Plot 0
	name <PLOT: GuardFight1>
	% VARIABLES USED
	% 1 -> Time Limit Timer
	% 2 -> Combat Indicator

	element1 <Character Guardian>
	% Element 2 -> Difficulcy Level

	rumor <bounty hunting is a lucrative career. !1 sometimes posts reward notices for wanted criminals.>

	% Time limit - this plot will fade after a short time.
	Init_Start <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 15500>
	START <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 15500>
	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 -4          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.
	% Only PCs with good reaction score will be offered a job.
	greeting <NewChat ifG E2 0 else GoFirstTime Say 1 AddChat 6 AddChat 7>

	GoFirstTime <ifG React 75 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 PCRep 1 -25 else GoLowReact ifG PCRep 2 -25 else GoLowReact ifG PCRep 2 45 else GoMed2 Say 2 AddChat 4 AddChat 5>
	GoMed2 <ifG React 45 else GoMed3 Say 3 AddChat 4 AddChat 5>
	GoMed3 <ifG PCRep 6 20 else GoMed4 Say 4 AddChat 1 AddChat 2 AddChat 3>
	GoMed4 <ifG React 15 else GoMed5 Say 5 AddChat 1 AddChat 2 AddChat 3>
	GoMed5 <ifG PCRep 2 -1 else GoLowReact Say 6 AddChat 1 AddChat 2 AddChat 3>

	% PCs with a low reaction score will not be told anything.
	GoLowReact <SayAnything>

	% Result 1 -> The player wants the job
	result1 <NewChat ifG SkRoll 19 5 else GoNoCon Goto GoJobDesc>
	GoNoCon <AdvancePlot 0 Say 9>

	% Result 2 -> The player doesn't want to be a bounty hunter.
	result2 <NewChat Reputation 2 -1 AddReact -10 AdvancePlot 0 Say 8>

	% Result 3 -> The player goes quietly away.
	result3 <NewChat Say 7>

	% 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 10000 E= 2 10 Say 11 goto GoChoose>
	GoLvl9 <ifG PCRep 6 80 Else GoLvl8 V= 1  8000 E= 2 9 Say 12 goto GoChoose>
	GoLvl8 <ifG PCRep 6 70 Else GoLvl7 V= 1  6500 E= 2 8 Say 13 goto GoChoose>
	GoLvl7 <ifG PCRep 6 60 Else GoLvl6 V= 1  5000 E= 2 7 Say 14 goto GoChoose>
	GoLvl6 <ifG PCRep 6 50 Else GoLvl5 V= 1  4000 E= 2 6 Say 15 goto GoChoose>
	GoLvl5 <ifG PCRep 6 40 Else GoLvl4 V= 1  3000 E= 2 5 Say 16 goto GoChoose>
	GoLvl4 <ifG PCRep 6 30 Else GoLvl3 V= 1  2500 E= 2 4 Say 17 goto GoChoose>
	GoLvl3 <ifG PCRep 6 20 Else GoLvl2 V= 1  2000 E= 2 3 Say 18 goto GoChoose>
	GoLvl2 <ifG PCRep 6 10 Else GoLvl1 V= 1  1500 E= 2 2 Say 19 goto GoChoose>
	GoLvl1 <ifG PCRep 6  0 Else GoLvl0 V= 1  1000 E= 2 1 Say 20 goto GoChoose>
	GoLvl0 <V= 1  500 E= 2 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 AddChat 7>

	Result6 <EndChat P= 2 1 SavePos Dynamic 0 V1 FrzNU1 FrzNU2 Reputation 2 1 ifG PCMeks 0 else GoNoMeks Say 21>
	GoNoMeks <Say 22>
	FrzNU1 <if= T1 0 Return>
	FrzNU2 <if= T2 0 Return>

	Result7 <Say 10 NewChat>

	Msg1 <Are you ready for the mission yet? I have all of the data for you here.>
	Msg2 <A gang of violent criminals is thought to be hiding in this area. There's a reward being offered for anybody to stop them. How would you like to help?>
	Msg3 <I've got a bounty available, if you're interested. A group of violent criminals are hiding in this area. There's a pretty substantial reward being offered for the gang, dead or alive. Want to hear about the job?>
	Msg4 <A person like you could have a bright future in law enforcement. Have you ever thought about becoming a bounty hunter?>
	Msg5 <There's good money to be made in tracking down wanted criminals. You might want to think about taking up bounty hunting.>
	Msg6 <There aren't enough guardians to handle all of the dangerous and deranged criminals out there, so we often offer rewards to anyone who can bring said criminals to justice.>
	Msg7 <Guardians often have jobs available for people interested in enforcing the law. See you around.>
	Msg8 <If that's your opinion, so be it...>
	Msg9 <Right now? No, there are no bounties available at the moment. Thanks for your interest, though.>
	Msg10 <Do whatever you need to do, then head back here and I'll tell you where to find the criminals.>

	Msg11 <Our intelligence branch has been tracking a special forces military unit that went AWOL. They seem to be planning some kind of terrorist attack. There's a bounty of $10000 to bring them in before they can carry out their plan.>
	Msg12 <A charismatic madman and his murderous followers have set up a cult headquarters outside of town. It's worth $8000 if you can stop them before they kill again.>
	Msg13 <We recently busted a ring of organ harvesters. The doctor is behind bars, but his collectors are still at large. They are extremely dangerous and have no regard whatsoever for human life. There's a reward of $6500 for their heads.>
	Msg14 <There's a reward of $5000 being offered for a gang of thrill-killers that seems to be passing through this area. It's vital that we stop them before anybody gets hurt.>
	Msg15 <A group of escaped convicts is thought to be hiding near here. They are dangerous killers, and there's a reward of $4000 to bring them back dead or alive.>
	Msg16 <It's been discovered that this town is the hideout of a notorious arms smuggler. The gang isn't particularly skilled, but they have access to some nice hardware. There's a reward of $3000 for them.>
	Msg17 <One of the local biker gangs has been implicated in several cases of arson. This has raised the bounty for their arrest from $1500 to $2500.>
	Msg18 <A company executive was charged with murdering his superior at work. Rather than face the charges, he and his cronies fled town. There's a reward of $2000 being offered for them.>
	Msg19 <Our armor division recently crushed a vicious gang of mecha bandits. Their vehicles were disabled, but the bandits themselves escaped. There's a reward of $1500 for them.>
	Msg20 <A group of robbers killed someone during a hold-up and now they're on the run from the law. There's a reward of $1000 being offered to bring these creeps to justice.>

	Msg21 <Here are the last known coordinates of the gang. You can proceed to the area by mecha, but you'll need to investigate on foot. I want you to bring them back dead or alive.>
	Msg22 <Here are the last known coordinates of the gang. I want you to bring them back dead or alive. Be careful out there.>

	prompt1 <Do you have any bounties available?>
	prompt2 <I'm not interested in being a police-dog.>
	prompt3 <I'll think about it.>
	prompt4 <Give me the details.>
	prompt5 <I'm not interested.>
	prompt6 <I'm ready to go.>
	prompt7 <I need some time to prepare.>


	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 3500>
		START <if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 3500>
		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 <You didn't manage to catch the crooks. I hope you have better luck next time.>
		Msg2 <The criminals got away, but at least you live to fight again.>
		Msg3 <Maybe bounty hunting isn't such a good job choice for you. It's never too late to go back to university.>
		Msg4 <I know that you're very good at many things... apparently bounty hunting isn't one of them.>
		Msg5 <That mission ended pretty badly, didn't it?>
	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 1 if= E2 10 Else GoLvl9 CashPrize 10000 Goto GoSaySomething>
		GoLvl9 <if= E2 9 Else GoLvl8 CashPrize 8000 Goto GoSaySomething>
		GoLvl8 <if= E2 8 Else GoLvl7 CashPrize 6500 Goto GoSaySomething>
		GoLvl7 <if= E2 7 Else GoLvl6 CashPrize 5000 Goto GoSaySomething>
		GoLvl6 <if= E2 6 Else GoLvl5 CashPrize 4000 Goto GoSaySomething>
		GoLvl5 <if= E2 5 Else GoLvl4 CashPrize 3000 Goto GoSaySomething>
		GoLvl4 <if= E2 4 Else GoLvl3 CashPrize 2500 Goto GoSaySomething>
		GoLvl3 <if= E2 3 Else GoLvl2 CashPrize 2000 Goto GoSaySomething>
		GoLvl2 <if= E2 2 Else GoLvl1 CashPrize 1500 Goto GoSaySomething>
		GoLvl1 <CashPrize 1000 Goto GoSaySomething>

		GoSaySomething <if= d6 1 else GoSay2 Say 1>
		GoSay2 <if= d5 1 else GoSay3 Say 2>
		GoSay3 <if= d4 1 else GoSay4 Say 3>
		GoSay4 <if= d3 1 else GoSay5 Say 4>
		GoSay5 <if= d2 1 else GoSay6 Say 5>
		GoSay6 <Say 6>

		Msg1 <Good job. Here's your reward for stopping the criminals.>
		Msg2 <Justice has been served. Here's the bounty that you've earned.>
		Msg3 <Very good. Here's your pay for a job well done.>
		Msg4 <Congradulations, you stopped the criminals. Here's your reward.>
		Msg5 <Here's the cash you earned for stopping those lowlifes.>
		Msg6 <Here's your reward. Be seeing you around.>
	end


end

