%%
%% City missions are given by civil servants. They can be politicians, police
%% officers, military, or anything else.
%%

Plot
	name <CITY: Whar be it SR-71 Blackbird to?>
	% There's a recon airplane and a Wurzels reference in town, and they
	% both have to be destroyed.
	requires <*GENERAL -!Ne -!Lo Capitol>
	PayRate 250

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction !Enemy 1 !Xclude 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Capture 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac NPCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \SCENE NPCSCene %2% :// \RANK \PC , report to \EXACT_SCENE EScene 2 for a mission.>
	% Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// There are enemies nearby. Your services are required.>
	% Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// %name1% needs your help. Give me a call for the mission details.>
	% Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// This is a matter of grave importance to %name1%. Call me as soon as possible.>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// \PC、任務のために \EXACT_SCENE EScene 2 へ出頭してほしい。>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// 近くに敵が来ている%JV_F_NO。%JS2の協力が必要%JV_M_DA%JV_F_YO。>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// %name1% が%JS2の協力を必要としている%JV_F_WA。詳細を伝えたいので、連絡を。>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// %name1% の命運を左右する事態%JV_M_DA%JV_F_YO。すぐに%JF2まで連絡を。>

	sub
		Persona 2
		% rumor0 <%name2% needs a cavalier for a secret mission.>
		rumor0 <%name2% は極秘任務のため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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <Something odd has been detected in \EXACT_SCENE %3% ; we believe it's an observation vessel sent by %name4%. Capture it for %name1% and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% 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 <%name2% in \SCENE NPCScene %2% hired you to intercept a espionage team sent by %name4%.>
		% 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.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <This sounds way too clandestine for me.>
		% Prompt2_2 <Sorry, I don't want to get involved.>
		Msg1 <\EXACT_SCENE %3% で奇妙なものが検知された%JV_F_WA。我々の推測では、これは %name4% が送り込んできた観測船%JG_DA%JV_SIL_R %name1% のために、これを拿捕してほしい%JV_F_NO。報酬として、$ \VAL Reward %threat% PayRate と戦利品の回収権を用意している%JV_ZO。>
		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 <\SCENE NPCScene %2% の %name2% からの依頼で、%name4% から送り込まれたスパイ部隊を迎撃することになった。>
		Prompt1 <オーケー、やる%JG_YO。>
		Prompt1_1 <分かった、片付いたら戻ってくる%JG_YO。>
		Prompt1_2 <大丈夫、逃がしはしない%JG_YO。>
		Prompt2 <誰か他を当たって%JG_R。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <裏がありそうで乗り気がしない%JV_F_WA%JV_NA。>
		Prompt2_2 <悪い%JG_GA、関わりたくない%JV_F_WA。>
	end

Plot
	name <CITY: Anti-CHUD Duty>
	% A basic fight against some generic enemy mecha in a cave.
	% This job gives salvage. This job will not result in the PC making
	% any enemies.
	requires <*GENERAL Mine>
	PayRate 105

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Environs>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHACAVE_Basic 2 3>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac NPCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you in %name1%.>
	% Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Report to \EXACT_SCENE EScene 2 for a mission at once.>
	% Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac E2 . Come see me for mission briefing.>
	% Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// I've got a mission for you. Come to \EXACT_SCENE ESCene 2 for the briefing.>
	Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK殿、%name1% で%JS2にミッション%JV_M_DA%JV_F_YO。>
	Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// 任務のため、ただちに \EXACT_SCENE EScene 2 へ出頭せよ。>
	Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// \FACTION NPCFac E2 が%JS2の協力を必要としている%JV_ZO。ブリーフィングに%JF2のところまで来るように。>
	Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %JS2に任務%JV_M_DA%JV_F_YO。ブリーフィングに \EXACT_SCENE ESCene 2 まで来るように。>

	sub
		Persona 2
		% rumor0 <%name2% needs a mecha pilot to ferret out some bandits.>
		rumor0 <%name2% は賊をあぶり出すためにメック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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <A gang of bandits has set up camp in an abandoned mine in \EXACT_SCENE %3% . Defeat them and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		% 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 <\ELEMENT 2 in \SCENE NPCScene %2% hired you to drive some bandits from an abandoned mine 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 ChatNPCFac Accept>
		% Prompt2_1 <On second thought, I don't want this job.>
		% Prompt2_2 <Really, I don't want to do this.>
		Msg1 <賊の一団が \EXACT_SCENE %3% にある廃坑にキャンプを築いたらしい%JG_NDA。これを撃破すれば、$ \VAL Reward %threat% PayRate の報酬とサルベージ権が得られる%JV_ZO。>
		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 <\SCENE NPCScene %2% の \ELEMENT 2 は、\EXACT_SCENE %3% にある廃坑から賊を排除するためにあなたを雇った。>
		Prompt1 <了解%JV_F_YO、や%JV_ROU。>
		Prompt1_1 <分かった、やる%JG_YO。>
		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 ChatNPCFac Accept>
		Prompt2_1 <考えた%JG_GA、この仕事はやりたくない%JV_F_WA。>
		Prompt2_2 <正直、やりたくない%JV_F_WA%JV_NA。>
	end

Plot
	name <CITY: Defend Our Produce>
	% It's a cuisine city. Go protect the incoming veggies.
	requires <*GENERAL cuisine -!Ne>
	PayRate 175

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is E2's faction
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction !Comrade 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Escort 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac %4%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK \PC , you have work to do in %name1%. Call me for the briefing.>
	% Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Report to \EXACT_SCENE EScene 2 for a mission.>
	% Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Hey \PC , I have a mission for you. Our veggies are on the line!>
	% Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// I've got a mission for you. This is of vital importance to %name1%.>
	% Msg1_4 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% needs you, \RANK \PC . Call me for the briefing.>
	Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \PC、%name1% で%JS2に仕事がある%JV_ZO。ブリーフィングをするので連絡を。>
	Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// 任務のために \EXACT_SCENE EScene 2 に来てほしい%JV_F_NO。>
	Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// \PC、%JS2にミッションがある%JV_F_WA。%JF2%JF_TACHIの野菜がピンチ%JV_M_DA%JV_F_YO！>
	Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %JS2に任務が入った%JV_ZO。%name1% にとって生命線となる重要な話%JV_M_DA%JV_F_YO。>
	Msg1_4 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% が%JS2を必要としている%JV_ZO、\RANK殿。ブリーフィングのために連絡を。>

	sub
		Persona 2
		% rumor0 <%name2% needs a pilot to defend our produce.>
		rumor0 <%name2% がここの農産物を守るためにパイロットを必要としている>
		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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <There's a big shipment of produce coming through \EXACT_SCENE %3% soon. I need you to go defend it... This mission pays $ \VAL Reward %threat% PayRate plus salvage.>
		% Msg1_1 <Everybody likes fresh food, right? It's what %name1% is famous for. I need you to defend a shipment of produce coming in through \EXACT_SCENE %3% . Succeed and you'll get $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <Your mission is to defend a produce shipment coming in through \EXACT_SCENE %3% . You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <Your mission, should you choose to accept it, is to go babysit some zucchinis. There's a shipment coming through \EXACT_SCENE %3% today. Make sure it gets here, and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <Only the freshest produce will do for %name1%! That's why everyone wants to steal it... There's a shipment coming through \EXACT_SCENE %3% that I want you to guard. This mission pays $ \VAL Reward %threat% PayRate and salvage.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <Who doesn't love fresh produce? I want you to guard today's shipment in \EXACT_SCENE %3% . Complete the mission and you get $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <Last week a shipment of produce got hijacked and we had to use synthetic lettuce for a week. It was ghastly. Ensure that the next convoy makes it through \EXACT_SCENE %3% and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <\ELEMENT 2 in \SCENE NPCScene %2% hired you to escort a convoy in \EXACT_SCENE %3% .>
		% Prompt1 <I'll be back when I'm finished.>
		% Prompt1_1 <Alright, I'll do it.>
		% Prompt1_2 <No problem.>
		% Prompt2 <Sorry, I'd really rather not.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <No way. I don't do escort missions.>
		% Prompt2_2 <This isn't my kind of work.>
		Msg1 <もうすぐ、\EXACT_SCENE %3% を農産物の輸送便が通過する%JV_F_WA。%JS2にはこれを護衛してもらいたい%JV_F_NO……この任務の報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DAYO。>
		Msg1_1 <みんな新鮮な食べ物が大好き%JV_M_DA……そう%JV_DAROU？ それが %name1% の名物だから%JV_NA。%JS2には、これから \EXACT_SCENE %3% を通過する農産物の輸送便を護衛してほしい%JG_NDA。成功すれば、$ \VAL Reward %threat% PayRate と全戦利品の回収権が与えられる%JG_YO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%JS2の任務は、これから \EXACT_SCENE %3% を通過する農産物の輸送便を護衛すること%JG_DA。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DANE。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <%JS2の任務……もし引き受けてくれるならだ%JG_GA、ズッキーニのお守り%JG_DAYO。今日これから \EXACT_SCENE %3% を通過する輸送便、これを確実にここまで送り届けてほしい%JV_N%JV_M_DA。報酬は $ \VAL Reward %threat% PayRate と戦利品%JG_DANE。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <%name1% が扱っていいのは、最高に新鮮な農産物だけ%JG_DA！ だからこそ、それを盗みたがる輩が後を絶たない…… \EXACT_SCENE %3% を通過する輸送便、これを%JS2に護衛してほしい%JV_F_NO。報酬には $ \VAL Reward %threat% PayRate とサルベージ権が与えられる%JV_ZO。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <フレッシュな野菜、これが嫌いな人なんていない%JV_DAROU？ %JS2には、\EXACT_SCENE %3% で今日の分の輸送便を護衛してほしい%JG_NDA。任務を達成すれば、$ \VAL Reward %threat% PayRate の報酬と戦利品の回収権が与えられる%JG_YO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <先週、農産物の輸送便がハイジャックされて、一週間も合成レタスで過ごす羽目になった%JG_NDA。おぞましい経験だった%JG_YO%JV_SIL_R。次の輸送コンボイは確実に \EXACT_SCENE %3% を通過できるように、%JS2の手で守ってほしい%JV_F_NO。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DAYO。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCScene %2% の \ELEMENT 2 は、\EXACT_SCENE %3% で輸送コンボイを護衛するためにあなたを雇った。>
		Prompt1 <任務を片付けて戻ってくる%JG_YO。>
		Prompt1_1 <分かった、やる%JG_YO。>
		Prompt1_2 <任せておいて%JG_R。>
		Prompt2 <悪い%JG_GA、やめておく%JG_YO。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <あり得ない%JV_F_WA%JV_NA。護衛任務はやらない%JG_NDA。>
		Prompt2_2 <%JF2のやるような仕事じゃない%JV_F_WA%JV_NA。>
	end

Plot
	name <CITY: Shipping Lanes Job>
	% It's a trade hub city. Go defend a convoy from someone or another.
	requires <*GENERAL tradehub -!Ne>
	PayRate 175

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is E2's faction
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction !Comrade 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Escort 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac %4%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK \PC , I've got a mission for you in %name1%.>
	% Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Report to \EXACT_SCENE EScene 2 for a mission.>
	% Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Hey \PC , I know how much you love driving around! Have I got a job for you...>
	% Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// You've got a mission for %name4%. Come to \EXACT_SCENE ESCene 2 and I'll fill you in.>
	% Msg1_4 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% needs you, \RANK \PC . Come see me for the details.>
	Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK殿、%name1% で%JS2に任務%JV_M_DA%JV_F_YO。>
	Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// 任務が入ったので \EXACT_SCENE EScene 2 まで出頭するように。>
	Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// \PC、%JS2がメックを乗り回すのが大好きなのは知っている%JV_ZO%JV_F_YO！ だから%JS2に仕事を頼みたい%JG_NDA%JV_SIL_R。>
	Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name4% から%JS2に依頼%JV_M_DA%JV_F_YO。\EXACT_SCENE ESCene 2 まで来てくれればすぐに採用し%JV_YOU。>
	Msg1_4 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% が%JS2を必要としている%JV_ZO、\RANK殿。詳細は%JF2のところにて。>

	sub
		Persona 2
		% rumor0 <%name2% needs a pilot to defend the shipping lanes.>
		rumor0 <%name2% は物流ルートの防衛のためにパイロットを必要としている>
		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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <There have been some attacks against the trade route in \EXACT_SCENE %3% recently. A convoy is moving out today and I want you to guard it. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% 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 <\ELEMENT 2 in \SCENE NPCScene %2% hired you to escort a convoy in \EXACT_SCENE %3% .>
		% Prompt1 <I can do that.>
		% Prompt1_1 <Alright, I'll do it.>
		% Prompt1_2 <No problem.>
		% Prompt2 <Sorry, I don't do escort duty.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <You'll need to find a different pilot for this.>
		% Prompt2_2 <This isn't my kind of job.>
		Msg1 <最近、\EXACT_SCENE %3% を通る貿易ルートで襲撃がいくつかあった%JV_F_NO。今日そこを通る１台の輸送コンボイ、これを%JS2に護衛してもらいたい%JV_F_WA。報酬は $ \VAL Reward %threat% PayRate と戦利品%JG_DAYO。>
		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 <\SCENE NPCScene %2% の \ELEMENT 2 に雇われて、\EXACT_SCENE %3% で輸送コンボイを護衛することになった。>
		Prompt1 <それならできる%JV_F_WA。>
		Prompt1_1 <分かった、やる%JG_YO。>
		Prompt1_2 <任せておいて%JG_R。>
		Prompt2 <悪い%JG_GA、護衛の仕事はやらない%JG_NDA。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <それなら、違うパイロットを探して%JG_R。>
		Prompt2_2 <%JF2のやる仕事じゃない%JV_F_WA%JV_NA。>
	end

Plot
	name <CITY: Industrial Defense Job>
	% It's an industrial city. Go defend a factory from someone or another.
	requires <*GENERAL industrial -!Ne>
	PayRate 175

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is E2's faction
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Urban>
	Element4 <Faction !Comrade 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Defense 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac %4%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK \PC , I've got a mission for you in %name1%.>
	% Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Report to \EXACT_SCENE EScene 2 for a mission.>
	% Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Hey \PC , I know how much you love guard duty! Give me a call.>
	% Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// You've got a mission for %name4%. Come to \EXACT_SCENE ESCene 2 and I'll tell you about it.>
	% Msg1_4 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% needs you, \RANK \PC . Come see me for the details.>
	Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK殿、%name1% で%JS2に任務%JV_M_DA%JV_F_YO。>
	Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// 任務があるので \EXACT_SCENE EScene 2 へ出頭を。>
	Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// \PC、%JS2は警護の任務が大好きだった%JV_F_WA%JV_NA。%JF2まで連絡してほしい。>
	Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name4% から%JS2に任務がある%JV_F_WA。\EXACT_SCENE ESCene 2 まで来てくれれば詳細を伝える%JV_ZO。>
	Msg1_4 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% が%JS2を必要としている%JV_ZO、\RANK殿。詳細は%JF2のところにて。>

	sub
		Persona 2
		% rumor0 <%name2% needs a pilot for some guard duty.>
		rumor0 <%name2% は何かの警備任務にパイロットを必要としている>
		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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <Our recon division reports that there's going to be a factory attack in \EXACT_SCENE %3% . I want you to get over there and make sure it doesn't happen. Do this and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% Msg1_1 <Do you know what makes %name1% special? It's our industry. Someone is planning to attack a factory in \EXACT_SCENE %3% , and we want you to stop it. Do this and you'll earn $ \VAL Reward %threat% PayRate plus full salvage rights.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <I need you to guard a factory in \EXACT_SCENE %3% . You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <I just need you to watch a building and make sure nobody attacks it. It should be easy... I can offer you $ \VAL Reward %threat% PayRate plus salvage for your trouble.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <%name1% is a capital of industry, making it a prime target for our enemies! Your mission is to defend a factory. For this I can offer you $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <%name1% has grown strong from our solar-class industry, and industry needs brave cavaliers to defend it. I want you to guard a factory in \EXACT_SCENE %3% . You'll get $ \VAL Reward %threat% PayRate and salvage.>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <Recently, several of our factories have been destroyed by mecha attacks. Another attack is immanent. I need you to defend this installation in \EXACT_SCENE %3% . You'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <\ELEMENT 2 in \SCENE NPCScene %2% hired you to defend a factory in \EXACT_SCENE %3% .>
		% Prompt1 <Sounds easy enough. I'll do it.>
		% Prompt1_1 <Okay, I'll do it.>
		% Prompt1_2 <I'll be back when I'm finished.>
		% Prompt2 <No way, I don't do guard duty.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <Sorry, but I don't want this job.>
		% Prompt2_2 <Really, this isn't my kind of job.>
		Msg1 <我々の偵察部の報告によると、\EXACT_SCENE %3% で工場に対する襲撃の気配があるらしい%JG_NDA。%JS2にはそれを未然に阻止してもらいたい%JV_F_WA。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DANE。>
		Msg1_1 <%name1% を特別な存在たらしめているのは何だと思う？ 工業%JV_M_DA%JV_F_YO。何者かが計画しているという \EXACT_SCENE %3% の工場への襲撃、これを%JS2に阻止してほしい%JV_F_NO。報酬は $ \VAL Reward %threat% PayRate と全戦利品の回収権%JG_DAYO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%JS2に \EXACT_SCENE %3% にある工場を守ってほしい%JG_NDA。$ \VAL Reward %threat% PayRate とサルベージ権が報酬に出る%JG_YO。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <%JS2には、とある建物が攻撃を受けないように見張っててほしい%JG_NDA。簡単に終わってくれるはず%JG_DAYO%JV_SIL_R手間賃として、$ \VAL Reward %threat% PayRate と戦利品の回収権を提示する%JG_YO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <%name1% は工業の一大中心地であり、敵にとっても大きな攻撃目標になっている%JV_F_WA！ %JS2の任務は、とある工場を守ること%JG_DA。報酬には $ \VAL Reward %threat% PayRate と戦利品が与えられる%JV_ZO。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <太陽系でも指折りの工業力で力を増した %name1% には、それを守るための勇敢なメック乗りが必要%JG_DA。%JS2には \EXACT_SCENE %3% にある工場を守ってほしい%JV_F_NO。$ \VAL Reward %threat% PayRate と戦利品が%JS2の稼ぎになる%JV_ZO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <最近、我々の工場がいくつかがメックによる攻撃で破壊された%JV_F_WA。そしてまた今、次の襲撃が起ころうとしている……%JS2には、\EXACT_SCENE %3% にあるその施設を守り抜いてほしい%JV_F_NO。報酬は $ \VAL Reward %threat% PayRate とサルベージ権%JG_DAYO。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCScene %2% の \ELEMENT 2 は、\EXACT_SCENE %3% にある工場を防衛するためにあなたを雇った。>
		Prompt1 <簡単そう%JG_DANE。やる%JG_YO。>
		Prompt1_1 <オーケー、や%JV_ROU。>
		Prompt1_2 <すぐに片付けて戻ってくる%JG_YO。>
		Prompt2 <まさか。%JF2は防衛任務はやらない%JG_NDA。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <悪い%JG_GA、やりたくない%JV_F_WA。>
		Prompt2_2 <正直、%JF2のやる仕事じゃない%JV_F_WA%JV_NA。>
	end

Plot
	name <Basic City 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 100

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Environs>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Basic 2 3>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac NPCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you in %name1%.>
	% Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Report to \EXACT_SCENE EScene 2 for a mission at once.>
	% Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac E2 . Come see me for mission briefing.>
	% Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// I've got a mission for you. Come to \EXACT_SCENE ESCene 2 for the briefing.>
	Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK殿、%name1% で%JS2にミッション%JV_M_DA%JV_F_YO。>
	Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// 任務のため、ただちに \EXACT_SCENE EScene 2 へ出頭せよ。>
	Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// \FACTION NPCFac E2 が%JS2の協力を必要としている%JV_ZO。ブリーフィングに%JF2のところまで来るように。>
	Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %JS2に任務%JV_M_DA%JV_F_YO。ブリーフィングに \EXACT_SCENE ESCene 2 まで来るように。>

	sub
		Persona 2
		% rumor0 <%name2% needs a mecha pilot to intercept an enemy patrol.>
		rumor0 <%name2% は敵の哨戒部隊を迎撃するためにメック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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <A lance of unauthorized mecha has been spotted in \EXACT_SCENE %3% . Defeat them and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		% 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 <\ELEMENT 2 in \SCENE NPCScene %2% hired you to fight some unauthorized mecha 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 ChatNPCFac Accept>
		% Prompt2_1 <On second thought, I don't want this job.>
		% Prompt2_2 <Really, I don't want to do this.>
		Msg1 <所属不明のメック部隊が \EXACT_SCENE %3% で確認された%JV_F_WA。撃破すれば、$ \VAL Reward %threat% PayRate と戦利品を報酬として得られる%JG_YO。>
		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 <\SCENE NPCScene %2% の \ELEMENT 2 は、\EXACT_SCENE %3% で所属不明のメック部隊と戦うためにあなたを雇った。>
		Prompt1 <了解、やる%JG_YO。>
		Prompt1_1 <分かった%JG_YO。>
		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 ChatNPCFac Accept>
		Prompt2_1 <考えた%JG_GA、この仕事はやりたくない%JV_F_WA。>
		Prompt2_2 <正直、やりたくない%JV_F_WA%JV_NA。>
	end


Plot
	name <Versus City Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% This job gives salvage.
	requires <*GENERAL -!Ne -SAFE>
	PayRate 150

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	Element1 <Scene Town>
	Element2 <Character (HasMecha|POLIT) !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction !Enemy 1 !Xclude 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*MECHAMISSION_Versus 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% 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 %1% if= P2 0  if= PCFac NPCFac %2%  if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK \PC , report to \SCENE EScene 2 for a mission.>
	% Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// I have a job for you at \SCENE EScene 2 .>
	% Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% needs your help. Come see me at \SCENE EScene 2 .>
	% Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// Call when you can; I've got a mission for you.>
	Msg1   <%name2%@ \EXACT_SCENE NPCSCene %2% :// \RANK殿、任務のために \SCENE EScene 2 へ出頭を。>
	Msg1_1 <%name2%@ \EXACT_SCENE NPCSCene %2% :// \SCENE EScene 2 で%JS2に仕事がある%JV_ZO。>
	Msg1_2 <%name2%@ \EXACT_SCENE NPCSCene %2% :// %name1% が%JS2の協力を必要としている%JV_F_WA。\SCENE EScene 2 まで来てほしい。>
	Msg1_3 <%name2%@ \EXACT_SCENE NPCSCene %2% :// 都合のついた時にでも連絡を。%JS2に任務がある%JV_F_WA。>

	sub
		Persona 2
		% rumor0 <%name2% is looking for someone to drive %name4% out of town.>
		rumor0 <%name2% は街から %name4% を追い払ってくれる誰かを探している>
		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 ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <Memo 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <Raiders from %name4% have been detected in \EXACT_SCENE %3% . Go drive them off and you'll earn $ \VAL Reward %threat% PayRate plus salvage rights.>
		% Msg1_1 <There are infiltrators operating in \EXACT_SCENE %3% ; it's believed that they were sent by %name4%. Report to these coordinates and engage any hostile mecha you find. Win, and you'll get $ \VAL Reward %threat% PayRate plus salvage.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <There are mecha from %name4% in \EXACT_SCENE %3% . Defeat them and you'll earn $ \VAL Reward %threat% PayRate plus salvage.>
		% 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 <\ELEMENT 2 in \SCENE NPCScene %2% hired you to fight %name4% in \EXACT_SCENE %3% .>
		% Prompt1 <No problem. I'll do it.>
		% Prompt1_1 <I'll be back when I'm finished.>
		% Prompt1_2 <I'll get to work right away.>
		% Prompt2 <You can find someone else for this mission.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <Sorry, I find your terms unacceptable.>
		% Prompt2_2 <Really, I'd rather not get involved.>
		Msg1 <%name4% からの侵入者が \EXACT_SCENE %3% で確認された%JV_F_NO。奴らを追い払ってくれれば、$ \VAL Reward %threat% PayRate とサルベージ権が得られる%JV_ZO%JV_F_YO。>
		Msg1_1 <\EXACT_SCENE %3% で侵入者が活動している%JV_F_WA……恐らく、%name4% から送り込まれたもの%JV_M_DA%JV_F_YO。今から渡す座標に向かい、敵性メックすべてと交戦してほしい%JV_F_NO。勝利すれば、$ \VAL Reward %threat% PayRate と戦利品の回収権が得られる%JG_YO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%name4% から来たメック部隊が \EXACT_SCENE %3% にいる%JG_NDA。倒せば $ \VAL Reward %threat% PayRate とサルベージ権が貰える%JG_YO。>
		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 <\SCENE NPCScene %2% の \ELEMENT 2 に雇われて、\EXACT_SCENE %3% で %name4% と戦うことになった。>
		Prompt1 <問題ない%JV_F_WA、やれる。>
		Prompt1_1 <片付いたら戻ってくる%JG_YO。>
		Prompt1_2 <すぐに取り掛かる%JG_YO。>
		Prompt2 <誰か他を当たって%JG_R。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <悪い%JG_GA、その条件では受けられない%JV_F_WA%JV_NA。>
		Prompt2_2 <正直、関わりたくない%JV_F_WA%JV_NA。>
	end

