%%
%%  Military missions are given by military factions.
%%  These missions typically offer decent pay and salvage.
%%

Plot
	name <MILIT: Defend Base Job>
	% The PC has to go defend a base.
	requires <*GENERAL -!Ne -!Lo -SAFE>
	PayRate 180

	% E1 is the town itself
	% E2 is a military faction allied with the city
	% E3 is a member of that faction
	% E4 is a scene where the encounter will take place
	Element1 <Scene Town>
	Element2 <Faction Military !Ally 1>
	Element3 <Character !Comrade 2 RECHARGED>
	Element4 <Scene Outdoors>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Defense 3 4 2>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %3% 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 %1% if= P2 0  if= PCFac NPCFac %3%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1   <%name3%@ \SCENE NPCSCene %3% :// \RANK \PC , head to \EXACT_SCENE NPCScene %3% for a briefing.>
	Msg1_1 <%name3%@ \SCENE NPCSCene %3% :// Report to \SCENE NPCScene %3% for a mission at once.>
	Msg1_2 <%name3%@ \SCENE NPCSCene %3% :// I've got some guard duty for you, \RANK .>
	Msg1_3 <%name3%@ \SCENE NPCSCene %3% :// \RANK \PC , I have a guard mission for you from %name2%.>

	sub
		Persona 3
		rumor0 <%name3% needs a cavalier for some guard duty.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %4%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %5%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %5% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac %5%>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <Our base in \EXACT_SCENE %4% could use some extra defense. Protect it from our enemies and you'll earn $ \VAL Reward %threat% PayRate plus whatever salvage might happen to show up.>
		Msg1_1 <We maintain a number of bases in this area. According to our recon patrol, enemies are planning to attack the armory in \EXACT_SCENE %4% . I want you to drive them off. Succeed, and you earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Your job is to guard a base in \EXACT_SCENE %4% . Defeat the attackers and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <There's a base in \EXACT_SCENE %4% that I want you to guard. We're not expecting an attack... but they say you should always expect the unexpected, right? Anyhow, if there is a fight, and you win, you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <The best offense is a good defense! Your mission is to guard our base in \EXACT_SCENE %4% . Destroy all attackers, and you'll be paid $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <Everybody loves guard duty, right? I want you to defend our base in \EXACT_SCENE %4% . Complete the mission and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Defending our city is a neverending and often thankless job. I need you to guard a base in \EXACT_SCENE %4% ... we're expecting an attack, but don't know when. If you don't screw up you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name3% in \EXACT_SCENE NPCScene %3% hired you to defend a base belonging to %name2% in \EXACT_SCENE %4% .>
		Prompt1 <Okay, I can do that.>
		Prompt1_1 <Alright, I'll get over there right away.>
		Prompt1_2 <Don't worry, I won't let anyone touch the base.>
		Prompt2 <Thinking it over, I have better things to do.>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <Your base problems do not concern me.>
		Prompt2_2 <Sorry, but this isn't my kind of job.>
	end

Plot
	name <Basic Military 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 100

	% E1 is the town itself
	% E2 is a military faction allied with the city
	% E3 is a member of that faction
	% E4 is a scene where the encounter will take place
	Element1 <Scene Town>
	Element2 <Faction Military !Ally 1>
	Element3 <Character !Comrade 2 RECHARGED>
	Element4 <Scene Environs>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Basic 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %3% 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 %1% if= P2 0  if= PCFac NPCFac %3%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1   <%name3%@ \SCENE NPCSCene %3% :// Hey \RANK , I've got a mission for you in %name1%.>
	Msg1_1 <%name3%@ \SCENE NPCSCene %3% :// Report to \EXACT_SCENE NPCScene %3% for a mission at once.>
	Msg1_2 <%name3%@ \SCENE NPCSCene %3% :// Your services are required by %name2%. Come see me for mission briefing.>
	Msg1_3 <%name3%@ \SCENE NPCSCene %3% :// I've got a mission for you. Come to \EXACT_SCENE NPCScene %3% for the briefing.>

	sub
		Persona 3
		rumor0 <%name3% needs a mecha pilot for an upcoming combat mission.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %4%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <Some intruders have broken through our defense perimeter. Our recon net has tracked them to \EXACT_SCENE %4% . This mission is worth $ \VAL Reward %threat% PayRate plus salvage rights.>
		Msg1_1 <Our scouts have located a group of intruders in \EXACT_SCENE %4%  . Your job, if you accept it, will be to locate these intruders and engage them in combat. Win, and you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <There are enemy mecha in \EXACT_SCENE %4% ; defeat them for $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <This is a straightforward mission. There are some intruders in \EXACT_SCENE %4% ; defeat them for $ \VAL Reward %threat% PayRate and salvage.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <Constant vigilance is needed to protect us from outside threats. There are some unidentified mecha in \EXACT_SCENE %4% , and they must be destroyed. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <We've picked up some intruders in \EXACT_SCENE %4% , and now have a chance to engage them before they even know they've been spotted. For this mission you'll get $ \VAL Reward %threat% PayRate and salvage rights.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Our town is under some kind of attack. We've located some intruders in \EXACT_SCENE %4% ; they must be destroyed before they have a chance to kill. Do this, and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name3% in \SCENE NPCScene %3% hired you to fight some intruders in \EXACT_SCENE %4% .>
		Prompt1 <I'll be back when I'm finished.>
		Prompt1_1 <No problem.>
		Prompt1_2 <I'll get the job done.>
		Prompt2 <You can find someone else for this job.>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <This isn't my type of job.>
		Prompt2_2 <Sorry, but I don't want this mission.>
	end

Plot
	name <Versus Military Patrol Job>
	% The versus patrol job is a fight against an enemy faction.
	% This job gives salvage. This job will earn the PC the enemity
	% of the faction being opposed.
	requires <*GENERAL -!Ne -SAFE>
	PayRate 150

	% E1 is the town itself
	% E2 is a military faction allied with the city
	% E3 is a member of that faction
	% E4 is a scene where the encounter will take place
	% E5 is the enemy faction
	Element1 <Scene Town>
	Element2 <Faction Military !Ally 1>
	Element3 <Character !Comrade 2 RECHARGED>
	Element4 <Scene Environs>
	Element5 <Faction !Enemy 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Versus 3 4 5>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %3% 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 %1% if= P2 0  if= PCFac NPCFac %3%  if= d4 1  ifG PCCharm d40  Email 1 P= 2 1>
	Msg1   <%name3%@ \SCENE NPCSCene %3% :// Hey \RANK , I've got a mission for you in %name1%.>
	Msg1_1 <%name3%@ \SCENE NPCSCene %3% :// Report to \SCENE NPCScene %3% for a mission at once.>
	Msg1_2 <%name3%@ \SCENE NPCSCene %3% :// Your services are required by %name2%. Come see me for mission briefing.>
	Msg1_3 <%name3%@ \SCENE NPCSCene %3% :// I've got a mission for you. Come to \SCENE NPCScene %3% for the briefing.>

	sub
		Persona 3
		rumor0 <%name3% needs a mecha pilot to fight %name5%.>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %4%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %5%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %5% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac %5%>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		Msg1 <Some mecha from %name5% have been spotted in \EXACT_SCENE %4% . They must be driven out. Complete this mission and you'll get $ \VAL Reward %threat% PayRate plus salvage rights.>
		Msg1_1 <You've heard that there are operatives from %name5% in the area, right? Our intel network has located their mecha team in \EXACT_SCENE %4% . Your job will be to defeat them; do this and I'll give you $ \VAL Reward %threat% PayRate plus salvage rights.>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <A lance from %name5% has been detected in \EXACT_SCENE %4% . Eliminate them for $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <We're having a bit of a problem with %name5%. They've got a strike team in \EXACT_SCENE %4% , and I want you to make it go away. I can offer $ \VAL Reward %threat% PayRate and full salvage rights for the job.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <Those bastards at %name5% think they can just waltz on in here and get away with it. Well, they won't! I want you to go to \EXACT_SCENE %4%  and destroy their strike team. This job is worth $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <I've been hoping we'd get a chance to show %name5% what we're made of, and we finally have! They've got a unit of mecha in \EXACT_SCENE %4% . I'll hire you to defeat them for $ \VAL Reward %threat% PayRate and full salvage.>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Our city is under attack from %name5%; it's vital that we stop them before anyone is killed. Their infiltrators have been traced to \EXACT_SCENE %4% . Defeat them and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name3% in \SCENE NPCScene %3% hired you to fight %name5% in \EXACT_SCENE %4% .>
		Prompt1 <I'll be back when I'm finished.>
		Prompt1_1 <No problem.>
		Prompt1_2 <I'll get the job done.>
		Prompt2 <You can find someone else for this job.>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <This isn't my type of job.>
		Prompt2_2 <Sorry, but I don't want this mission.>
	end

