Plot 0
	name <Basic Thievery>

	element1 <Character HasMecha !Member 13>
	element2 <Prefab>

	% P1 = Time Limit
	% P2 = Have recovered treasure
	% P3 = Mission given indicator

	Init_Start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200  Compose GET E2 .get SetItemFudge E2 Reward Threat PCRep 6 100 5000>
	start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200  Compose GET E2 .get SetItemFudge E2 Reward Threat PCRep 6 100 5000>
	GoCheckTime <ifG ComTime V1 AdvancePlot 0>
	GoDelete <AdvancePlot 0>

	.get <if= V2 0 V= 2 1 Reputation 6 1 FacXP+ 13 2 AdvancePlot 0>

	% 5Min <if= P3 0 if= PCFac 13 if= d30 1 ifG PCCharm d50 Email 1 P= 3 1>
	5Min <if= P3 0 if= PCFac 13 if= d30 1 ifG PCCharm d50 SetNPC E1 Email 1 P= 3 1>
	Msg1 <\ELEMENT 1 @ \SCENE EScene 1 :// I've got a lead on some filthy lucre for you.>
	Msg1_1 <\ELEMENT 1 @ \SCENE EScene 1 :// Wanna prove your skills? Got something for that right here.>
	Msg1_2 <\ELEMENT 1 @ \SCENE EScene 1 :// You know.>
	Msg1_3 <\ELEMENT 1 @ \SCENE EScene 1 :// Someone left their window open, if you know what I mean.>
	Msg1_4 <\ELEMENT 1 @ \SCENE EScene 1 :// Nudge nudge, wink wink.>


sub
	Persona 1
	rumor <!1 likes to take things that belong to other people.>

	% V1 = Have gone on mission
	% V3 = Have been offered mission

	greeting <NewChat if# V1 0 else GoCheckMission Say 1 DeleteKeyItem E2 AdvancePlot 0>
	GoCheckMission <if= V3 1 else GoCheckEmail Say 8 AddChat 3 AddChat 4>
	GoCheckEmail <if= P3 1 else GoCheckFaction Goto GoMission>
	GoCheckFaction <if= PCFac 13 else GoCheckRep Goto GoMission>
	GoCheckRep <ifG 0 PCRep 2 else GoNoChance ifG React d60 else GoNoChance Say 2 AddChat 1 AddChat 2>
	GoNoChance <SayAnything AdvancePlot 0>

	GoMission <P= 3 1 V= 3 1 Say 4 Memo 5 AddChat 3 AddChat 4>

	Result1 <NewChat Goto GoMission>

	Result2 <NewChat Say 3 AdvancePlot 0>

	Result3 <EndChat Say 6 Reputation 2 -10 V= 1 1 Goto GoStartCombat>
	GoStartCombat <SavePos LoadD .scene V= 2 PCRep 6 V+ 2 d10 PassVar 2 WMThreat S2 TMStockD 3 V2 .mon TMStockD 4 V2 .mon DynaItemTeam E2 5>
	.scene <SCENE_GuardedMansion.txt>
	.mon <GUARD ROBOT>

	result4 <NewChat Say 7>

	Msg1 <So, you couldn't find what you were looking for? That's a shame... Maybe I'll have better luck myself.>
	Msg1_2 <You didn't get anything? Shame.>
	CMsg1_2 <ifNPCShy Accept>
	Msg1_3 <You couldn't find a thing? Maybe the folks who live there took everything with them on vacation...>
	CMsg1_3 <ifNPCEasygoing Accept>
	Msg1_4 <You didn't get anything from the house? You see, that's why you're the amateur and I'm the professional.>
	CMsg1_4 <ifNPCPassionate Accept>

	Msg2 <You look like the sort who might be up for a bit of thievery. How'd you like to have a go at it?>
	Msg2_1 <Hey, how'd you like to talk about some things? It seems to me that you're not the most honest person out there... and that's not a bad thing. How'd you like to practice your thieving skills?>
	CMsg2_1 <ifNPCSociable Accept>
	Msg2_2 <If you're looking for crime, I've got some info for you.>
	CMsg2_2 <ifNPCShy Accept>
	Msg2_3 <Hey, we all know there's nothing worse than having to work for your money. If you're willing to do a bit of robbery I have some info that may interest you.>
	CMsg2_3 <ifNPCEasygoing Accept>
	Msg2_4 <You look like the sort that enjoys a challenge... How'd you like to try your luck at burglary?>
	CMsg2_4 <ifNPCPassionate Accept>
	Msg2_5 <There's no opportunity in this world for people like us, so we have to make our own... How'd you like to try a bit of larceny?>
	CMsg2_5 <ifNPCMelancholy Accept>
	Msg2_6 <This is your lucky day. I've got some info on a house just waiting to be robbed, if you're up to scout the place for me.>
	CMsg2_6 <ifNPCCheerful Accept>

	Msg3 <That's your loss.>
	Msg3_2 <Whatever.>
	CMsg3_2 <ifNPCShy Accept>
	Msg3_3 <It sure beats working for a living.>
	CMsg3_3 <ifNPCEasygoing Accept>
	Msg3_4 <So, you're saying you don't have the guts?>
	CMsg3_4 <ifNPCPassionate Accept>
	Msg3_6 <Well, maybe later, then.>
	CMsg3_6 <ifNPCCheerful Accept>

	Msg4 <I've got word on a mansion whose owner has left for the day. There's security, of course, but you should be able to get around that. I hear they've got some nice treasures inside.>
	Msg4_1 <There's a mansion whose owner has left for the day. The only ones there are the security robots, and we both know how smart they are. You go in and grab what you can find; that way I find out about their defenses before going there myself.>
	CMsg4_1 <ifNPCSociable Accept>
	Msg4_2 <There's a mansion that's been abandoned by its wealthy owner. Should be able to find some good loot there.>
	CMsg4_2 <ifNPCShy Accept>
	Msg4_3 <Some rich family has gone on vacation, leaving their home ripe for the picking. Should be easy to walk on in and grab whatever's been left lying around.>
	CMsg4_3 <ifNPCEasygoing Accept>
	Msg4_4 <There's a mansion whose owner is currently out of town. Should be some good loot in there. The security system is pretty tough, but you can look at it as a test of your skills.>
	CMsg4_4 <ifNPCPassionate Accept>
	Msg4_5 <An elderly widow has just passed away, leaving no heirs. Her mansion is full of valuable loot. No sense in letting that go to waste, is there?>
	CMsg4_5 <ifNPCMelancholy Accept>
	Msg4_6 <A rich family has gone on vacation to Gaos Spinner. I wish we could go with them, but as long as we're stuck planetside, we might as well help ourselves to the treasures left in their unoccupied house, right?>
	CMsg4_6 <ifNPCCheerful Accept>
	Msg4_7 <You know, most of the world's wealth is concentrated in the hands of a few. I figure we can do something ourselves to help rectify this imbalance. There's a mansion whose owner is gone for a few days... We can rob him blind.>
	CMsg4_7 <ifNPCPragmatic Accept>

	Msg5 <\ELEMENT 1 in \SCENE EScene 1 wants your help to rob a mansion.>

	Msg6 <Here's where you can find the place. You go scout it out, then tell me all about it, and I'll go collect anything you missed.>
	Msg6_1 <Here's where you can find the place. After you've located all the guard points I'll go in myself and get everything you missed.>
	CMsg6_1 <ifNPCSociable Accept>
	Msg6_2 <Here's where you can find the mansion. Good luck.>
	CMsg6_2 <ifNPCShy Accept>
	Msg6_3 <See what you can find in there. If you don't find anything, at least you can tell me where the guard stations are.>
	CMsg6_3 <ifNPCEasygoing Accept>
	Msg6_4 <The game is afoot...>
	CMsg6_4 <ifNPCPassionate Accept>
	Msg6_5 <Those security guards are gonna shoot to kill. You better not let them see you.>
	CMsg6_5 <ifNPCMelancholy Accept>
	Msg6_6 <I'm certain there's something incredibly valuable hidden in there. Let me know what you find!>
	CMsg6_6 <ifNPCCheerful Accept>
	Msg6_8 <May the god of thieves guard your steps...>
	CMsg6_8 <ifNPCSpiritual Accept>

	Msg7 <You do whatever it is that you need. I'll be waiting around here someplace.>
	Msg7_1 <When you're finished getting ready come back here and we'll start.>

	Msg8 <All ready to start yet?>
	Msg8_1 <Have you finished preparing for the you-know-what?>

	Prompt1 <Tell me what you're planning.>
	Prompt1_1 <I'd like that.>

	Prompt2 <Sorry, I'm not into that.>
	Prompt2_1 <That's not my kind of thing.>

	Prompt3 <Just show me where it is!>
	Prompt3_1 <Sounds like fun. Let's go.>

	Prompt4 <Maybe I should get ready first.>
	Prompt4_1 <Give me a sec to prepare.>

end
inv
	Treasure 10
	name <Golden Statue>
	type <STOLEN>

end
