Plot 0
	name <PLOT: Bounty Hunt 1>

	% VARIABLES USED
	% 1 -> Time Limit Timer
	% 2 -> Combat Indicator

	element1 <Character Bounty Hunter>
	% Element 2 = Difficulcy Level

	rumor <!1 just posted a bounty notice for a wanted criminal.>

	% Time limit - this plot will fade after a short time.
	Init_Start <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 70000>
	START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 70000>
	GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
	GoDelete <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 -3          V= 2 2>
	NU2 <if= T2 0 if= V2 1 AdvancePlot 2 XPV 50 Reputation 6 1    V= 2 2>


sub
	Persona 1
	% V1 = Reputation + d50
	% V2 = Enemy TV
	greeting <NewChat ifG E2 0 else GoFirstTime Say 20 AddChat 9 AddChat 10 AddChat 11>

	GoFirstTime <ifG PCRep 6 d120 else GoNoRep ifG React 10 else GoNoRep Say 1 AddChat 1 AddChat 2 AddChat 3>
	GoNoRep <ifG React 50 else GoNoRep2 Say 2 AddChat 1 AddChat 2 AddChat 3>
	GoNoRep2 <ifG React d45 else GoNoLike ifG PCRep 6 d30 else GoNoLike Say 3 AddChat 1 AddChat 2 AddChat 3>
	GoNoLike <ifG React d20 else GoNoLike2 Say 4 AddChat 4 AddChat 5>
	GoNoLike2 <ifG React -5 else GoNoLike3 Say 5 AddChat 4 AddChat 5>
	GoNoLike3 <Say 6 AddChat 4 AddChat 5>

	result1 <Goto GoJobDescription>
	result2 <NewChat AdvancePlot 0 ifG PCRep 6 45 else GoR2NoRep Say 7>
	GoR2NoRep <ifG React 38 else GoR2NoLike Say 8>
	GoR2NoLike <Say 9>
	result3 <NewChat Say 10 AddChat 6 AddChat 2 ifG PCMeks 0 AddChat 8>
	result4 <NewChat ifG SkRoll 19 7 else GoR4NoCon Say 11 AddChat 3 AddChat 6 AddChat 7>
	GoR4NoCon <ifG PCRep 6 d35 else GoR4NoRep Say 12 AddChat 1 AddChat 3>
	GoR4NoRep <Say 13 AdvancePlot 0>
	result5 <NewChat Say 14 AdvancePlot 0>
	result6 <Goto GoJobDescription>
	result7 <NewChat Say 15 AdvancePlot 0>
	result8 <NewChat Say 16 AddChat 6 AddChat 2>

	% V1 determines what job will be offered. It is equal to
	% the PC's renowned status plus d50.
	% V2 is the point value of this job.
	GoJobDescription <NewChat V= 1 PCRep 6 V+ 1 d50 ifG V1 145 else GoLvl29 V= 2 12500 E= 2 30 Say 130 Goto GoChoose>
	GoLvl29 <ifG V1 140 else GoLvl28 V= 2 12000 E= 2 29 Say 129 Goto GoChoose>
	GoLvl28 <ifG V1 135 else GoLvl27 V= 2 11500 E= 2 28 Say 128 Goto GoChoose>
	GoLvl27 <ifG V1 130 else GoLvl26 V= 2 11000 E= 2 27 Say 127 Goto GoChoose>
	GoLvl26 <ifG V1 125 else GoLvl25 V= 2 11500 E= 2 26 Say 126 Goto GoChoose>
	GoLvl25 <ifG V1 120 else GoLvl24 V= 2 11000 E= 2 25 Say 125 Goto GoChoose>
	GoLvl24 <ifG V1 115 else GoLvl23 V= 2 11500 E= 2 24 Say 124 Goto GoChoose>
	GoLvl23 <ifG V1 110 else GoLvl22 V= 2 11000 E= 2 23 Say 123 Goto GoChoose>
	GoLvl22 <ifG V1 105 else GoLvl21 V= 2 10500 E= 2 22 Say 122 Goto GoChoose>
	GoLvl21 <ifG V1 100 else GoLvl20 V= 2 10000 E= 2 21 Say 121 Goto GoChoose>
	GoLvl20 <ifG V1  95 else GoLvl19 V= 2  9500 E= 2 20 Say 120 Goto GoChoose>
	GoLvl19 <ifG V1  90 else GoLvl18 V= 2  9000 E= 2 19 Say 119 Goto GoChoose>
	GoLvl18 <ifG V1  85 else GoLvl17 V= 2  8500 E= 2 18 Say 118 Goto GoChoose>
	GoLvl17 <ifG V1  80 else GoLvl16 V= 2  8000 E= 2 17 Say 117 Goto GoChoose>
	GoLvl16 <ifG V1  75 else GoLvl15 V= 2  7500 E= 2 16 Say 116 Goto GoChoose>
	GoLvl15 <ifG V1  70 else GoLvl14 V= 2  7000 E= 2 15 Say 115 Goto GoChoose>
	GoLvl14 <ifG V1  65 else GoLvl13 V= 2  6500 E= 2 14 Say 114 Goto GoChoose>
	GoLvl13 <ifG V1  60 else GoLvl12 V= 2  6000 E= 2 13 Say 113 Goto GoChoose>
	GoLvl12 <ifG V1  55 else GoLvl11 V= 2  5500 E= 2 12 Say 112 Goto GoChoose>
	GoLvl11 <ifG V1  50 else GoLvl10 V= 2  5000 E= 2 11 Say 111 Goto GoChoose>
	GoLvl10 <ifG V1  45 else GoLvl09 V= 2  4500 E= 2 10 Say 110 Goto GoChoose>
	GoLvl09 <ifG V1  40 else GoLvl08 V= 2  4000 E= 2  9 Say 109 Goto GoChoose>
	GoLvl08 <ifG V1  35 else GoLvl07 V= 2  3500 E= 2  8 Say 108 Goto GoChoose>
	GoLvl07 <ifG V1  30 else GoLvl06 V= 2  3000 E= 2  7 Say 107 Goto GoChoose>
	GoLvl06 <ifG V1  25 else GoLvl05 V= 2  2750 E= 2  6 Say 106 Goto GoChoose>
	GoLvl05 <ifG V1  20 else GoLvl04 V= 2  2500 E= 2  5 Say 105 Goto GoChoose>
	GoLvl04 <ifG V1  15 else GoLvl03 V= 2  2250 E= 2  4 Say 104 Goto GoChoose>
	GoLvl03 <ifG V1  10 else GoLvl02 V= 2  2000 E= 2  3 Say 103 Goto GoChoose>
	GoLvl02 <ifG V1   5 else GoLvl01 V= 2  1750 E= 2  2 Say 102 Goto GoChoose>
	GoLvl01 <                        V= 2  1500 E= 2  1 Say 101 Goto GoChoose>

	GoChoose <Memo 21  AddChat 9 AddChat 10 AddChat 11>

	result9 <EndChat P= 2 1 SavePos Dynamic 0 V2 FrzNU1 FrzNU2 Say 17>
	FrzNU1 <if= T1 0 Return>
	FrzNU2 <if= T2 0 Return>
	result10 <NewChat Say 18>
	result11 <NewChat AdvancePlot 0 Say 19 Reputation 6 -1 AddReact -3>

	Msg1 <Hey there, hotshot. How would you be interested in doing some bounty hunting? I've got a contract on a wanted criminal, if you're up for it.>
	Msg2 <I just got word of a big contract on an escaped criminal. If you were interested in some bounty hunting work, I could let you be the first one on the case.>
	Msg3 <I'm looking for someone to do some hunting work. There's an escaped criminal with a huge bounty on his head that just moved into town. Are you interested?>
	Msg4 <Can I help you? I'm pretty busy right now.>
	Msg5 <What do you want? I'm busy.>
	Msg6 <Why are you bothering me?>
	Msg7 <That's really too bad. You've got raw skills, and you could make a lot of money in this business.>
	Msg8 <In that case, sorry for wasting your time.>
	Msg9 <In that case, get out of here. I've got to find someone who can complete this contract.>
	Msg10 <We've got a wanted criminal in this area. Your job would be to bring him and his gang in, dead or alive. Upon completion of the mission I'd present you with a load of money. Does that sound good?>
	Msg11 <There's almost always bounties available. I just received a contract on a vicious gang of criminals. You interested in being a hunter?>
	Msg12 <A new contract just arrived today. You look like you might have a bit of talent... Want to hear about the case?>
	Msg13 <No, nothing at the moment.>
	Msg14 <Good day to you.>
	Msg15 <In that case, you should probably go to the library. I'm busy right now.>
	Msg16 <No, you can't use a mecha for this job. We want the criminals aprehended, not half of the countryside reduced to dust...>
	Msg17 <This is where you will find the targets. I don't care whether you have to bring them in dead or alive. Return them to me and I'll give you your reward.>
	Msg18 <Hurry back. Another hunter could very well catch the targets first.>
	Msg19 <Fine.>
	Msg20 <So you're back. Are you ready for the mission we discussed earlier? Same details apply.>

	Msg21 <\ELEMENT 1 in \SCENE EScene 1 offered you a bounty hunting mission.>

	Msg130 <Your target is a particularly deadly gang of outlaws. You'll be up against overwhelming odds, but if anyone can survive this mission it's gonna be you. Your salary will be $100000.>
	Msg129 <Your target is a group of deadly terrorists. I think there'll be around 10 hardened criminals facing you. Your fee for the mission will be $50000.>
	Msg128 <This bounty notice is for a deadly cult of thrill-killers. My instincts tell me that their gang has about 9 really good warriors. Pay will be $30000.>
	Msg127 <The target this time is a gang of hired killers. There could be as many as 10 well armed enemy fighters. The reward for this job is $27500, payable dead or alive.>
	Msg126 <This bounty notice is for the organizers of an underground slave trading cartel. You'll be up against around 10 enemies. You'll earn $25000 for this job.>
	Msg125 <Your target is a violent gang of smugglers. At most they have 11 fighters. Your fee for the mission will be $24000.>
	Msg124 <This reward is for a violent gang of outlaw bootleggers. You can expect to meet at least 5 very well armed opponents. Pay will be $23000.>
	Msg123 <Your target is a minor crime lord and his cronies. I think there'll be from 6 to 11 opponents fighting you. Pay will be $22000.>
	Msg122 <There's a reward available for a renegade army unit. I would expect about 9 or 10 competent enemy fighters. Pay will be $21000.>
	Msg121 <The target is a violent crime gang. I don't think there will be any more than 10 fighters. Your salary will be $19000.>
	Msg120 <Your target will be a ring of organ harvesters. You may need to fight anything up to 10 opponents. Pay will be $18000.>
	Msg119 <This reward is for a drug gang. You'll be up against 8 or 9 opponents. Pay will be $17000, payable dead or alive.>
	Msg118 <Your target is a high school murder club. I expect a force of around 8 decent combatants to contend with. Your salary will be $16000.>
	Msg117 <This time you'll be up against a band of religious vigilantes. I think there'll be from 5 to 8 opponents facing you. Pay will be $15000.>
	Msg116 <There's a reward available for a group of hardened criminals. You could be facing around 6 well equipped fighters. You'll earn $14000 for this job.>
	Msg115 <This bounty notice is for a gang of hired thugs. I would expect maybe 6 or 7 combat-ready targets. Your fee for the mission will be $13000.>
	Msg114 <Your target is an up-and-coming crime gang. There could be as many as 7 opponents facing you. Pay will be $12000.>
	Msg113 <You'll be facing a small band of endorphin harvesters. I expect anywhere from 4 to 6 fighters in the group. Your salary will be $11000.>
	Msg112 <This bounty notice is for a team of mecha thieves. You may be facing up to 5 bandits. The reward for this job is $10000, payable dead or alive.>
	Msg111 <Your target is a gang of wannabe terrorists. I would expect around 4 or 5 poorly equipped thugs. Pay will be $9000.>
	Msg110 <This bounty notice is for a gang of vicious armed robbers. There should be about 4 perps. The reward for this job is $8000.>
	Msg109 <Your target is a band of outlaws. You'll be facing 3 or 4 hardened criminals. Pay will be $7000.>
	Msg108 <You'll be facing a den of thieves. I would expect maybe 2 or 3 well equipped targets. The reward is $6000 for the gang, payable dead or alive.>
	Msg107 <This bounty notice is for a gang of lowlife hoodlums. I would expect maybe 3 moderately well equipped targets. Pay will be $5000.>
	Msg106 <You'll be going up against a group of poachers. I would expect around 3 poorly equipped targets. Your fee for the mission will be $4500.>
	Msg105 <There's a reward available for these escaped convicts. You'll probably face around 2 or 3 moderately experienced criminals. Your salary will be $4000.>
	Msg104 <Your target is a small-time street gang. I would expect up to 3 poorly equipped opponents. The reward for this job is $3500, payable dead or alive.>
	Msg103 <You'll be facing a group of armed robbers on the run from the law. I would expect maybe 2 or 3 poorly equipped targets. Your salary will be $3000.>
	Msg102 <Your target is a local protection racket. I would expect from 1 to 3 thugs. The reward for this job is $2400.>
	Msg101 <You'll be bringing in a group of robbers. I would expect maybe 1 or 2 poorly equipped targets. Pay will be $2000.>

	Prompt1 <Alright, tell me more.>
	Prompt2 <I'm not interested.>
	Prompt3 <What exactly does this job involve?>
	Prompt4 <Do you have any bounties available?>
	Prompt5 <I'll come back later.>
	Prompt6 <I think I'd like that.>
	Prompt7 <No, I'm just curious about it.>
	Prompt8 <Can I use my giant robot?>
	Prompt9 <I'm ready to go.>
	Prompt10 <Wait... I need time to prepare.>
	Prompt11 <Uh, I don't think I want this job.>


	Plot 1
		% The player lost the battle.
		% Time limit - this plot will fade after a short time.
		Init_Start <Memo 1 if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 3500>
		START <Memo 1 if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 3500>
		GotoCheckTime <ifG ComTime V1 AdvancePlot 0>
		Msg1 <\ELEMENT 1 in \SCENE EScene 1 offered you a bounty hunting mission.>
	sub
		Persona 1
		greeting <AdvancePlot 0 NewChat Say 1>
		Msg1 <Better luck next time.>
	end

	Plot 2
		% The player won the battle.
		% Time limit - this plot will fade after a short time.
		Init_Start <Memo 1 ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 150000>
		START <Memo 1 ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 150000>
		GotoCheckTime <ifG ComTime V1 AdvancePlot 0>
		GoDelete <AdvancePlot 0>
		Msg1 <\ELEMENT 1 in \SCENE EScene 1 offered you a bounty hunting mission.>
	sub
		Persona 1
		greeting <AdvancePlot 0 NewChat Say 1 Goto GoC30>
		Msg1 <Good job. Here's your reward.>
		GoC30 <if= E2 30 else GoC29 CashPrize 100000>
		GoC29 <if= E2 29 else GoC28 CashPrize  50000>
		GoC28 <if= E2 28 else GoC27 CashPrize  30000>
		GoC27 <if= E2 27 else GoC26 CashPrize  27500>
		GoC26 <if= E2 26 else GoC25 CashPrize  25000>
		GoC25 <if= E2 25 else GoC24 CashPrize  24000>
		GoC24 <if= E2 24 else GoC23 CashPrize  23000>
		GoC23 <if= E2 23 else GoC22 CashPrize  22000>
		GoC22 <if= E2 22 else GoC21 CashPrize  21000>
		GoC21 <if= E2 21 else GoC20 CashPrize  19000>
		GoC20 <if= E2 20 else GoC19 CashPrize  18000>
		GoC19 <if= E2 19 else GoC18 CashPrize  17000>
		GoC18 <if= E2 18 else GoC17 CashPrize  16000>
		GoC17 <if= E2 17 else GoC16 CashPrize  15000>
		GoC16 <if= E2 16 else GoC15 CashPrize  14000>
		GoC15 <if= E2 15 else GoC14 CashPrize  13000>
		GoC14 <if= E2 14 else GoC13 CashPrize  12000>
		GoC13 <if= E2 13 else GoC12 CashPrize  11000>
		GoC12 <if= E2 12 else GoC11 CashPrize  10000>
		GoC11 <if= E2 11 else GoC10 CashPrize   9000>
		GoC10 <if= E2 10 else GoC09 CashPrize   8000>
		GoC09 <if= E2  9 else GoC08 CashPrize   7000>
		GoC08 <if= E2  8 else GoC07 CashPrize   6000>
		GoC07 <if= E2  7 else GoC06 CashPrize   5000>
		GoC06 <if= E2  6 else GoC05 CashPrize   4500>
		GoC05 <if= E2  5 else GoC04 CashPrize   4000>
		GoC04 <if= E2  4 else GoC03 CashPrize   3500>
		GoC03 <if= E2  3 else GoC02 CashPrize   3000>
		GoC02 <if= E2  2 else GoC01 CashPrize   2500>
		GoC01 <                     CashPrize   2000>

	end
end
