Plot 0
	name <ARC: Expansion Job>
	% E1 is expanding into the dead zone, and needs the PC to
	% clear out some of the "undesirables" who live there currently.
	% Nov 11 2003 : Added FacXP+ command

	% E1 is the faction behind the story
	Element1 <Grab 1>

	% E2 is the NPC who will give the PC the mission.
	% Right now it will just be a member of E1.
	Element2 <Character !Comrade 1 Corporate>

	% ********************
	% *** SCRIPT BLOCK ***
	% ********************
	% V1 = Time Limit
	% V2 = Combat Indicator, if V2=1 combat has been entered
	% V3 = Email sent indicator.

	% On a cleanup request, delete this plot unless combat has been
	% entered.
	cleanup <if= V2 0 AdvancePlot 0>

	% Time limit. This plot will conclude in one day, or immediately
	% if NPC E2 is killed.
	Init_Start <ifNPCOK E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
	start <ifNPCOK E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
	GoCheckTime <if= V2 0 ifG ComTime V1 if= d2 1 else GoDelete S+ 101 1 AdvancePlot 0>
	GoDelete <AdvancePlot 0 if# V3 0 Reputation 6 -1>

	% Combat check. If combat has been entered, V2=1.
	% Combat ends in victory if the number of active masters on
	% team two drops to zero, or ends in defeat is the number of
	% active masters on team one drops to zero. After combat, V2=3
	% if the player was victorious or V2=2 is the player lost.
	% Finally, if the player won, the calling story's faction victory
	% count (by default now story variable 101) will be increased.
	nu1 <if= T1 0 if= V2 1  V= 2 2  LoseRenown>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 50  S+ 101 1 FacXP+ E1 1>

	% Email check. If the PC belongs to the same faction as the NPC,
	% he may receive an email about the mission. Make a check every
	% 5 minutes.
	% 5Min <if= d70 23 if= V3 0 if= PCFac E1 ifG RReact E2 d29 V= 3 1 Email d5>
	5Min <if= d70 23 if= V3 0 if= PCFac E1 ifG RReact E2 d29 V= 3 1 SetNPC E2 Email d5>

	% *********************
	% *** MESSAGE BLOCK ***
	% *********************

	% 01 - 05 :  Email Messages.
	%  The NPC is offering the PC a mission via email.
	Msg1 <\PERSONA E2 @ \SCENE EScene 2 :// Report here for ravager extermination mission immediately.>
	Msg2 <\PERSONA E2 @ \SCENE EScene 2 :// I have need of your services. Report to \SCENE EScene 2 at once.>
	Msg3 <\PERSONA E2 @ \SCENE EScene 2 :// Your presence is needed to assist \NARRATIVE 1 Dead Zone Expansion Program.>
	Msg4 <\PERSONA E2 @ \SCENE EScene 2 :// Report back here immediately. There's a job for you to do.>
	Msg5 <\PERSONA E2 @ \SCENE EScene 2 :// You are needed in \SCENE EScene 2 at once. This is urgent \NARRATIVE 1 business.>


sub
	% This next bit is the conversation which will happen when the
	% PC speaks to E2.
	Persona 2
	rumor <!2 is working on the !1 dead zone industrial project.>
	%  V1 = Job offer counter, V1=1 is job offered, V1=-1 if job denied
	%  V2 = Message Randomizer
	%  V3 = Threat value of enemy mecha
	%  V4 = Reward offered to PC for the mission
	% At startup, first check to see whether the PC has already
	% completed the mission or not.
	Greeting <NewChat if= P2 3 else GoCheckLoss Say d5 CashPrize V4 AdvancePlot 0>
	GoCheckLoss <if= P2 2 else GoCheckJob V= 2 5 V+ 2 d5 Say V2 AdvancePlot 0>
	GoCheckJob <if= V1 1 else GoCheckFirst Say 101 Goto GoAddComOps>

	% The first time the PC meets the NPC, the PC will be given the
	% mission automatically if he's part of the same faction, or if
	% he is a friend of the NPC, or if he's already been sent email.
	GoCheckFirst <if= V1 0 else GoDenied V= 1 -1 V= 3 PCRenown V+ 3 d6 V= 3 Threat V3 75 V= 4 Reward V3 99 if= PCFac E1 else GoCE V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	GoCE <if= P3 1 else GoCheckFriend V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	% If the reaction score is greater than 40, PC will automatically
	% be offered the job, but unlike above will not be automatically
	% expected to accept it,
	GoCheckFriend <ifG PCRep 6 20 else GoNoAutomatic V= 2 15 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>
	% If the PC is not automatically offered the job, there's still
	% a chance to get the job... as long as the NPC doesn't hate him.
	GoNoAutomatic <ifG React d10 else GoDenied V= 2 20 V+ 2 d5 Say V2 V= 2 10 V+ 2 d3 AddChat V2 V= 2 13 V+ 2 d3 AddChat V2 V= 2 16 V+ 2 d3 Say V2>
	GoDenied <V= 1 -1 SayAnything>

	GoAddComOps <V= 1 1 AddChat d2 V= 2 2 V+ 2 d2 AddChat V2 V= 2 4 V+ 2 d2 AddChat V2 Memo 107>

	% The PC will enter combat here.
	result1 <EndChat V= 2 35 V+ 2 d5 Say V2 SavePos P= 2 1 Dynamic 2 V3 .nu1 .nu2 SetMapType RoughMap Encounter 0 15 .nil>
	.nu1 <if= T1 0 Return>
	.nu2 <if= T2 0 Salvage Return>
	result2 <Goto Result1>

	% The PC needs some time to get ready.
	result3 <NewChat Say 103>
	result4 <Goto Result3>

	% The PC will be told the enemy's point value.
	result5 <NewChat V= 2 25 V+ 2 d5 Say V2 AddChat 1 AddChat 3>
	result6 <Goto result5>

	% The PC accepts the job offer.
	result7 <NewChat V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	result8 <Goto result7>

	% The PC refuses the job offer.
	result9 <NewChat Say 102 V= 1 -1>
	result10 <Goto result9>

	% The PC tries to get the job via "PLAN A"- be forceful and
	% convincing. This plan uses Intimidation skill in order to
	% succeed. If you want to change it, some alternate "PLAN A"
	% types are presented... uncomment the one you like.
	result11 <NewChat Reputation 4 -d8 ifG Intimidation 10 else GoR11Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>

	% The PC will impress the NPC with LAWFUL reputation...
	% result11 <NewChat ifG PCRep 2 30 else GoR11Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>

	% The PC will impress the NPC with HEROIC reputation...
	% result11 <NewChat ifG PCRep 1 30 else GoR11Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>

	result12 <Goto result11>
	result13 <Goto result11>

	% PLAN "A", whatever it was, has failed...
	GoR11Lose <NewChat Say 104 V= 1 -1>


	% The PC tries to get the job via "PLAN A"- be friendly.
	% This is done with the Conversation skill.
	result14 <NewChat ifG Conversation 20 else GoR14Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>

	% The PC will impress the NPC with HEROIC reputation...
	% result14 <NewChat ifG PCRep 1 30 else GoR14Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>

	result15 <Goto result14>
	result16 <Goto result14>

	% PLAN "B", whatever it was, has failed...
	GoR14Lose <NewChat Say 105 V= 1 -1>

	% The player doesn't want this stinkin' job.
	result17 <NewChat Say 106 V= 1 -1>
	result18 <Goto result17>
	result19 <Goto result17>


	% *********************
	% *** MESSAGE BLOCK ***
	% *********************

	% 01 - 05 :  Player has won the battle and is being paid.
	Msg1 <\NARRATIVE 1 rewards efficient service like that. Here's your pay.>
	Msg2 <Keep that up, and you just may have a future in this company. Here's your pay.>
	Msg3 <Here's your pay.>
	Msg4 <Good job. Here's your pay.>
	Msg5 <Our expansion program should proceed smoothly. Here's your pay.>

	% 06 - 10 :  Player has lost the battle.
	Msg6 <You failed us.>
	Msg7 <You have failed \NARRATIVE 1 . This will cause problems...>
	Msg8 <The mission was a failure. This is going to put us behind schedule.>
	Msg9 <Thanks to your failure, our expansion program is now behind schedule.>
	Msg10 <Hm. Those ravagers are putting up more of a fight than we had expected.>

	% 11 - 15 :  Description of mission.
	%  use "$ \VAL V4 " to insert the pay for the mission,
	%  and don't forget to mention that the PC also gets salvage.
	Msg11 <There are various bandits and raiders inhabiting the land we have marked for development. Your job is to eliminate one such group. The pay for the mission is $ \VAL V4 plus salvage rights.>
	Msg12 <Our dead zone construction project is being threatened by ravagers. I need you to eliminate them. You will earn $ \VAL V4 and salvage for this job.>
	Msg13 <There are many ravagers and bandits hiding in the dead zone. Some of them have attacked our expansion project... they must be stopped. Your salary for the mission will be $ \VAL V4 plus salvage.>
	Msg14 <A group of ravagers has launched several attacks against our construction project. They need to be removed. You will earn $ \VAL V4 plus salvage if you complete the mission successfully.>
	Msg15 <The dead zone is a dangerous, lawless place. Our construction project there has been attacked by ravagers... Your job is to eliminate the perpetrators. This mission is worth $ \VAL V4 plus salvage.>

	% 16 - 20 :  Player is asked if he is looking for a job.
	Msg16 <Are you looking for work? \NARRATIVE 1 is currently building an industrial complex on the edge of the dead zone, and we have need of mecha pilots to protect these holdings.>
	Msg17 <If you're looking for work, \NARRATIVE 1 now has a contract available for a freelance mecha pilot. Our dead zone expansion project needs protection.>
	Msg18 <\NARRATIVE 1 is looking for a freelance mecha pilot to patrol our dead zone holdings.>
	Msg19 <I need a freelance mecha pilot to run a combat mission in the dead zone. Our business venture there is being threatened by ravagers.>
	Msg20 <I have a single mission contract available for a skilled mecha pilot. If you're interested, the job could be yours.>

	% 21 - 25 :  NPC implies job, PC might have chance to get it.
	Msg21 <\NARRATIVE 1 needs mecha pilots to help defend our dead zone expansion project.>
	Msg22 <\NARRATIVE 1 is constructing a new industrial complex in the dead zone. The ravagers who live there are a bit of a problem, though.>
	Msg23 <The \NARRATIVE 1 Dead Zone Industrial Expansion should create a lot of new jobs.>
	Msg24 <Our company will be hiring some new mecha pilots to defend our dead zone industrial complex.>
	Msg25 <The industrial complex which \NARRATIVE 1 is building will need skilled mecha pilots to help defend it against ravagers.>

	% 26 - 30 :  PC will be told exact enemy point value.
	%  use "\VAL V3 " to insert the value.
	Msg26 <Our reports indicate that you'll be up against \VAL V3 threat points worth of enemy hardware. Do you feel up to the challenge?>
	Msg27 <They've got about \VAL V3 threat points worth of gear, but since this is the dead zone we're talking about most of it is in pretty rough shape.>
	Msg28 <The ravagers have \VAL V3 tactical points worth of mecha. There has been some evidence that a rival corporation has been outfitting them, just to make our expansion project fail.>
	Msg29 <You can expect to meet at least \VAL V3 points worth of mecha.>
	Msg30 <I would expect them to have around \VAL V3 points of mecha. A certain rival company has been selling battlesuits to the ravagers, just to sabotage our business in the region.>

	% 31 - 35 :  "PLAN A" or "PLAN B" worked... the PC is offered
	%  a job and may choose either prompt7/8 to accept or prompt9/10
	%  to reject it.
	Msg31 <Yes, I may have a job for you. We need a pilot to exterminate one of the ravager gangs which has been attacking our construction site.>
	Msg32 <There are missions available, if you'd like to take part in one.>
	Msg33 <I do have several contracts available, if you're interested in working for \NARRATIVE 1 .>
	Msg34 <I think I could find a mission for you, if you are interested.>
	Msg35 <I have a mission available that you could take the contract for. Are you interested?>

	% 36 - 40 :  Combat is starting.
	Msg36 <Here are the coordinates for the operation. Good luck out there.>
	Msg37 <Proceed to these coordinates, then engage the hostiles. They must all be destroyed. Return here afterwards and I'll give you your pay.>
	Msg38 <This datachip holds all the information you should need. Proceed to the staging ground and engage the ravagers there. Good luck.>
	Msg39 <I'll upload the information to your navcomp. Come back here after you're finished and I'll give you your pay.>
	Msg40 <Defeat the ravagers, then come back here and I'll give you your pay.>


	% 101 :  Player accepted job, then left to get ready.
	Msg101 <Are you ready to start the mission?>
	% 102 :  Player has refused to take job; answer to prompts 9-10.
	Msg102 <Fine.>
	% 103 :  Player has asked for some time to get ready.
	Msg103 <Hurry back once your equipment is in shape and we can start the mission then.>
	% 104 :  "PLAN A" has failed, and the PC is not offered a job.
	Msg104 <No, what we need is a pilot better than you...>
	% 105 :  "PLAN B" has failed, and the PC is not offered a job.
	Msg105 <Sorry, we are not currently hiring anyone.>
	% 106 :  Player doesn't want job; answer to prompts 17-19.
	msg106 <I should get back to work now.>
	% 107 :  Memo
	msg107 <\ELEMENT 2 in \SCENE EScene 2 offered you a mission fighting dead zone ravagers.>

	% 01 - 02 :  Ready to start the mission
	Prompt1 <I'm ready to go.>
	Prompt2 <Just let me at them!>

	% 03 - 04 :  Need time to get ready first.
	Prompt3 <Give me some time to get ready.>
	Prompt4 <Maybe I should fuel up, first.>

	% 05 - 06 :  What is the enemy point value?
	Prompt5 <What am I up against out there?>
	Prompt6 <What kind of meks do they have?>

	% 07 - 08 :  After being asked if he wants a job, PC says yes.
	Prompt7 <I'm interested.>
	Prompt8 <Alright, tell me more.>

	% 09 - 10 :  After being asked if he wants a job, PC says no.
	Prompt9 <I don't want to work for a corp.>
	Prompt10 <I'm not interested.>

	% 11 - 13 : Player tries to get job using PLAN "A".
	%   By default, PLAN "A" is to sound tough and experienced.
	Prompt11 <You need a good pilot like me.>
	Prompt12 <I could beat those ravagers easily.>
	Prompt13 <What you need is someone like me.>

	% 14 - 16 : Player tries to get job using PLAN "B".
	%   By default, PLAN "B" is to be friendly and personable.
	Prompt14 <Maybe I could help you with that.>
	Prompt15 <Got any jobs available?>
	Prompt16 <Can I submit my resume here?>

	% 17 - 19 : Player doesn't much care for the job.
	Prompt17 <That doesn't concern me.>
	Prompt18 <I have no interest in a corporate job.>
	Prompt19 <Whatever.>


end

