Plot 0
	name <PLOT: Enemy of the People>
	% [[Ver1.3]]
	% Nov 11 2003 : Added FacXP+ command

	% **********************
	% *** ELEMENTS BLOCK ***
	% **********************

	% E1 is the faction behind the story
	Element1 <Grab 1>
	Element2 <Character Guardian>

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

	%  S101 = Faction Victory Count
	%  S102 = Enemy Victory Count (if appropriate)
	%  S103 = How many times PC fought for faction
	%  S104 = How many times PC fought against faction


	% 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 <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
	start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
	GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
	GoDelete <AdvancePlot 0>

	% 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  Reputation 6 -3>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 100  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= d80 23 if= V3 0 ifG PCRep 2 0 ifG RReact E2 d70 V= 3 1 Email d5>
	5Min <if= d80 23 if= V3 0 ifG PCRep 2 0 ifG RReact E2 d70 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 :// We've had some monster attacks over here. Report for mission.>
	Msg2 <\PERSONA E2 @ \SCENE EScene 2 :// I could use another investigator on this monster case, if you're free.>
	Msg3 <\PERSONA E2 @ \SCENE EScene 2 :// Trouble in \SCENE EScene 2 : Too many monsters.>
	Msg4 <\PERSONA E2 @ \SCENE EScene 2 :// Busy? I could use some help exterminating monsters.>
	Msg5 <\PERSONA E2 @ \SCENE EScene 2 :// Help requested fighting monsters in \SCENE EScene 2 .>


sub
	Persona 2
	rumor <!2 has been exterminating monsters wherever they're found.>

	% ********************
	% *** SCRIPT BLOCK ***
	% ********************
	%  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 ifG P1 ComTime else GoTimeOut 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>
	GoTimeOut <Say 5 CashPrize V4 AdvancePlot 0>

	% 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 PCRep 6 V= 4 Reward Threat V3 100 150 Goto GoCheckFaction>

	GoCheckFaction <if= PCFac E1 else GoCheckEmail V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	GoCheckEmail <if= P3 1 else GoCheckFriend V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	GoCheckFriend <ifG PCRep 2 d40 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>
	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 AddChat 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 Goto GoStartCombat>
	GoStartCombat <SavePos S+ 103 1 P= 2 1 MDynamic 0 V3 .mdesc .nu1 .nu2 Reputation 2 1>
	.mdesc <Mutant Synth>
	.nu1 <if= T1 0 Return>
	.nu2 <if= T2 0 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>

	result11 <NewChat Reputation 2 1 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>
	result12 <Goto result11>
	result13 <Goto result11>
	GoR11Lose <NewChat Say 104 V= 1 -1>

	result14 <NewChat ifG Intimidation 15 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>
	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 <Good job! Here's a reward for your actions. I heard from the head office that these monsters are believed to originate in \NARRATIVE 2 ; maybe you could help out there.>
	Msg2 <From your report, I can tell these were no normal creatures. The guardian office in \NARRATIVE 2 has been fighting similar creatures. Maybe they could use your help as well.>
	Msg3 <You did it. The monsters are gone, and our city is safe. Here's your reward.>
	Msg4 <I was doubtful that there really were monsters, but after seeing those things you fought now I know. I heard a report that more of them were found in \NARRATIVE 2 .>
	Msg5 <Congratulations on a successful monster hunt. Here's the bounty you earned.>

	% 06 - 10 :  Player has lost the battle.
	Msg6 <They got away, but at least now we know that  they exist.>
	Msg7 <So, the critters put up more resistance than we thought. Guess I'll have to organize another search party.>
	Msg8 <You saw them? Good. We'll head back and destroy them this time.>
	Msg9 <From the description you provided, these were most certainly not wild animals. You're lucky to be alive.>
	Msg10 <You didn't stop the monsters, but the information you provided should help us to deal with them.>

	% 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 <They were last spotted in a wildzone south of here. I can pay $ \VAL V4 if you can get rid of the critters.>
	Msg12 <The monsters allegedly damaged a campground on the city limits. That'd be a good place to start looking. The job is worth $ \VAL V4 .>
	Msg13 <They were last spotted to the north of town. You'll get $ \VAL V4 as soon as you exterminate the monsters.>
	Msg14 <The most recent reports placed the monsters east of here. If you can find them, exterminate them. Pay for this job is $ \VAL V4 .>
	Msg15 <They should be in the western wildzone. The bounty for these monsters is $ \VAL V4 .>

	% 16 - 20 :  Player is asked if he is looking for a job.
	Msg16 <Are you busy? There have been reports of a monster near town, and I could use someone to investigate.>
	Msg17 <If you're looking for a job, I have a patrol mission available. There's been a monster reported near town and I need someone to investigate.>
	Msg18 <How'd you like to run a guardian mission? Monsters have been reported outside of town, but until these monsters actually do anything I can't spare the manpower to investigate.>
	Msg19 <Hear about the monsters everyone's been seeing? Well, we have one in \SCENE ESCene 2 now. I've got a mission available to go investigate, if you're interested.>
	Msg20 <Need a job? \SCENE EScene 2 has monster trouble, and I could use someone to go investigate.>

	% 21 - 25 :  NPC implies job, PC might have chance to get it.
	Msg21 <There have been a number of strange monsters spotted outside of town recently. All the guardians have been searching for them, but I fear it may not be enough.>
	Msg22 <We've been searching for a monster that has been spotted outside of town. It may be connected to that hiker who disappeared last week.>
	Msg23 <Some kind of wild animal has been digging up gardens and killing dogs on the outskirts of town. I think it's just a rabid nazzhog, but I better investigate in case it's one of those monsters we've been hearing about.>
	Msg24 <There have been some problems lately. There's been a lot of reports about strange creatures, so all the guardians are busy. We haven't turned up much yet, though.>
	Msg25 <Did you hear about the monsters? Well, we may have one in town. I've been getting complaints about a mysterious creature lurking in the wilds. We have to catch it, before it manages to hurt someone!>

	% 26 - 30 :  PC will be told exact enemy point value.
	%  use "\VAL V3 " to insert the value.
	Msg26 <Nobody seems quite certain. The best theory so far seems to be that they're bioweapons.>
	Msg27 <That's a good question. Could be just a wild animal, as far as I can tell. People are really jumpy lately.>
	Msg28 <I've heard everything, that they might be ghosts or bioweapons or aliens or anything. My money says it's not anything so exciting.>
	Msg29 <Could be a giant rat that's moved into the area, could be a Hunter-Slayer bioweapon escaped from a containment site. The only way we're gonna find out is for you to go see.>
	Msg30 <I can't even be sure that there is a monster out there. If not for the fact that we've been hearing about monsters from all over, I'd be tempted to chalk the reports up to paranoia.>

	% 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 <I could use some help on this case, that's certainly true. How'd you like to investigate one of the sightings, and eliminate any monsters you come across?>
	Msg32 <A team-up might be in order. There's too much ground for me to cover alone, but if you could patrol an area and kill any monsters you find there, that'd be great.>
	Msg33 <Would you be willing to run a few patrols for me? If you encounter any monsters you can take them out; there'll be a reward involved if you're interested.>
	Msg34 <If you'd like a job, I can offer a patrol mission. Take a look around the wilds on foot; if you find any monsters, destroy them and come collect the reward.>
	Msg35 <There's a patrol mission available. We don't have enough manpower to cover the entire area outside of town, so I can hire you to search an area and destroy any monsters you encounter.>

	% 36 - 40 :  Combat is starting.
	Msg36 <Make sure you come back in one piece. If those critters kill anyone I have to fill out another report.>
	Msg37 <Good luck out there.>
	Msg38 <Report back here after you're found the creatures, and I'll give you your reward then.>
	Msg39 <Thanks for your help.>
	Msg40 <Come back safe.>


	% 101 :  Player accepted job, then left to get ready.
	Msg101 <Ready to go exterminate yet?>
	% 102 :  Player has refused to take job; answer to prompts 9-10.
	Msg102 <Ah, well. It's likely to be dangerous work... and believe me, it's thankless.>
	% 103 :  Player has asked for some time to get ready.
	Msg103 <Come back when you're ready and we can start.>
	% 104 :  "PLAN A" has failed, and the PC is not offered a job.
	Msg104 <We aren't looking for outside help on this one. It's a guardian matter.>
	% 105 :  "PLAN B" has failed, and the PC is not offered a job.
	Msg105 <If you looked half as tough as you think you are, I'd hire you in a minute.>
	% 106 :  Player doesn't want job; answer to prompts 17-19.
	msg106 <Be careful out there.>
	% 107 :  Memo
	msg107 <\ELEMENT 2 in \SCENE EScene 2 asked you to exterminate some monsters.>

	% 01 - 02 :  Ready to start the mission
	Prompt1 <I'm ready to go.>
	Prompt2 <Be back when I'm finished.>

	% 03 - 04 :  Need time to get ready first.
	Prompt3 <Give me some time to get ready.>
	Prompt4 <I better prepare, first.>

	% 05 - 06 :  What is the enemy point value?
	Prompt5 <What am I up against out there?>
	Prompt6 <What kind of monsters are these?>

	% 07 - 08 :  After being asked if he wants a job, PC says yes.
	Prompt7 <Absolutely.>
	Prompt8 <I'd love to.>

	% 09 - 10 :  After being asked if he wants a job, PC says no.
	Prompt9 <Definitely not.>
	Prompt10 <That's not my kind of work.>

	% 11 - 13 : Player tries to get job using PLAN "A".
	Prompt11 <I'd like to help your case.>
	Prompt12 <I've worked with the Guardians before.>
	Prompt13 <Are you asking for my help?>

	% 14 - 16 : Player tries to get job using PLAN "B".
	Prompt14 <You need an expert hunter, like me.>
	Prompt15 <I could take those monsters easy.>
	Prompt16 <Maybe I'm crazy enough to go fight them.>

	% 17 - 19 : Player doesn't much care for the job.
	Prompt17 <That's grunt work; I'm a pilot.>
	Prompt18 <Sorry, I can't help you.>
	Prompt19 <Not interested.>


end

