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

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

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

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

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I have a mission for you from \ELEMENT 2 .>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Report to \SCENE EScene 1 for a mission at once.>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by \ELEMENT 2 . Come see me for mission briefing.>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I've got a mission for you. Come here for the briefing.>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// There's a matter that requires your attention. This is official \ELEMENT 2 business, so come as soon as possible.>

	sub
		Persona 1
		rumor0 <%name1% needs a mecha pilot to do a mission for %name2%.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <Recently, a number of our shipments have been attacked by bandits. Your job will be to locate those responsible and make sure they are incapable of attacking us again. For this you will earn $ \VAL Reward %threat% PayRate plus salvage.>
		Msg1_1 <You've probably heard that several of our convoys have been attacked recently. We've identified the bandit gang responsible; your job will be to eliminate them once and for all. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Some bandits have been attacking our shipments. Defeat them and you'll earn $ \VAL Reward %threat% PayRate plus salvage rights.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <This should be a straightforward assignment. Some bandits have been attacking our shipments; you'll be paid $ \VAL Reward %threat% PayRate plus salvage rights for locating and eliminating them.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <The enemies of \ELEMENT 2 never sleep. Some bandits have been attacking our property... Your job will be to engage them in combat and eliminate them. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <I want you to locate a particular bandit gang and disable their mecha. If you can perform this task, \ELEMENT 2 will pay you $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <A gang of bandits has been attacking our shipments; several employees of \ELEMENT 2 have been killed already. I want you to locate the bandits and eliminate them. Upon completion of this mission you'll earn $ \VAL Reward %threat% PayRate and salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\ELEMENT 1 in \SCENE NPCScene %1% hired you to fight some bandits in \ELEMENT 3 for \ELEMENT 2 .>
		Prompt1 <Sounds good. I'll do it.>
		Prompt1_1 <Alright, I'll do it.>
		Prompt1_2 <I'll get to work immediately.>
		Prompt2 <Sorry, I don't want this job.>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <On second thought, I don't want this job.>
		Prompt2_2 <Really, I don't want to do this.>
	end

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

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

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

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

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

	sub
		Persona 1
		rumor0 <%name1% needs a pilot to fight %name4% for %name2%.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final %2% %4%>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <A gang of raiders from %name4% has been attacking our convoys in %name3%. Eliminate them and I've been authorized to pay you $ \VAL Reward %threat% PayRate plus full salvage rights.>
		Msg1_1 <You should know that our company has been losing far too much capital to %name4% lately. A group of their raiders has been striking our investments in %name3%; I want you to defeat them. Pay is $ \VAL Reward %threat% PayRate and salvage.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Our convoys in %name3% are under attack by %name4%. Eliminate the bandits and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <There's a gang of mecha from %name4% which has been bothering our convoys in %name3%. If you could make them go away, you'd earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <We cannot tolerate these constant attacks by %name4%! A gang of their mecha is in %name3% right now, attacking our investments. I want you to go there and destroy them! You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <There's a gang of thieves from %name4% that we've traced to %name3%. I want you to go make them sorry for robbing us. You'll earn $ \VAL Reward %threat% PayRate and salvage for this mission.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Company profits are down this quarter, and it's mostly because of %name4%. They have a team of mecha in %name3% attacking our convoys. Your job is to get rid of them. Do this, and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name1% in \SCENE NPCScene %1% hired you to fight some mecha from %name4% in %name3%.>
		Prompt1 <Sounds good. I'll do it.>
		Prompt1_1 <Alright, I'll do it.>
		Prompt1_2 <I'll get to work immediately.>
		Prompt2 <Sorry, I don't want this job.>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <On second thought, I don't want this job.>
		Prompt2_2 <Really, I don't want to do this.>
	end

