GoReveal <NewChat Say %id%01 AddChat %id%01>
		result%id%01 <SetPlotStatus %plotid1% %id1% WinSubPlot %plotid% Goto .%id1%_GoInform>
		Msg%id%01 <I've got some information that may be useful to you. I don't know... it's got to do with all the stuff you've been doing lately.>
		Prompt%id%01_1 <Go on, tell me about it.>
		Prompt%id%01_2 <What have you learned?>
	end


Content
	name <Big Scoop about Enemy NPC>
	desc <The media person you're talking to wants to know about the enemy's mission in town.>
	requires <*CS_Conversation 1:MEDIA ~1:FRIEND E:++>

	% E1 is the person being spoken to
	% E2 is the outdoors location where the encounter will be placed
	% E3 is the encounter to be found
	element2 <Scene Environs !Near -7>
	element3 <Prefab>
	place3 <2>

	% Fail Conditions:
	% - Mission giver dies before encounter is activated
	% - Revalation subplot fails
	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1% else %pop% LoseComp 0 .%id%_loss>
	.%id%_GoCheckReveal <ifSubPlotLost %plotid2% SMemo %id%02 SetPlotStatus %id5%>
	.%id%_loss <+T-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid3% %id3%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid4% %id4%    SMemo %id%02>

	Msg%id%01 <You won the mission. You should go report to %name1% at \SCENE NPCScene %1% .>
	Msg%id%02 <You lost the mission. You should go report to %name1% at \SCENE NPCScene %1% .>

	%% SubPlot1 is the combat encounter itself
	%% SubPlot2 is the encounter revealation
	%% SubPlot3 is the winning condition
	%% SubPlot4 is the loss condition
	%% SubPlot5 is the unwinnable condition
	SubPlot1 <*:CS_MechaEncounter 2 3>
	SubPlot2 <*:CS_RevealEncounter_Raiders 2 3>
	SubPlot3 <*CS_WinTask 1>
	SubPlot4 <*CS_LoseTask 1>
	SubPlot5 <*CS_MootMission 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind if# PlotStatus %plotid% %id% else .%id%_GoOfferMission Goto %pop%>
		.%id%_GoRemind <NewChat Say %id%06>
		*.%id%_GoOfferMission <*IHearYouAreFightingNPC &EnemyNPC .%id%_GoBriefing>
		.%id%_GoBriefing <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		*.%id%_GoDeny <*RejectMission .%id%_GoR2Exit>
		.%id%_GoR2Exit <AddHeroic -1 AddSociable -d10 AddRenown -3 LoseComp 0 .%id%_changes>
		.%id%_changes <+T-- +F-->
		result%id%01 <NewChat Say %id%02 AddCHat %id%04 AddChat %id%05>
		result%id%02 <NewCHat Say %id%03 StoryNote %id%04  SetPlotStatus %plotid1% %id1%  SetPlotStatus %plotid2% %id2%>
		result%id%03 <NewChat Say %id%05 AddCHat %id%04 AddChat %id%05>
		result%id%04 <goto result%id%02>
		result%id%05 <goto .%id%_GoDeny>
		Msg%id%01 <Well, \PERSONA &EnemyNPC is apparently in town on a mission. I know the two of you have fought in the past, so I was hoping you'd be willing to help me find out what \SPR &EnemyNPC 's up to.>
		Msg%id%02 <As a cavalier \SPR &EnemyNPC always seems to leave a trail of destruction in \PPR &EnemyNPC wake; \PPR &EnemyNPC presence in \SCENE &EpisodeScene could be a major news story. If we could help save some lives so much the better.>
		Msg%id%03 <Great! Come back and see me when you've uncovered what \PERSONA &EnemyNPC is doing. \HINT %plotid2%>
		Msg%id%04 <You agreed to help %name1% research \PERSONA &EnemyNPC for a news story.>
		Msg%id%05 <Just listen, okay? \PERSONA &EnemyNPC is up to something and if we don't find out what it could be a major disaster. I really need your help with this.>
		Msg%id%06 <I don't think the entire story has been uncovered yet. Come back when it has been.>
		Prompt%id%01 <Why do you care about \PERSONA &EnemyNPC ?>
		Prompt%id%02 <Alright, I'll help you.>
		Prompt%id%03 <Sorry, I'm trying to stay far away from \OPR &EnemyNPC .>
		Prompt%id%04 <I'll see what I can turn up.>
		Prompt%id%05 <Sounds rough, but it's not my problem.>
	end
	inv
		stc CORE-ACTIVATABLE
		name <%name1%'s Mission>
	end

Plot
	name <My Help Doesn't Come Cheap>
	desc <You can get information, if you're willing to pay for it.>
	requires <*CS_Conversation +Fin -1:FRIEND -1:ALLY -1:LOVER -1:FAMILY ~1:ENEMY ~1:CORPO>
	Size 3

	% E1 is the person with the information

	start <ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	% SubPlot1 is the secret to be revealed
	SubPlot1 <*CS_Revelation&Friendly 1>

	sub
		Persona 1
		% V%id%01 = Asking Price
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoIntro>
		*.%id%_GoIntro <*IHaveInformation .%id%_GoSetMoney na>
		.%id%_GoSetMoney <if= v%id%01 0 else .%id%_GoReveal V= %id%01 Threat StoryDL 5 StoryNote %id%02 Goto .%id%_GoReveal>
		.%id%_GoReveal <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04 AddChat %id%05>

		result%id%01 <EndChat Say %id%03 AddChat %id%06 SetPlotStatus %plotid% %id1%>
		result%id%02 <EndChat Say %id%04 AddChat %id%06 AddEasygoing -d10 AddHeroic -1 SetPlotStatus %plotid% %id1%>
		result%id%03 <EndChat Say %id%05 AddChat %id%06 AddEasygoing -d10 AddSociable d8 SetPlotStatus %plotid% %id1%>
		result%id%04 <NewChat Say %id%06 AddChat %id%01 AddChat %id%05 AddChat %id%07>
		result%id%05 <NewChat Say %id%07>
		result%id%06 <Goto .%id1%_GoInit>
		result%id%07 <NewChat Say %id%08 StoryNote %id%09 AddRenown -5 LoseComp 0 .%id%_lose>
		.%id%_lose <+T-- +F-->

		Msg%id%01 <This kind of secret doesn't come cheap, you understand. I'm asking $ \VAL v%id%01 for the information.>
		Msg%id%02 <%name1% offered to sell you information for $ \VAL v%id%01 .>
		Msg%id%03 <Ah, thank you very much.>
		Msg%id%04 <You know, when you put it like that, I think I like living better than I would have liked the money...>
		Msg%id%05 <Really? Well, um, I'll give you a freebie this time, just this once...>
		msg%id%06 <Are you sure that's a risk you're willing to take? This is very important...>
		msg%id%07 <You do that.>
		msg%id%08 <Suit yourself. I won't be held responsible for the consequences of your ignorance.>
		msg%id%09 <You refused to buy the information from %name1%.>

		Prompt%id%01 <Sounds fair. [Give Money]>
		CPrompt%id%01 <ifG PC$ v%id%01 Accept>
		Prompt%id%02 <How about, you tell me the info, and you can live.>
		CPrompt%id%02 <ifIntimidation HardSkillTar StoryDL Accept>
		Prompt%id%03 <I'm sure we can find... other arrangements.>
		CPrompt%id%03 <ifChatNPCSexy ifConversation SkillTar StoryDL Accept>
		Prompt%id%04 <Maybe I don't want your information.>
		Prompt%id%05 <I'll be back when I have the money.>
		Prompt%id%06 <[Continue]>
		Prompt%id%07 <I'm sure. I don't need this info.>
	end

Plot
	name <I have a lead for you>
	desc <This police officer has information for you>
	requires <*CS_Conversation 1:POLIC E:THIEF>
	Size 1
	% E1 is the person with the information
	% E2 is the sleazy scene where the PC can find information
	Element2 <Scene Sleazy !Near -7>

	start <if= PlotStatus %plotid% %id% else %pop% ifNPCDead %1% LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoIntro>
		*.%id%_GoIntro <*IHearYouAreFightingNPC &EnemyNPC .%id%_GoReveal>
		.%id%_GoReveal <NewChat Say %id%01 StoryNote %id%02 &SetTargetNPC 0 WinComp %2% .%id%_next>
		.%id%_next <+Tgs +Fin>
		Msg%id%01 <Well, there's some talk that \SPR &EnemyNPC 's been in town recently. If you're interested, I'd reccomend that you ask around at %name2%. That's the best place to turn up information.>
		Msg%id%02 <%name1% suggested that you ask about \PERSONA &EnemyNPC at %name2%.>
	end

Plot
	name <I'm looking for your enemy>
	requires <*CS_Conversation E:++ (1:ADVEN|1:POLIC) (1:A.---|1:A.sr_|1:A.equ) R:-- -1:ENEMY>
	desc <This character's looking for your enemy. Help him out and gain him as a partner.>
	Changes <R:++>
	Size 1

	% E1 is the NPC that the PC will speak with
	% E2 is the outdoors location where the encounter will be placed
	% E3 is the encounter to be found
	element2 <Scene Environs !Near -7>
	element3 <Prefab>
	place3 <2>

	% P%id%01 = Have gained E1 as a lancemate
	% P%id%02 = Initialization Counter

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

	update <if= P%id%02 0 p= %id%02 1 NPCLevel %1% StoryDL>
	end <if= PlotStatus %plotid1% 0 else .%id%_GoCheckReveal ifNPCDead %1%   LoseComp 0 .%id%_loss>
	.%id%_GoCheckReveal <ifSubPlotLost %plotid2% if= p%id%01 0 else .%id1%_%plotid1%_GoLoss SetPlotStatus %plotid5% %id3%>
	.%id%_loss <+T-- +F-->

	.%id1%_%plotid1%_GoWin  <WinComp 0 .%id%_next   if= p%id%01 1  ifNPCOK %1%  Monologue %1% %id%01>
	.%id1%_%plotid1%_GoLoss <LoseComp 0 .%id%_next  if= p%id%01 1  ifNPCOK %1%  Monologue %1% %id%02>
	.%id%_next <+T-- +F-->

	Msg%id%01 <I knew that it was a good idea for the two of us to join forces!>
	Msg%id%02 <Hmm... I'm beginning to doubt that it was a good idea to join forces with you.>

	%% SubPlot1 is the combat encounter itself
	%% SubPlot2 is the encounter revealation
	%% SubPlot3 is the unwinnable condition
	SubPlot1 <*:CS_MechaEncounter&Raiders 2 3>
	SubPlot2 <*:CS_RevealEncounter_Raiders 2 3>
	SubPlot3 <*CS_MootMission 1>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else .%id%_GoChat if= p%id%01 0 else .%id%_GoChat if= PlotStatus %plotid1% 0 else .%id%_GoCheckProgress ifNPCOK &EnemyNPC else .%id%_GoTrivial Goto .%id%_GoGreet>
		.%id%_GoChat <NewChat SayAnything>
		.%id%_GoCheckProgress <ifChatNPCInPlay else .%id%_GoByPhone NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		*.%id%_GoByPhone <*NotByPhone>
		*.%id%_GoGreet <*IHearYouAreFightingNPC &EnemyNPC .%id%_GoReveal>
		.%id%_GoReveal <NewChat Say %id%02 AddChat %id%03 AddChat %id%04 AddCHat %id%05>
		.%id%_GoTrivial <NewChat Say %id%03 StoryNote %id%04 P= %id%01 -1 WinSubPlot %plotid% SetPlotStatus %plotid1% %id1% SetEncounterActive %3%>
		*result%id%01 <*ComeBackWhenYouKnowSomething>
		result%id%02 <EndCHat Say %id%05 StoryNote %id%06  P= %id%01 1  WinSubPlot %plotid%  XPV 100  &SetPartnerNPC %1%  &AddPartnerToLance>
		result%id%03 <AddSociable   d8   Goto result%id%05>
		result%id%04 <AddCheerful -d10   Goto result%id%05>
		result%id%05 <NewChat Say %id%07 SMemo %id%08 History %id%09 AddChat %id%06 AddChat %id%07 SetPlotStatus %plotid1% %id1% SetPlotStatus %plotid2% %id2%  SetXXRAttitude %1% XXR_A_IsEqual>
		result%id%06 <NewChat Say %id%10>
		result%id%07 <NewChat Say %id%11 History %id%12 SMemo %id%13   P= %id%01 -1   LoseSubPlot %plotid%   AddReact -d10   AddSociable -d10   ifG d30 React PCEnemy %1%>
		Msg%id%01_1 <Have you found out where \PERSONA &EnemyNPC is yet?>
		CMsg%id%01_1 <ifNPCOK &EnemyNPC Accept>
		Msg%id%01_2 <Have you found out where the raiders are yet?>
		CMsg%id%01_2 <ifNPCDead &EnemyNPC Accept>
		Msg%id%02 <I'm looking for \PERSONA &EnemyNPC too. I happen to know that \SPR &EnemyNPC 's in town on a mission, but so far I can't find \PPR &EnemyNPC base.>
		Msg%id%03 <There's a lance of raiders in %name2%. I'd go fight them myself, but my doctor said to take it easy for a while.>
		Msg%id%04 <%name1% revealed the presence of raiders in %name2%.>
		Msg%id%05 <Great! We shouldn't waste any time- let's go to %name2% right away!>
		Msg%id%06_1 <%name1% joined your lance to go fight \PERSONA &EnemyNPC in %name2%.>
		CMsg%id%06_1 <ifNPCOK &EnemyNPC Accept>
		Msg%id%06_2 <%name1% joined your lance to go fight the raiders in %name2%.>
		CMsg%id%06_2 <ifNPCDead &EnemyNPC Accept>
		Msg%id%07 <If you could help me to find \PERSONA &EnemyNPC , I could help you to fight \OPR &EnemyNPC . Together I think we stand a better chance than either of us would alone. What do you say?>
		Msg%id%08 <%name1% told you that \PERSONA &EnemyNPC is in town on a mission; \SPR %1% offered to join forces with you if you can find where \SPR &EnemyNPC is.>
		Msg%id%09 <%name1% offered to join forces with you against \PERSONA &EnemyNPC .>
		Msg%id%10 <Great. Just come see me after you learn where \SPR &EnemyNPC is but before you fight \OPR &EnemyNPC . I'll be waiting.>
		Msg%id%11 <So that's how it is? I give you a hot lead, and you run off to snag my bounty by yourself? Don't think I'm going to forget this, \PC ...>
		Msg%id%12 <You refused %name1%'s offer.>
		Msg%id%13 <%name1% told you that \PERSONA &EnemyNPC is in town on a mission.>
		Prompt%id%01 <I'm still working on it.>
		Prompt%id%02 <Yes, I have. Let's go.>
		CPrompt%id%02 <IfSubPlotWon %plotid2% Accept>
		Prompt%id%03 <Why don't we join up to fight \OPR &EnemyNPC ?>
		Prompt%id%04 <Sounds like you're pretty much a loser.>
		Prompt%id%05 <I could find \OPR &EnemyNPC easily enough.>
		Prompt%id%06 <I'll think about it.>
		Prompt%id%07 <Sorry, but I work better alone.>
	end
	inv
		stc CORE-ACTIVATABLE
		name <%name1%'s Mission>
	end



