Plot
	name <CORP: Escort Convoy Job>
	requires <*GENERAL -!Ne -Poor>
	PayRate 175

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the town- needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Environs>
	Element4 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Escort 1 3 2>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %1% Email 1 P= 2 1>
	% Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You have a mission from %name2%. Come see me about it.>
	% Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You're needed for guard duty. Call when you can.>
	% Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// It's about time you started earning that paycheck, \RANK \PC . Give me a ring.>
	% Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You're wanted for company business. I'll be waiting here with the details.>
	% Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \RANK \PC , %name2% requires your expertise.>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %JS2に %name2% からの任務が入った%JV_F_WA。詳細は%JF2のところで。>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// 護衛任務に%JS2が必要になった%JV_F_WA。都合が付き次第、連絡するように。>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// そろそろ給与明細が恋しい頃%JV_DAROU、\RANK殿。%JF2まで連絡を。>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// 会社の業務に%JS2の力が求められている%JV_F_WA。詳細を聞きに%JS2が来るのを待ってる%JV_ZO%JV_F_YO。>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \RANK殿、%name2% が%JS2の技能を求めている%JV_ZO。>

	sub
		Persona 1
		% rumor0 <%name1% needs a cavalier to escort a convoy for %name2%.>
		rumor0 <%name1% は %name2% の貨物を護衛してくれるメック乗りを探している>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <I want you to escort a convoy in \EXACT_SCENE %3% . Protect them from all harm and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% Msg1_1 <You know that %name2% relies on our distribution network. We've got a convoy moving through \EXACT_SCENE %3% today. I want you to guard it... Do this, and I'm authorized to give you $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <Your task is to guard a convoy in \EXACT_SCENE %3% . The pay is $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <I know you like driving around, and now %name2% is going to pay you for it! We need you to guard a convoy passing through \EXACT_SCENE %3% . Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <Shipping is the lifeblood which keeps our company strong! I have a mission of utmost importance for you... Guard this convoy passing through \EXACT_SCENE %3% . You'll earn $ \VAL Reward %threat% PayRate and salvage.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <We have a convoy passing through \EXACT_SCENE %3% today. I don't expect that they'll run into any trouble, but just in case I want you to escort them. Pay is $ \VAL Reward %threat% PayRate plus whatever salvage you can find.>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <We've been losing far too many shipments lately... I want you to escort a convoy passing through \EXACT_SCENE %3% today. Survive and you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name1% in \EXACT_SCENE NPCScene %1% hired you to escort a convoy in \EXACT_SCENE %3%  for %name2%.>
		% Prompt1 <No problem, I'll do it.>
		% Prompt1_1 <Alright, I'll get to work.>
		% Prompt1_2 <I'll get back to you once they're safely away.>
		% Prompt2 <What, do I look like a trucker to you?>
		% CPrompt2 <if# PCFac %2% Accept>
		% Prompt2_1 <Sorry, I'd rather not.>
		% Prompt2_2 <You'll have to find a different pilot.>
		Msg1 <\EXACT_SCENE %3% で輸送コンボイを護衛してもらいたい%JG_NDA。彼らをすべての脅威から守れば、$ \VAL Reward %threat% PayRate の報酬とサルベージ権を与え%JV_YOU。>
		Msg1_1 <%name2% を支えている物流網のことは%JS2も知っていると思う。今日、１台の輸送コンボイが \EXACT_SCENE %3% を通過する予定な%JV_N%JV_M_DA%JV_F_YO。%JS2にはこれを守ってほしい%JV_F_NO……仕事を達成できれば、$ \VAL Reward %threat% PayRate と戦利品の回収権を与え%JV_YOU。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%JS2の仕事は \EXACT_SCENE %3% で輸送コンボイを守ること%JG_DAYO。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DA。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <%JS2はあちこち走り回るのが好きだった%JV_F_WA%JV_NA？ それをやって %name2% から給料を貰えるチャンス%JG_DA。%JS2には、\EXACT_SCENE %3% を通過する輸送コンボイを護衛してほしい%JV_F_NO。報酬は $ \VAL Reward %threat% PayRate と戦利品%JG_DAYO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <物流は我々の力の土台となっている生命線%JG_DA！ %JS2には非常に重要な任務が与えられた%JV_F_WA…… \EXACT_SCENE %3% を通過するこの輸送コンボイの護衛%JV_M_DA%JV_F_YO。報酬には $ \VAL Reward %threat% PayRate とサルベージ権が提示されている%JV_ZO。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <今日、１台の輸送コンボイが \EXACT_SCENE %3% を通過する%JV_F_WA。何事もなく終わってくれることを願ってはいる%JG_GA、念のため%JS2にこれを護衛してもらいたい%JG_NDA。報酬は $ \VAL Reward %threat% PayRate と、戦利品として数えられるもの全部%JG_DAYO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <ここ最近、あまりにも多くの輸送物資が失われている%JV_F_WA……%JS2には、今日 \EXACT_SCENE %3% を通過する輸送コンボイを護衛してもらいたい%JV_F_NO。無事に生き延びれば、$ \VAL Reward %threat% PayRate と完全なサルベージ権が報酬%JG_DAYO。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\EXACT_SCENE NPCScene %1% の %name1% に依頼されて、\EXACT_SCENE %3% を通る %name2% の輸送コンボイを護衛することになった。>
		Prompt1 <問題なくやれる%JG_YO。>
		Prompt1_1 <分かった、行ってくる%JG_YO。>
		Prompt1_2 <無事に送り届けて戻ってくる%JG_YO。>
		Prompt2 <んん、%JS2には%JF2が輸送業者に見えるの%JV_KA_Q？>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <悪い%JG_GA、遠慮しておく%JG_YO。>
		Prompt2_2 <他のパイロットを当たって%JG_R。>
	end

Plot
	name <CORP: Factory Defense Job>
	% Go defend a factory. Get 2 FacXP.
	requires <*GENERAL -!Ne -!Lo -Poor>
	PayRate 185

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the town- needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Urban>
	Element4 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Defense 1 3 2>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %1% Email 1 P= 2 1>
	% Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// You have a mission from %name2%. Give me a ring.>
	% Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// We're having some trouble down at the mill. Call when you can.>
	% Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by %name2%. Come see me for the briefing.>
	% Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Hey \RANK , it's time to get to work. I'll be waiting here with the details.>
	% Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \RANK \PC , your talents are needed by %name2%.>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %name2% からのミッションが入った%JV_F_WA。%JF2まで連絡を。>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// 少々面倒な事態が発生している%JV_F_WA。時間がある時に%JF2まで連絡を。>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %name2% が%JS2の能力を必要としている%JV_F_WA。ブリーフィングに%JF2のところへ来るように。>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \RANK殿、仕事の時間%JV_M_DA%JV_F_YO。詳細を伝えるので、%JF2のところまで来るように。>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \PC、%name2% が%JS2の才能を必要としている%JV_ZO。>

	sub
		Persona 1
		% rumor0 <%name1% needs a cavalier to guard a factory for %name2%.>
		rumor0 <%name1% は %name2% の工場の防衛にメック乗りを必要としている>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <It's believed that our factory in \EXACT_SCENE %3% is going to be attacked soon. Defend it and you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% Msg1_1 <According to our intel, someone is planning to attack the factory in \EXACT_SCENE %3% . I want you to go there and defend it against any intruders. If you succeed, you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <I want you to guard our factory in \EXACT_SCENE %3% . Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <This is a really easy mission. All you have to do is sit around and make sure our factory in \EXACT_SCENE %3% doesn't get attacked... in exchange you'll earn $ \VAL Reward %threat% PayRate , plus salvage if there's any actual combat.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <Guard duty may sound boring, but it's the backbone of our corporate defense! I need you to watch over a factory in \EXACT_SCENE %3% ... our enemies are posed to strike at any minute. You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <I need you to guard a factory in \EXACT_SCENE %3% . It probably won't be attacked while you're there, but who can say? Do this and you'll earn a cool $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <Several of our holdings in \EXACT_SCENE %3% have recently been attacked. Your job will be to defend this factory against all intruders... survive and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name1% in \EXACT_SCENE NPCScene %1% hired you to defend a factory in \EXACT_SCENE %3%  for %name2%.>
		% Prompt1 <Sounds easy enough. I'll do it.>
		% Prompt1_1 <Alright, I'll do it.>
		% Prompt1_2 <I'll get to work immediately.>
		% Prompt2 <Guard duty is boring. Find someone else.>
		% CPrompt2 <if# PCFac %2% Accept>
		% Prompt2_1 <Sorry, I don't want this job.>
		% Prompt2_2 <You'll have to find someone else.>
		Msg1 <\EXACT_SCENE %3% にある我々の工場がもうすぐ攻撃を受けるという情報が入っている%JG_NDA。これを守ってくれれば、$ \VAL Reward %threat% PayRate の報酬と全サルベージ権が得られる%JV_ZO。>
		Msg1_1 <情報部によると、何者かが \EXACT_SCENE %3% にある工場への襲撃を計画しているらしい%JV_F_NO。%JS2には、そこへ行ってあらゆる侵入者から工場を守ってほしい%JG_NDA。成功すれば、$ \VAL Reward %threat% PayRate の報酬と戦利品のすべてを得られる%JV_ZO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <\EXACT_SCENE %3% にあるウチの工場を守ってほしい%JG_NDA。$ \VAL Reward %threat% PayRate と戦利品が報酬%JG_DAYO。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <とても簡単な任務%JG_DANE。\EXACT_SCENE %3% にあるウチの工場に陣取って、敵の攻撃で被害が出ないように守ってほしい%JG_NDA。報酬には $ \VAL Reward %threat% PayRate と、あと実際に何か戦闘が起きたらその戦利品も持ってっていい%JG_YO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <警備の仕事は退屈かもしれない%JG_GA、企業防衛の重要な根幹%JG_DAYO！ %JS2には、\EXACT_SCENE %3% にある工場を警護してほしい%JG_NDA%JV_SIL_R敵がいつ攻撃してきてもおかしくない状況になっている%JV_F_WA。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DAYO。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <\EXACT_SCENE %3% にある工場を%JS2に守ってほしい%JG_NDA。任務中には攻撃は起こらないかもしれない%JG_GA、保証はない%JV_DAROU？ 報酬は驚きの $ \VAL Reward %threat% PayRate とサルベージ権%JG_DAYO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <最近、\EXACT_SCENE %3% にある我々の施設のいくつかが攻撃を受けた%JV_F_NO。%JS2の仕事は、その工場をあらゆる外敵から守ること%JG_DA%JV_SIL_R生き残れば、$ \VAL Reward %threat% PayRate の報酬と戦利品の回収権を与え%JV_YOU。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\EXACT_SCENE NPCScene %1% の %name1% は、\EXACT_SCENE %3% にある %name2% の工場を守るためにあなたを雇った。>
		Prompt1 <簡単そう%JG_DANE。やる%JG_YO。>
		Prompt1_1 <分かった、や%JV_ROU。>
		Prompt1_2 <すぐに取り掛か%JV_ROU。>
		Prompt2 <警備の仕事は退屈な%JG_NDA。他を当たって%JG_R。>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <悪い%JG_GA、この仕事はやりたくない。>
		Prompt2_2 <他を当たって%JG_R。>
	end

Plot
	name <Basic Corporate Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% This job gives salvage. This job will not result in the PC making
	% any enemies.
	requires <*GENERAL>
	PayRate 105

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the town- needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Environs>
	Element4 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Basic 1 3>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= RootSceneID %4% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %1% Email 1 P= 2 1>
	% Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I have a mission for you from \ELEMENT 2 .>
	% Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Report to \EXACT_SCENE EScene 1 for a mission at once.>
	% Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by \ELEMENT 2 . Come see me for mission briefing.>
	% Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I've got a mission for you. Come here for the briefing.>
	% Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// There's a matter that requires your attention. This is official \ELEMENT 2 business, so come as soon as possible.>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \ELEMENT 2 から%JS2に依頼が入っている%JV_ZO。>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// 任務のため、ただちに \EXACT_SCENE EScene 1 へ出頭せよ。>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \ELEMENT 2 が%JS2の能力を必要としている%JV_F_WA。ブリーフィングに%JF2のところへ来るように。>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %JS2に任務%JV_M_DA%JV_F_YO。ブリーフィングに%JF2のところまで来るように。>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %JS2に知らせておくべき事態が発生した%JV_F_WA。これは \ELEMENT 2 の正式な依頼%JV_M_DA%JV_F_YO、すぐにここまで来るように。>

	sub
		Persona 1
		% rumor0 <%name1% needs a mecha pilot to do a mission for %name2%.>
		rumor0 <%name1% は %name2% からの依頼を引き受けてくれるパイロットを探している>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final %2% na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <Recently, a number of our shipments have been attacked by bandits in \EXACT_SCENE %3% . Your job will be to locate those responsible and make sure they are incapable of attacking us again. For this you will earn $ \VAL Reward %threat% PayRate plus salvage.>
		% Msg1_1 <You've probably heard that several of our convoys have been attacked in \EXACT_SCENE %3% . We've identified the bandit gang responsible; your job will be to eliminate them once and for all. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <Some bandits have been attacking our shipments in \EXACT_SCENE %3% . Defeat them and you'll earn $ \VAL Reward %threat% PayRate plus salvage rights.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <This should be a straightforward assignment. Some bandits have been attacking our shipments in \EXACT_SCENE %3% ; you'll be paid $ \VAL Reward %threat% PayRate plus salvage rights for locating and eliminating them.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <The enemies of \ELEMENT 2 never sleep. Some bandits have been attacking our property in \EXACT_SCENE %3% ... Your job will be to engage them in combat and eliminate them. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <I want you to locate a particular bandit gang in \EXACT_SCENE %3% and disable their mecha. If you can perform this task, \ELEMENT 2 will pay you $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <A gang of bandits has been attacking our shipments in \EXACT_SCENE %3% ; several employees of \ELEMENT 2 have been killed already. I want you to locate the bandits and eliminate them. Upon completion of this mission you'll earn $ \VAL Reward %threat% PayRate and salvage.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <\ELEMENT 1 in \SCENE NPCScene %1% hired you to fight some bandits in \EXACT_SCENE %3%  for \ELEMENT 2 .>
		% Prompt1 <Sounds good. I'll do it.>
		% Prompt1_1 <Alright, I'll do it.>
		% Prompt1_2 <I'll get to work immediately.>
		% Prompt2 <Sorry, I don't want this job.>
		% CPrompt2 <if# PCFac %2% Accept>
		% Prompt2_1 <On second thought, I don't want this job.>
		% Prompt2_2 <Really, I don't want to do this.>
		Msg1 <ここ最近、\EXACT_SCENE %3% で輸送物資が賊に襲われる事件が続発している%JV_F_WA。実行犯の所在を突き止め、二度と同じことができないように無力化してほしい%JV_F_NO。報酬は $ \VAL Reward %threat% PayRate と戦利品%JG_DA。>
		Msg1_1 <%JS2も聞いたかもしれない%JG_GA、\EXACT_SCENE %3% で我々の輸送コンボイが襲撃される事件が起きている%JV_F_WA。実行犯である賊の集団は確認されているから、%JS2にはこれを殲滅して片付けてきてほしい%JG_NDA。報酬には $ \VAL Reward %threat% PayRate とサルベージ権が与えられる%JG_YO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <賊が \EXACT_SCENE %3% で%JF2%JF_TACHIの輸送物資を襲ってる%JG_NDA。倒してきてくれたら、$ \VAL Reward %threat% PayRate とサルベージ権が出る%JG_YO。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <ストレートな任務%JG_DAYO。複数の賊が \EXACT_SCENE %3% で%JF2%JF_TACHIの輸送物資を攻撃してる%JV_F_NO%JV_F_YO。これを見つけ出して殲滅すれば、$ \VAL Reward %threat% PayRate の報酬と戦利品が与えられる%JG_YO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <\ELEMENT 2 の敵は活動を休めることがない%JV_F_WA%JV_NA。\EXACT_SCENE %3% で賊が我々の資産を攻撃している%JG_NDA%JV_SIL_R%JS2の仕事は、これと交戦して殲滅すること%JG_DA。報酬には $ \VAL Reward %threat% PayRate とサルベージ権を与え%JV_YOU。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <%JS2には、\EXACT_SCENE %3% にいる特定のギャング団を見つけ出して、彼らのメックを無力化してほしい%JG_NDA。この仕事を片付けてくれれば、\ELEMENT 2 から%JS2に $ \VAL Reward %threat% PayRate の報酬と全戦利品の回収権が与えられる%JG_YO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <賊の一団が \EXACT_SCENE %3% で我々の輸送物資を襲撃している%JG_NDA。もう既に \ELEMENT 2 の従業員にも死者が出てしまっている%JV_F_WA。奴らの居場所を突き止め、これを殲滅してきてほしい%JV_F_NO。任務を完遂すれば、$ \VAL Reward %threat% PayRate の報酬とサルベージ権を与え%JV_YOU。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCScene %1% にいる \ELEMENT 2 の \ELEMENT 1 に依頼されて、 \EXACT_SCENE %3% で賊と戦うことになった。>
		Prompt1 <了解した%JV_F_WA、行ってくる。>
		Prompt1_1 <分かった%JV_F_WA、や%JV_ROU。>
		Prompt1_2 <すぐに取り掛かる%JG_YO。>
		Prompt2 <悪い%JG_GA、この仕事はやりたくない%JV_F_WA。>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <考えた%JG_GA、やめておく%JG_YO。>
		Prompt2_2 <正直、やりたくない%JV_F_WA%JV_NA。>
	end

Plot
	name <Versus Criminals Corporate Patrol Job>
	% This is a fight against an enemy criminal faction.
	% This job gives salvage. This job will result in the PC making
	% an enemy.
	requires <*GENERAL -!Ne>
	PayRate 160

	% E1 is a character who will offer the mission
	% E2 is the corporate faction that E1 belongs to
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	% E5 is the town, needed for email check
	Element1 <Character Corporate RECHARGED>
	element2 <Faction Corporate !Comrade 1>
	Element3 <Scene Environs>
	Element4 <Faction Crime !Enemy 2>
	Element5 <Scene Town>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Versus 1 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %1% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= RootSceneID %5% if= P2 0  if= PCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %1% Email 1 P= 2 1>
	% Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// I have a mission for you against %name4%.>
	% Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Report to \EXACT_SCENE EScene 1 for a mission against %name4%.>
	% Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// Your services are required by \ELEMENT 2 . Come see me for mission briefing.>
	% Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// We're under attack by %name4%. Come here for the briefing.>
	% Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// There's a matter that requires your attention. This is official \ELEMENT 2 business, so come as soon as possible.>
	Msg1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %name4 と戦う任務が%JS2に入っている%JV_ZO。>
	Msg1_1 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \EXACT_SCENE EScene 1 へ出頭せよ。%name4% と戦う任務が入った%JV_ZO。>
	Msg1_2 <\ELEMENT 1 @ \SCENE NPCScene %1% :// \ELEMENT 2 が%JS2の力を必要としている%JV_ZO。任務のブリーフィングに%JF2のところへ来るように。>
	Msg1_3 <\ELEMENT 1 @ \SCENE NPCScene %1% :// 我々は %name4% から攻撃を受けている%JV_F_WA。ブリーフィングに \EXACT_SCENE EScene 1 まで来るように。>
	Msg1_4 <\ELEMENT 1 @ \SCENE NPCScene %1% :// %JS2に知らせておくべき事態が発生した%JV_F_WA。これは \ELEMENT 2 の正式な依頼%JV_M_DA%JV_F_YO、すぐにここまで来るように。>

	sub
		Persona 1
		% rumor0 <%name1% needs a pilot to fight %name4% for %name2%.>
		rumor0 <%name1% は %name2% のために %name4% と戦ってくれるパイロットを探している>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail %2% GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac %2% else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill %2% %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission %2% %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final %2% %4%>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <A gang of raiders from %name4% has been attacking our convoys in \EXACT_SCENE %3% . Eliminate them and I've been authorized to pay you $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% Msg1_1 <You should know that our company has been losing far too much capital to %name4% lately. A group of their raiders has been striking our investments in \EXACT_SCENE %3% ; I want you to defeat them. Pay is $ \VAL Reward %threat% PayRate and salvage.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <Our convoys in \EXACT_SCENE %3%  are under attack by %name4%. Eliminate the bandits and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <There's a gang of mecha from %name4% which has been bothering our convoys in \EXACT_SCENE %3% . If you could make them go away, you'd earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <We cannot tolerate these constant attacks by %name4%! A gang of their mecha is in \EXACT_SCENE %3%  right now, attacking our investments. I want you to go there and destroy them! You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <There's a gang of thieves from %name4% that we've traced to \EXACT_SCENE %3% . I want you to go make them sorry for robbing us. You'll earn $ \VAL Reward %threat% PayRate and salvage for this mission.>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <Company profits are down this quarter, and it's mostly because of %name4%. They have a team of mecha in \EXACT_SCENE %3%  attacking our convoys. Your job is to get rid of them. Do this, and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name1% in \SCENE NPCScene %1% hired you to fight some mecha from %name4% in \EXACT_SCENE %3% .>
		% Prompt1 <Sounds good. I'll do it.>
		% Prompt1_1 <Alright, I'll do it.>
		% Prompt1_2 <I'll get to work immediately.>
		% Prompt2 <Sorry, I don't want this job.>
		% CPrompt2 <if# PCFac %2% Accept>
		% Prompt2_1 <On second thought, I don't want this job.>
		% Prompt2_2 <Really, I don't want to do this.>
		Msg1 <%name4% から来た賊の集団が、\EXACT_SCENE %3% で我々の輸送コンボイを襲い続けている%JG_NDA。これを殲滅すれば、%JS2に $ \VAL Reward %threat% PayRate の報酬と全戦利品の収奪権を与え%JV_YOU。>
		Msg1_1 <最近、我々の輸送コンボイがあまりにも多くの物資を %name4% に奪われ続けている%JV_ZO。今も奴らの襲撃者が \EXACT_SCENE %3% で我々の資産に攻撃を加えている%JG_NDA。%JS2にはこれを撃破してほしい%JV_F_WA。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DA。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <\EXACT_SCENE %3% で輸送コンボイが %name4% に襲われてる%JG_NDA。賊を全滅させれば $ \VAL Reward %threat% PayRate と戦利品が報酬に出る%JG_YO。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <%name4% のチンピラメックが \EXACT_SCENE %3% でウチの輸送班にちょっかいを出してる%JG_NDA。奴らを追い払ってくれたら、$ \VAL Reward %threat% PayRate のお金と戦利品が得られる%JG_YO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <%name4% からの度重なる襲撃、許しておくわけにはいかない%JV_ZO！ 今現在、奴らのメックの一味が \EXACT_SCENE %3% で我々の資産を攻撃している%JV_F_NO。そこへ向かい、奴らを全滅させる%JG_NDA！ 報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DA。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <%name4% の送り込んだ盗っ人の一味が \EXACT_SCENE %3% にいることを突き止めた%JG_NDA。%JS2にはそこへ行き、%JF2%JF_TACHIに盗みを働いたことを奴らに後悔させてやってほしい%JV_F_NO。任務の報酬は $ \VAL Reward %threat% PayRate と戦利品%JG_DAYO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <この四半期、ウチの利益は減少だった%JV_F_WA……主に %name4% のせいで%JV_NA。今も、奴らが送り込んできたメックの部隊が \EXACT_SCENE %3% で%JF2%JF_TACHIの輸送コンボイを攻撃している%JV_F_WA。%JS2にはこれを排除してもらいたい%JG_NDA。成功すれば、$ \VAL Reward %threat% PayRate の報酬とサルベージ権が与えられる%JG_YO。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCScene %1% の %name1% は、\EXACT_SCENE %3% で %name4% のメックと戦うためにあなたを雇った。>
		Prompt1 <了解した%JV_F_WA、行ってくる。>
		Prompt1_1 <分かった、やる%JG_YO。>
		Prompt1_2 <すぐに取り掛か%JV_ROU。>
		Prompt2 <悪い%JG_GA、この仕事はやりたくない%JV_F_WA。>
		CPrompt2 <if# PCFac %2% Accept>
		Prompt2_1 <考えた%JG_GA、やめておく%JG_YO。>
		Prompt2_2 <正直、やりたくない%JV_F_WA%JV_NA。>
	end

