%%
%% *FactionRampage Plots
%%
%% Mood Spec:
%%  E1 is the rampaging faction
%%
%% A faction is running amok in this city. The player is likely to get
%% attacked by them, whether they're enemies or not... The exact reason
%% for this mood should be explained by the calling plot.
%%

Plot
	name <Rampaging Rampagers>
	% desc <Some mecha from the rampaging faction may attack the PC.>
	desc <暴れまわっている勢力のメックが PC を攻撃するかもしれない。>
	requires <*FactionRampage>

	% E1 is an outdoors scene
	% E2 is an encounter to place there
	% E3 is the faction that's rampaging
	Element1 <Scene Outdoors>
	Element2 <Prefab>
	Place2 <1>
	Element3 <Grab 1>

	% P1 = Time Limit/Initialization Counter
	start <if# P1 0 ifG ComTime P1 EndPlot>
	update <if= P1 0 P= 1 ComTime P+ 1 21600>

	sub
		MetaScene 2 2
		% L1 = Encounter Over Counter
		% L2 = Initialization Counter
		MapWidth 50
		MapHeight 50

		SetFaction 3

		start <if= L2 0 L= 2 1 Alert 1>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1    AddRenown -1        EndPlot>
		nu2 <if= T2 0   if= V1 0 V= 1 1   AddRenown 1 Alert 2   XPV 100   SALVAGE   EndPlot>

		% Msg1 <You are attacked by some mecha from %name3%!>
		% Msg2 <You have defeated the mecha.>
		Msg1 <%name3% のメックが攻撃を仕掛けてきた！>
		Msg2 <敵メックを撃破した。>

		% Random scene content- there's a small chance that an enemy or an ally will show up.
		Content1 <Some 1 5 Sub *CRC_Nemesis   na>
		Content2 <Some 1 2 Sub *CRC_Backup    na>

		sub
			team 1
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <SetSelfFaction %3% WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45

			team 3
			name <Allies>
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5
		end

	end
	inv
		STC ENCOUNTER-WANDER
		name <Rampagers>
		name_I18N <暴れメック>
		EncounterMove 20
	end

