Plot
	name <Bounty Hunt>
	requires <*GENERAL>

	PayRate 75

	%% This is a fairly easy bounty hunting job. The target should be captured
	%% alive- no disintegrations.

	% E1 is the character offering the mission.
	% E2 is the town scene
	% E3 is the target
	Element1 <Character Bounty Hunter Recharged>
	Element2 <Scene Town>
	Element3 <NewNPC 0 2 Criminal>

	%% P1 = Timer/Initialization Indicator

	update <if= PlotStatus %plotid% 0 if= P1 0  P= 1 ComTime P+ 1 86400>
	Start <if= PlotStatus %plotid% 0 ifNPCOK %1% else GoDelete ifG P1 0  ifG ComTime P1   Goto GoDelete>
	GoDelete <EndPlot>

	% For timeout, delete the target here. The CatchMinorNPC and LoseMinorNPC
	% subplots will deal with the target on their ends.
	.%id1%_%plotid1%_GoWin  <PMemo %plotid% %id%01  SetPlotStatus %plotid2% %id2%>
	.%id1%_%plotid1%_GoLoss <PMemo %plotid% %id%02  SetPlotStatus %plotid3% %id3%>
	.%id1%_%plotid1%_GoTimeOver <DeleteNPC %3%  SetPlotStatus %plotid4% %id4%>

	% Msg%id%01 <You have completed %name1%'s mission. You should go see \OPR %1% at \EXACT_SCENE NPCScene %1% .>
	% Msg%id%02 <You have lost %name1%'s mission. You should go see \OPR %1% at \EXACT_SCENE NPCScene %1% .>
	Msg%id%01 <%name1% の任務を完了した。\SPR %1%に会いに \EXACT_SCENE NPCScene %1% へ戻ろう。>
	Msg%id%02 <%name1% の任務に失敗した。\SPR %1%に報告するために \EXACT_SCENE NPCScene %1% に戻ろう。>

	% SubPlot1 is Capture the Target.
	% SubPlot2 is the Win Task
	% SubPlot3 is the Lose Task
	% SubPlot4 is the Time Over condition
	SubPlot1 <*:BH_CaptureTarget 3>
	SubPlot2 <*BH_CatchMinorNPC 1 3>
	SubPlot3 <*BH_LoseMinorNPC 1 3>
	SubPlot4 <*Util_TimeOver 1>

	sub
		Persona 1
		% rumor0 <%name1% is offering a bounty for a wanted criminal.>
		rumor0 <%name1% は手配犯に賞金を出している>
		&FullRate <* 3 Reward %threat% PayRate>
		greeting <if= PlotStatus %plotid% 0 else GoRemind  Goto GoFirstTime>
		*GoRemind <*GenericMissionReminder>
		*GoFirstTime <*AutoMissionTest&Chara GoMissionBriefing GoRejectMission GoCheckSkill na na>
		*GoCheckSkill <*GenericMissionTest&Chara  GoMissionBriefing GoEnd GoRejectMission na na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1   AddChat 1 AddChat 2>

		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <SetPlotStatus %plotid% %id% SetPlotStatus %plotid1% %id1% PMemo %plotid% 2>
		result2 <Goto GoRejectMission>

		% Msg1 <I need you to locate and aprehend a criminal named %name3%. Bring \OPR %3% in alive and you'll earn $ \VAL &FullRate .>
		% Msg1_1 <>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <>
		% CMsg1_6 <ifNPCMelancholy Accept>

		% Msg2 <%name1% hired you to capture %name3%, a wanted criminal.>

		% Prompt1 <Okay, I'll do it.>
		% Prompt1_1 <Alright, I'll be back when I'm finished.>
		% Prompt1_2 <Don't worry, they won't get away.>
		% Prompt2 <You'll have to find someone else for this mission.>
		% Prompt2_1 <This sounds way too clandestine for me.>
		% Prompt2_2 <Sorry, I don't want to get involved.>

		Msg1 <%JS2に、%name3% という犯罪者を探し出して逮捕してもらいたい%JG_NDA。生かしたまま連れてくれば、$ \VAL &FullRate の報酬を出%JV_SOU。>
		Msg1_1 <>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <>
		CMsg1_6 <ifNPCMelancholy Accept>

		Msg2 <%name1% は指名手配犯の %name3% を捕らえるためにあなたを雇った。>

		Prompt1 <オーケー、やる%JG_YO。>
		Prompt1_1 <分かった、捕まえて戻ってくる%JG_YO。>
		Prompt1_2 <心配ない%JV_F_WA、逃がしはしないから。>
		Prompt2 <誰か他を当たって%JG_R。>
		Prompt2_1 <何だか裏のありそうな話%JV_M_DA%JV_NA。>
		Prompt2_2 <悪い%JG_GA、関わりたくない%JV_F_WA%JV_NA。>

	end

