Plot 0
	name <PLOT: BanditJob1>
	% VARIABLES USED
	% 1 -> Time Limit Timer
	% 2 -> Combat Indicator

	element1 <Character Bandit HasMecha>
	% Element 8 = Difficulcy Level

	rumor <!1 is looking for a partner in crime.>

	% Time limit - this plot will fade after a short time.
	Init_Start <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 12500>
	START <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 12500>
	GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>

	% If combat has been entered, V2 = 1. This is important to keep
	% the events below from activating in scenes other than the
	% plot's combat...
	NU1 <if= T1 0 if= V2 1 AdvancePlot 1 Reputation 6 -10         V= 2 2>
	NU2 <if= T2 0 if= V2 1 AdvancePlot 2 XPV 50 Reputation 6 1    V= 2 2>

sub
	Persona 1
	% The NPC who will offer the job.
	% PCs who don't have mecha will be sent elsewhere...
	% Only PCs with good reaction score will be offered a job.
	greeting <NewChat ifG PCMeks 0 else GoNoMeks ifG React 55 else GoMedReact Goto GoJobDesc>

	% PCs with a medium reaction score have a chance to get offered a job,
	% if they make a good impression on the NPC.
	GoMedReact <ifG React 20 else GoLowReact Say 3 AddChat 1 AddChat 2 AddChat 3>

	% PCs with a low reaction score will most likely be told to buzz off.
	GoLowReact <EndChat Say 3>

	% With no meks, the PC won't get offered a job at all, but may be told
	% about it.
	GoNoMeks <ifG React 30 else GoNMMedReact Say 1>
	GoNMMedReact <Say 2>
	GoNMLowReact <EndChat Say 4>

	% Result 1 -> The player will try to be a kangpae
	result1 <ifG 0 PCRep 2 else GoNoChaos NewChat Say 8 AddChat 4 AddChat 5>
	GoNoChaos <NewChat Say 7>

	% Result 2 -> The player will try to impress the NPC with INTIMIDATION
	result2 <Reputation 2 -1 ifG SkRoll 28 10 else GoNoInt NewChat Say 9 AddChat 4 AddChat 5>
	GoNoInt <AdvancePlot 0 Reputation 6 -1 Say 6 EndChat>

	% Result 3 -> The player goes quietly away.
	result3 <NewChat Say 5>

	% Result 4 -> Go straight to the job description.
	result4 <Goto GoJobDesc>

	% Result 5 -> Go away.
	result5 <NewChat Say 10>

	% The NPC will describe the job being offered. This will depend upon the
	% PC's reputation.
	% V1 = Threat Value of Encounter
	GoJobDesc <ifG PCRep 6 90 Else GoLvl9 V= 1 10000000 Say 11 E= 8 10 goto GoChoose>
	GoLvl9 <ifG PCRep 6 80 Else GoLvl8 V= 1 5950000 Say 12 E= 8 9 goto GoChoose>
	GoLvl8 <ifG PCRep 6 70 Else GoLvl7 V= 1 2670000 Say 13 E= 8 8 goto GoChoose>
	GoLvl7 <ifG PCRep 6 60 Else GoLvl6 V= 1 1380000 Say 14 E= 8 7 goto GoChoose>
	GoLvl6 <ifG PCRep 6 50 Else GoLvl5 V= 1  720000 Say 15 E= 8 6 goto GoChoose>
	GoLvl5 <ifG PCRep 6 40 Else GoLvl4 V= 1  400000 Say 16 E= 8 5 goto GoChoose>
	GoLvl4 <ifG PCRep 6 30 Else GoLvl3 V= 1  250000 Say 17 E= 8 4 goto GoChoose>
	GoLvl3 <ifG PCRep 6 20 Else GoLvl2 V= 1  170000 Say 18 E= 8 3 goto GoChoose>
	GoLvl2 <ifG PCRep 6 10 Else GoLvl1 V= 1   90000 Say 19 E= 8 2 goto GoChoose>
	GoLvl1 <ifG PCRep 6  0 Else GoLvl0 V= 1   45000 Say 20 E= 8 1 goto GoChoose>
	GoLvl0 <V= 1  15000 E= 8 1 Say 20 goto GoChoose>

	% The encounter has been described, and a threat rating been set.
	% See whether or not the PC will accept the job.
	GoChoose <NewChat AddChat 6>

	Result6 <EndChat Say 21 Reputation 2 -1 P= 2 1 SavePos Dynamic 2 V1 FrzNU1 FrzNU2 Encounter 5 0 .enemydata>
	FrzNU1 <if= T1 0 Return>
	FrzNU2 <if= T2 0 Salvage Return>
	.enemydata <Chaotic ArchEnemy +PCRA>

	Msg1 <Let me just tell you, I've got so much stuff going on. You really ought to get a mecha, then you could get a cut of the action.>
	Msg2 <I'm busy. If you don't have anything important to say, take it elsewhere.>
	Msg3 <I can't talk now, I've got some business matters going on.>
	Msg4 <Buzz off.>
	Msg5 <Catch you then.>
	Msg6 <I don't think so. Get lost loser.>
	Msg7 <You didn't hear that from me...>
	Msg8 <Could be... Are you looking to make a bit of quick cash?>
	Msg9 <You're agressive... I like that. Interested in making a bit of quick cash?>
	Msg10 <You don't know what you're missing.>

	Msg11 <I've heard about a big shipment of raw gundamium passing through. The convoy is well guarded, but the goods should be worth the trouble. Pay is $120000 plus any meks that survive your assault.>
	Msg12 <One of the syndicate bigwigs set up a real nice complex just outside of town. Word is that it's full of loot, but of course it's guarded by some of his cronies. I can offer $65000 plus salvage.>
	Msg13 <You know what's valuable? Contraband movie discs. I know where we can get our hands on a lot of them... of course we'll have to take them from the bootleggers who made them first. Pay is $33000 plus salvage rights.>
	Msg14 <Some dumbass went and stole a couple of really nice mecha from the syndicate. There's a reward of $17000 to rub them out, and if any of the meks are still functioning afterwards no-one has to be the wiser about that.>
	Msg15 <Want to hijack a nanochip shipment? The pay is $9000 and whatever guardian meks you can salvage.>
	Msg16 <A bunch of hot cellphones are being smuggled across the border. If we get to them first, they could be ours. I can give you $5000 plus any leftover mecha.>
	Msg17 <All I need you to do is take out the sentry mecha while I do my business. You don't need to know any more than that. Pay is $3000 and salvage.>
	Msg18 <A rival gang has been moving in on our territory. I need a pilot to take them out before they start getting too comfortable. I can offer $2000 plus salvage rights to their gear.>
	Msg19 <The plan is, we rob the ramen noodle convoy and sell the goods to my contact. It might not be lucrative but a job's a job. You have to deal with the guards. Pay is $1000 and salvage.>
	Msg20 <I've got a small job for you. A few young punks need to be taught a lesson. I need you to eliminate their meks. It's worth $500 plus whatever salvage you don't absolutely destroy.>

	Msg21 <Here are the coordinates. Meet me back here after you're done.>

	prompt1 <Something criminal, I bet.>
	prompt2 <I want a piece of the action.>
	prompt3 <I'll come back later.>
	prompt4 <I'm interested.>
	prompt5 <I'm not interested.>
	prompt6 <Let's go.>


	Plot 1
		% The player lost the battle.
		% Time limit - this plot will fade after a short time.
		Init_Start <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 17500>
		START <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 17500>
		GotoCheckTime <ifG ComTime V1 AdvancePlot 0>
	sub
		Persona 1
		% The exact message given by the NPC will vary depending on
		% whether or not the PC is well-liked...
		greeting <NewChat AdvancePlot 0 ifG React 50 else GoMedReact Say 1>
		GoMedReact <ifG PCRep 6 75 else GoMedRenown Say 2>
		GoMedRenown <ifG React 15 else GoLowReact Say 3>
		GoLowReact <ifG PCRep 6 25 else GoLowRenown Say 4>
		GoLowRenown <Say 5>

		Msg1 <That was a fiasco! We're lucky to have gotten out alive.>
		Msg2 <How many meks did they have!? That was not good...>
		Msg3 <I can't believe we lost. I don't want to talk about it.>
		Msg4 <I thought you were a big shot pilot!? We lost, big time.>
		Msg5 <That mission really, really sucked. Try not to do so badly ever again.>
	end

	Plot 2
		% The player won the battle.
		% Time limit - this plot will fade after a short time.
		Init_Start <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 17500>
		START <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 17500>
		GotoCheckTime <ifG ComTime V1 AdvancePlot 0>
	sub
		Persona 1
		greeting <NewChat AdvancePlot 0 AddReact 3 if= E8 10 Else GoLvl9 CashPrize 120000 Say 1>
		GoLvl9 <if= E8 9 Else GoLvl8 CashPrize 65000 Say 2>
		GoLvl8 <if= E8 8 Else GoLvl7 CashPrize 33000 Say 3>
		GoLvl7 <if= E8 7 Else GoLvl6 CashPrize 17000 Say 4>
		GoLvl6 <if= E8 6 Else GoLvl5 CashPrize  9000 Say 5>
		GoLvl5 <if= E8 5 Else GoLvl4 CashPrize  5000 Say 6>
		GoLvl4 <if= E8 4 Else GoLvl3 CashPrize  3000 Say 7>
		GoLvl3 <if= E8 3 Else GoLvl2 CashPrize  2000 Say 8>
		GoLvl2 <if= E8 2 Else GoLvl1 CashPrize  1000 Say 9>
		GoLvl1 <CashPrize 500 Say 10>

		Msg1 <Here's your share of the take. You are the best, the absolute best.>
		Msg2 <Amazing. That mission came off so much better than it looked like it was going to. Here's your cash, as promised.>
		Msg3 <You really are worth your rates. Here's your money; I'll call you if I have another mission.>
		Msg4 <It's no wonder that you have such a slick rep. Here's your cash. I hope to do business with you again.>
		Msg5 <It's been a pleasure doing business with you. Here's the money.>
		Msg6 <You could have a very bright future in this business. Here's the cash.>
		Msg7 <Stick with me and we'll both be rich. Here's your cut.>
		Msg8 <That's done. Here's the money I owe you.>
		Msg9 <Will you accept your pay in instant noodles? No? I didn't think so... here you are.>
		Msg10 <You actually managed to beat them... I thought for sure you were gonna die. Well, here's the cash I owe you.>
	end


end

