% *********************************************
% ***   STC  Standard  Item  Descriptions   ***
% *********************************************

	Gun 5
	name <Smoke Launcher>
	desig <SML-5>
	type <SMOKE BLAST 3>
	caliber <50mm cannister>
	Range 4
	Scale 2
	Magazine 5
	sub
		Ammo 5
		caliber <50mm cannister>
	end

	Gun 2
	name <Light Machine Gun>
	desig <MAC-2>
	caliber <20mm caseless>
	Range 3
	BV 3
	scale 2
	Magazine 40
	sub
		Ammo 2
		caliber <20mm caseless>
	end

	Gun 4
	name <Machine Cannon>
	desig <MAC-4>
	caliber <45mm caseless>
	Range 6
	BV 3
	scale 2
	Magazine 60
	sub
		Ammo 4
		caliber <45mm caseless>
	end


	Gun 5
	name <Vulcan Cannon>
	desig <VC-5>
	caliber <45mm caseless>
	type <INTERCEPT>
	mass -7
	scale 2
	range 3
	acc -2
	BV 7
	magazine 80
	sub
		ammo 5
		caliber <45mm caseless>
	end

	Gun 8
	Scale 2
	name <Railgun>
	desig <RG-8>
	caliber <30mm ferrous>
	Range 6
	BV 4
	Magazine 100
	mass -4
	sub
		Ammo 8
		caliber <30mm ferrous>
		mass -6
	end

	Gun 16
	Scale 2
	name <Heavy Railgun>
	desig <RG-16>
	caliber <50mm ferrous>
	Range 7
	BV 3
	Magazine 60
	sub
		Ammo 16
		caliber <50mm ferrous>
		mass -8
	end

	Gun 12
	Scale 2
	name <Gauss Rifle>
	desig <GR-12>
	caliber <70mm ferrous>
	Range 7
	Recharge 1
	Magazine 24
	sub
		Ammo 12
		caliber <70mm ferrous>
	end

	Gun 9
	scale 2
	Name <Shaka Cannon>
	desig <SC-9>
	Caliber <150mm Shells>
	range 5
	Magazine 15
	sub
		Ammo 9
		Caliber <150mm Shells>
	end

	Gun 6
	scale 2
	Name <Repeater Cannon>
	desig <SC-6>
	Caliber <99mm Shells>
	range 5
	BV 1
	Magazine 30
	sub
		Ammo 6
		Caliber <99mm Shells>
	end

	Gun 7
	name <Mecha Blunderbuss>
	desig <MB-7>
	caliber <ferrous fragments>
	Scale 2
	type <SCATTER BRUTAL>
	range 5
	Acc 1
	Speed 2
	BV 1
	Magazine 50
	sub
		Ammo 7
		caliber <ferrous fragments>
	end

	Gun 17
	scale 2
	name <Gunner Bazooka>
	desig <GBAZ-17>
	caliber <70cm self-propelled>
	range 7
	scale 2
	mass -4
	recharge 1
	Magazine 8
	sub
		Ammo 17
		caliber <70cm self-propelled>
		type <BLAST 2 BRUTAL>
	end

	Gun 17
	name <Mecha Bazooka>
	desig <MBAZ-17>
	caliber <70cm self-propelled>
	range 7
	scale 2
	mass -4
	Magazine 12
	sub
		Ammo 17
		caliber <70cm self-propelled>
		type <BLAST 2 BRUTAL>
	end

	Gun 5
	Scale 2
	name <Mech Rifle>
	caliber <65mm caseless>
	desig <MRIF-5>
	Speed 2
	Range 6
	mass -4
	Magazine 120
	sub
		Ammo 5
		caliber <65mm caseless>
		mass -3
	end

	Gun 4
	Scale 2
	name <Skybolt Rifle>
	desig <SKBOR-4>
	caliber <15mm ferrous needle>
	desc <This light railgun fires electrically charged needles, potentially disabling the target's control system.>
	range 6
	Acc 2
	Speed 3
	Mass -1
	Magazine 20
	sub
		Ammo 4
		caliber <15mm ferrous needle>
		type <HAYWIRE>
	end

	Gun 24
	Scale 2
	name <Heavy Gauss Rifle>
	desig <GR-24>
	caliber <120mm ferrous>
	Range 8
	Recharge 1
	Magazine 16
	sub
		Ammo 24
		caliber <120mm ferrous>
	end

	BeamGun 3
	Scale 2
	name <Light Laser>
	DESIG <LAS-3>
	Range 2
	Recharge 3
	Acc 1

	BeamGun 5
	Scale 2
	name <Combat Laser>
	DESIG <LAS-5>
	Range 3
	Recharge 3
	ACC 1

	BeamGun 10
	Scale 2
	name <Laser Cannon>
	DESIG <LAS-10>
	Range 5
	Recharge 3
	ACC 1

	BeamGun 2
	Scale 2
	name <Particle Cannon>
	desig <PAR-2>
	type <OVERLOAD ANTIAIR>
	Range 7
	ACC 1
	Recharge 3

	BeamGun 6
	Scale 2
	name <Heavy Particle Cannon>
	desig <PAR-6>
	type <OVERLOAD ANTIAIR>
	Range 8
	ACC 1

	BeamGun 13
	Scale 2
	name <Superheavy Particle Cannon>
	desig <PAR-13>
	type <OVERLOAD ANTIAIR>
	Range 9
	Recharge 1

	BeamGun 8
	name <Phase Cannon>
	desig <PHS-8>
	type <ArmorPiercing>
	scale 2
	Range 7

	BeamGun 25
	name <Heavy Phase Cannon>
	desig <PHS-25>
	type <ArmorPiercing>
	Scale 2
	Range 8
	Recharge 1

	rockets 5
	name <Incendiary Missiles>
	SCALE 2
	desig <ICM-5>
	type <SWARM BURN>
	Range 7
	Magazine 1

	Rockets 1
	name <Scrambler Missiles>
	desig <SCRM-1>
	Scale 2
	type <HAYWIRE SWARM>
	range 6
	Magazine 1

	Rockets 18
	name <Incapacitator Missiles>
	desig <INM-18>
	Scale 2
	Acc 2
	type <OVERLOAD ARMORPIERCING ANTIAIR>
	range 8
	Magazine 1

	Rockets 4
	name <Haywire Missiles>
	desig <HWM-4>
	Scale 2
	type <HAYWIRE ANTIAIR>
	range 7
	acc 2
	Magazine 1

	Rockets 20
	Name <Leveler Missiles>
	Desig <LM-20>
	Scale 2
	Type <BLAST 1>
	Magazine 1
	range 8


	Rockets 9
	name <Plasma Missiles>
	desig <PLM-9>
	Scale 2
	type <BLAST 2 BRUTAL>
	Range 6
	Magazine 1

	Rockets 3
	name <Sparkle Missiles>
	Scale 2
	desig <SPKM-3>
	type <SWARM OVERLOAD>
	Acc 1
	Range 7
	Magazine 1

	Rockets 1
	name <Light Rockets>
	desig <LR-1>
	Scale 2
	Range 5
	ACC -2
	Magazine 1

	Rockets 8
	name <Anti-Armor Missiles>
	desig <AAM-8>
	type <ARMORPIERCING>
	Scale 2
	Range 6
	Magazine 1

	Rockets 10
	name <Heavy Rockets>
	desig <HR-10>
	Scale 2
	Range 6
	ACC -2
	Magazine 1

	Rockets 10
	name <Guided Missiles>
	desig <GM-10>
	type <ARMORPIERCING>
	Scale 2
	Range 7
	ACC 2
	Magazine 1

	Rockets 15
	name <Gajira Heavy Missiles>
	desig <GHM-15>
	Scale 2
	Range 8
	Magazine 1

	Rockets 20
	name <Light Nuclear Missile>
	type <Blast 3 Hyper Haywire>
	desig <NUKE-20>
	Scale 2
	Range 8
	Magazine 1

	Rockets 3
	Name <Hellfire Rockets>
	desig <HFR-3>
	Scale 2
	Type <BURN SWARM>
	Range 6
	Acc -1
	Magazine 1

	Rockets 2
	scale 2
	name <Swarm Missiles>
	desig <SWM-2>
	Range 7
	Magazine 1
	type <SWARM>

	Rockets 5
	scale 2
	name <Heavy Swarm Missiles>
	desig <SWM-5>
	Range 7
	Magazine 1
	type <SWARM>

	Rockets 6
	scale 2
	name <Frag Missiles>
	desig <FRM-6>
	Range 7
	Magazine 1
	type <SWARM BLAST 1>

	Rockets 8
	scale 2
	name <Fire Bee Missiles>
	desig <FBM-8>
	Range 7
	Magazine 1
	type <BURN BLAST 3>

	Rockets 15
	scale 2
	name <Decimator Missiles>
	desig <DCM-15>
	Range 8
	Acc -1
	Magazine 1
	type <BRUTAL BLAST 3>

	Rockets 12
	scale 2
	name <Thanatos Missiles>
	Desig <THM-12>
	range 6
	Magazine 1
	type <SWARM ARMORPIERCING HAYWIRE>




%  ********************
%  ***   TREASURE   ***
%  ********************

	Grenade 15
	name <Flame Gland>
	desig <FLAMEGLAND>
	desig_I18N <>
	SDL_PORTRAIT <item_flamegland.png>
	meat
	Scale 0
	type <Blast 2 BURN>
	mass 1

	gear 10 0 6
	name <Lobster Shield>
	desig <LOBSTERSHIELD>
	desig_I18N <>
	scale 0
	stat 1 2
	sub
		gear 4 0 12
		name <Spikes>
		type <BRUTAL MYSTERY STUN>
		scale 0
		Recharge 3
	end

	RepairFuel 45
	name <Spare Parts>
	scale 0
	desig <SPAREPARTS-1>
	desig_I18N <>

	RepairFuel 250
	name <Mecha Parts>
	scale 0
	desig <SPAREPARTS-2>
	desig_I18N <>
	mass 1

	SkillMechaSys
	name <Sentinel FCS>
	desig <SENTINELFCS>
	desig_I18N <>
	CyberSlot <ARTILLERY>
	SkillModMechaGunnery
	SkillModAmount 2

	SkillMechaSys
	name <Self Defense Matrix>
	desig <SELFDEFENSEMATRIX>
	desig_I18N <>
	CyberSlot <FIGHTING>
	SkillModMechaFighting
	SkillModAmount 1

	Food 30
	name <Red Bear Liver>
	desig <REDBEARLIVER>
	desig_I18N <>
	SDL_PORTRAIT <item_bearliver.png>
	FoodFX:Regeneration
	FoodMod 16
	FoodMorale -5
	FoodXP:Athletics
	FoodXPAmount 50

	Food 20
	name <Dragon Heart>
	desig <DRAGONHEART>
	desig_I18N <>
	SDL_PORTRAIT <item_dragonheart.png>
	FoodFX:Healing
	FoodMod 9
	FoodMorale -2
	FoodXP:Vitality
	FoodXPAmount 100

	Treasure
	name <Pelt>
	desig <PELT-1>
	desig_I18N <>
	SDL_PORTRAIT <item_pelt.png>
	mass 1

	Treasure
	name <Pearl>
	desig <PEARL-1>
	desig_I18N <>
	SDL_PORTRAIT <item_pearl.png>

	Food 30
	name <Boxed Lunch>
	desig <FOOD-1>
	desig_I18N <>
	SDL_PORTRAIT <item_boxedlunch.png>

	Food 20
	name <Hot Dog>
	desig <FOOD-2>
	desig_I18N <>
	SDL_PORTRAIT <item_hotdog.png>

	Food 25
	name <Meat>
	desig <FOOD-3>
	desig_I18N <>
	SDL_PORTRAIT <item_meat.png>
	FoodMorale -1

	Food 20
	name <Sashimi>
	desig <FOOD-4>
	desig_I18N <>
	SDL_PORTRAIT <item_sashimi.png>
	FoodMorale 1

	Food 15
	name <Mushroom>
	SDL_PORTRAIT <item_mushroom.png>
	desig <EDIBLE-MUSHROOM>
	desig_I18N <>

	Food 20
	name <Salad>
	desig <SALAD-1>
	desig_I18N <>
	SDL_PORTRAIT <item_salad.png>

	Food 25
	name <Meat>
	desig <TAINTED-MEAT>
	desig_I18N <>
	SDL_PORTRAIT <item_meat.png>
	FoodMorale -3
	FoodFX:CauseStatus
	FoodMod:Sickness

	Food 20
	name <Sashimi>
	desig <TAINTED-SASHIMI>
	desig_I18N <>
	SDL_PORTRAIT <item_sashimi.png>
	FoodMorale -3
	FoodFX:CauseStatus
	FoodMod:Poison



% **********************
% ***   METASCENES   ***
% **********************

MetaScene
desig <MS_PRESENTATION>
%% This is a press conference or similar media event
ClubMap
MapWidth 25
MapHeight 25
type <BUILDING PUBLIC>
special <AddExit>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1
	Passive

	Team 3
	name <Guards>
	setally 2

	room
	name <Foyer>
	desig <EntranceGrid>
	Content <Some 3 45 Here *URBAN_X>
	Content1 <Some 1 100 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end

MetaScene
desig <MS_SOCIAL>
%% This metascene is used in core story components based on task +Tsh.
%% It included opportunities for the PC to earn "party points".
ClubMap
MapWidth 25
MapHeight 25
type <BUILDING PUBLIC>
special <AddExit>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2

	room
	name <Foyer>
	desig <EntranceGrid>
	Content <Some 6 45 Here *URBAN_X>
	Content1 <Some 2 100 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end

MetaScene
desig <MS_OFFICE>
%% This is a generic place of business. If the calling plot sets its faction,
%% its content types will be improved.
ClubMap
MapWidth 20
MapHeight 20
type <BUILDING LEGIT PUBLIC>
special <AddExit>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2

	room
	name <Foyer>
	desig <EntranceGrid>
	Content <Some 4 45 Here *URBAN_X>
	Content1 <Some 1 100 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end

MetaScene
ClubMap
desig <MS_CAFE>
%% A generic cafe for meeting friends and talking.
MapWidth 25
MapHeight 25
type <LEGIT PUBLIC MEETING>
special <AddExit>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2

	room
	name <Dance Floor>
	ShowNAME <true>
	desig <EntranceGrid>
	Content <Some 4 45 Here *URBAN_X>
	Content1 <Some 1 100 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end

MetaScene
ClubMap
desig <MS_CLUB>
%% A generic club for meeting friends and dancing.
MapWidth 25
MapHeight 25
type <CLUB LEGIT PUBLIC MEETING>
special <AddExit>
Content <Some 5 25 Sub *CLUB_X>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2

	room
	name <Dance Floor>
	ShowNAME <true>
	desig <EntranceGrid>
	Content <Some 3 45 Here *URBAN_X>
	Content1 <Some 2 100 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end

MetaScene
ClubMap
desig <MS_SCHOOL>
%% A generic school for consulting with students and professors.
MapWidth 25
MapHeight 25
type <SCHOOL LEGIT PUBLIC>
special <AddExit>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2

	room
	name <Foyer>
	desig <EntranceGrid>
	Content <Some 5 45 Here *URBAN_X>
	Content2 <Some 1 100 Here *ANTI_ATTACK_SECURITY 2>
end

MetaScene
BoxMap
desig <MS_EmptyBuilding>
MapWidth 13
MapHeight 13
special <AddExit>
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2
end


% **********************
% ***   ENCOUNTERS   ***
% **********************

Encounter
desig <ENCOUNTER-DUEL>
% Sets this encounter's orders to Seek & Destroy... very slowly.
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
EncounterMove 2
update <if# Destination 0 else GoSetOrders  ifSceneExists Destination else GoHide ShowEncounter SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
ATTACK <  >

Encounter
desig <ENCOUNTER-WANDER>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
EncounterMove 50

Encounter
desig <ENCOUNTER-TELEPORT-MISSION>
name <Teleport to Metascene>
% This encounter is used for those cases where the PC goes directly to a metascene
% after activating a mission. It tries to always be in the same tile as the PC, and
% is never visible. In most cases, obviously, actual teleportation isn't involved...
update <SetSelfX PCX SetSelfY PCY  Goto GoHide>
EncounterMove 0

Encounter
desig <PLOT-MECHAMISSION-WANDER>
% Sets this encounter's orders to Passive
%  E1 must be the mission-giver
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
name <%name1%'s Mission>
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
EncounterMove 50

Encounter
desig <PLOT-LMSECRETSPOT>
% Sets this encounter's orders to Passive
%  A lancemate(E1)'s secret spot.
%  This encounter will activate during its subplot if the lancemate is alive
%  and in the party.
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
name <%name1%'s Destination>
update <if= PlotStatus %plotid% %id% else GoHide ifNPCOK %1% else GoHide ifNPCLancemate %1% else GoHide SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
Attack < >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <PLOT-LMPERSONALJOB>
% Sets this encounter's orders to Passive
%  A lancemate(E1)'s personal job.
%  This encounter will activate during its subplot if the lancemate is alive
%  and in the party.
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
name <%name1%'s Mission>
update <if= PlotStatus %plotid% %id% else GoHide ifNPCOK %1% else GoHide ifNPCLancemate %1% else GoHide SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
Attack < >
EncounterMove 0


Encounter
desig <CORE-MECHAENCOUNTER>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
name <%name1%'s Mission>
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
EncounterMove 50

Encounter
desig <CORE-STATIONARY>
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
attack < >
EncounterMove 0

Encounter
desig <CORE-INVISIBLEENCOUNTER>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
name <Hostile Mecha>
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
EncounterMove 50

Encounter
desig <CORE-INVISIBLEENCOUNTER-SD>
% Sets this encounter's orders to Seek & Destroy
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
name <Hostile Mecha>
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
EncounterMove 50

Encounter
desig <CORE-MECHAAMBUSH>
% This encounter attacks as soon as the PC enters the scene.
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
name <Mecha Ambush>
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  SetSelfX PCX SetSelfY PCY  ClearEncounterRecharge  Goto GoSetOrders>
ATTACK <ifG StatVal STAT_MetaVisibility -1   ifG PCScale 0    Goto GoAutoAttack>
EncounterMove 100

Encounter
desig <CORE-MECHAAMBUSH-ACTIVATABLE>
% This encounter attacks as soon as the PC enters the scene.
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
name <Hostile Mecha>
update <ifSelfEncActive else GoHide SetStat STAT_MetaVisibility 0  SetSelfX PCX SetSelfY PCY  ClearEncounterRecharge  Goto GoSetOrders>
EncounterMove 100


Encounter
desig <CORE-ACTIVATABLE>
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0

Encounter
desig <CORE-ACTIVATABLE-INVISIBLE>
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0

Encounter
desig <CORE-ACTIVATABLE-STATIONARY-DEFENDED>
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
%
% The first time the PC tries to enter, he will be attacked. Afterwards he may enter
% the location normally. The fight uses %threat% for its difficulty rating.
%
% The attacking faction will be the core story enemy faction, and the encounter
% threat level will be the StoryDL.
%%
%%  V1 =  Have defeated mecha counter
%%
%% %  Dynamic Combat Info
%% %    V2 = Initialization Counter
%% %    V3 = Destination Scene
%%
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  ShowEncounter  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
use <ifG StatVal STAT_MetaVisibility -1  if# V1 0 else GoStartCombat  Print -1 Exit Destination>
GoStartCombat <Alert 1 SavePos Dynamic 2 StoryDL 100 .nu1 .nu2 ComposeD Msg1 .Msg1 DynaVar= 3 Destination  DynaFaction &EnemyFac>
.nu1 <if= T1 0  Return  SeekGate L3   if= L2 0  L= 2 1  LoseRenown>
.nu2 <if= T2 0           if= L2 0  L= 2 1  XPV 100  AddRenown 1   EncounterVar= L3 1 1  Alert 1  Exit L3>
.msg1 <You have defeated the mecha.>
Msg1 <You are attacked by mecha as you approach \SCENE Destination !>
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <CORE-ENEMYSHIP-ENCOUNTER>
% The first time the PC tries to enter, he will be attacked. Afterwards he may enter
% the location normally.
%
% The attacking faction will be the core story enemy faction, and the encounter
% threat level will be the StoryDL.
% This encounter appears when PlotStatus %plotid% = %id%
%%
%%  V1 =  Have defeated mecha counter
%%
%% %  Dynamic Combat Info
%% %    V2 = Initialization Counter
%% %    V3 = Destination Scene
%%
update <if= PlotStatus %plotid% %id% else GoHide SetStat STAT_MetaVisibility 0  ShowEncounter Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
use <ifG StatVal STAT_MetaVisibility -1  if# V1 0 else GoMaybeCombat  Print 5 Exit Destination>
GoMaybeCombat <ifStealth SkillTar StoryDL else GoAutoCombat ifYesNo 2 3 4 else GoStartCombat XPV 100 V= 1 1 AddSociable -d6 Print 5 Exit Destination>
GoAutoCombat <Alert 1 Goto GoStartCombat>
GoStartCombat <SavePos Dynamic 2 StoryDL 100 .nu1 .nu2 ComposeD Msg1 .Msg1 DynaVar= 3 Destination  DynaFaction &EnemyFac>
.nu1 <if= T1 0  Return  SeekGate L3   if= L2 0  L= 2 1  LoseRenown>
.nu2 <if= T2 0           if= L2 0  L= 2 1  XPV 100  AddRenown 1   EncounterVar= L3 1 1  Alert 1  Exit L3>
.msg1 <You have defeated the mecha.>
Msg1 <As you approach the enemy ship, you are intercepted by its defenders!>
Msg2 <This ship is being defended by a lance of mecha. You feel confident that you can easily slip past them.>
Msg3 <Go straight for the ship.>
Msg4 <Attack the defenders.>
Msg5 <You approach the enemy ship.>
EncounterMove 30

Encounter
desig <ENCOUNTER-SEEKPC>
% Sets this encounter's orders to Seek & Destroy
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 0>
EncounterMove 50

Encounter
desig <ENCOUNTER-GOTOSPOT>
% This encounter will try to go to the spot specified.
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 1>
EncounterMove 50

Encounter
desig <QUEST-ENCOUNTER-WANDER>
% A Quest Encounter doesn't have a MetaScene ID.
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
Special <NoMSID>
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
EncounterMove 50

Encounter
desig <QUEST-ENCOUNTER-AUTO-WANDER>
% A Quest Encounter doesn't have a MetaScene ID.
% It becomes active when QuestStatus %qid% = %id% and remains visible
% forever after that.
%  V-1 = Have become visible counter
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= PlotStatus %plotid% %id% else GoHide  Goto GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
EncounterMove 50

Encounter
desig <QUEST-ENCOUNTER-STATIONARY>
% A Quest Encounter doesn't have a MetaScene ID.
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
Special <NoMSID>
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <QUEST-ENCOUNTER-AUTO-STATIONARY>
% A Quest Encounter doesn't have a MetaScene ID.
% It becomes active when QuestStatus %qid% = %id% and remains
% active forever after.
%  V-1 = Have become visible counter
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= PlotStatus %plotid% %id% else GoHide  Goto GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <QUEST-MAPMARKER-STATIONARY>
% A Quest Encounter doesn't have a MetaScene ID.
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
Special <NoMSID>
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  ShowEncounter  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <QUEST-MAPMARKER-AUTO-STATIONARY>
% A Quest MapMarker doesn't have a MetaScene ID.
% It becomes active when QuestStatus %qid% = %id% and remains
% active forever after.
%  V-1 = Have become visible counter
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= PlotStatus %plotid% %id% else GoHide  Goto GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0  ShowEncounter  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <QUEST-MAPMARKER-AUTO-WANDER>
% A Quest MapMarker doesn't have a MetaScene ID.
% It becomes active when QuestStatus %qid% = %id% and remains
% active forever after.
%  V-1 = Have become visible counter
Special <NoMSID>
update <if= V-1 0 else GoSetVisible if= PlotStatus %plotid% %id% else GoHide  Goto GoSetVisible>
GoSetVisible <V= -1 1 SetStat STAT_MetaVisibility 0  ShowEncounter  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 50
ENCOUNTER_NonCombat

Encounter
desig <QUEST-ENCOUNTER-ACTIVE-STATIONARY>
% A Quest Encounter doesn't have a MetaScene ID.
% This one is always active.
Special <NoMSID>
update < >
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <QUEST-MAPMARKER-ACTIVE-STATIONARY>
% A Quest Encounter doesn't have a MetaScene ID.
% This one is always active.
Special <NoMSID>
update <ShowEncounter>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <QUEST-MAPMARKER-STATIONARY-DEFENDED>
% A Quest Encounter doesn't have a MetaScene ID.
% This one does, however, require a NID
% It becomes active when its NAG_Narrative/NAS_EncounterActive attribute is nonzero.
%
% The first time the PC tries to enter, he will be attacked. Afterwards he may enter
% the location normally. The fight uses %threat% for its difficulty rating.
%
%%
%%  V1 =  Have defeated mecha counter
%%
%% %  Dynamic Combat Info
%% %    V1 = Entrance NID
%% %    V2 = Initialization Counter
%% %    V3 = Destination Scene
%%
Special <NoMSID>
update <ifSelfEncActive else GoHide  SetStat STAT_MetaVisibility 0  ShowEncounter  Goto GoSetOrders>
% Sets this encounter's orders to Passive
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
Attack <  >
use <ifG StatVal STAT_MetaVisibility -1  if# V1 0 else GoStartCombat  Print -1 Exit Destination>
GoStartCombat <Alert 1 SavePos Dynamic 2 %threat% 100 .nu1 .nu2 ComposeD Msg1 .Msg1 DynaVar= 1 SelfNID DynaVar= 3 Destination  DynaFaction SelfFac>
.nu1 <if= T1 0  Return   if= L2 0  L= 2 1  LoseRenown>
.nu2 <if= T2 0           if= L2 0  L= 2 1  XPV 100  AddRenown 1   ItemVar= L1 1 1  Alert 1  Exit L3>
.msg1 <You have defeated the mecha.>
Msg1 <You are attacked by mecha as you approach \SCENE Destination !>
EncounterMove 0
ENCOUNTER_NonCombat

Encounter
desig <DYNAMICENCOUNTER-DAILY-WANDER>
%
% A Dynamic Encounter doesn't lead to a scene; instead, it triggers a
% dynamic mecha fight.
% Once activated, the DAILY encounter will attack the PC once per day
% until it is defeated.
%
% USAGE: Assign a name and faction for the encounter. When you want it to
%  become active, set its clock (V1) and difficulcy rating (V2). When the
%  encounter has been defeated, V3 will be nonzero.
%
%  Alter .msg1 to change the message printed when the fight is won.
%
%  Once the fight has been won, this battle won't appear again unless it
%  is reset by an outside source. If you want the encounter to be deleted
%  after it is finished, this must be done by an outside source.
%
Special <NoMSID>
% V1 = Visibility Clock. If ComTime > V1 and V1 <> 0, encounter is active
% V2 = Difficulcy Rating.
% V3 = Victory Counter. Increases by one each time the PC defeats the pirates.
update <if# V1 0 else GoHide ifG ComTime V1 else GoHide  SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
use <ifG StatVal STAT_MetaVisibility -1  Print -1  Goto GoStartCombat>
ATTACK <ifG StatVal STAT_MetaVisibility -1   ifG PCScale 0    ifUStealth 15 else GoAutoAttack ifYesNo -3 -4 -5 else GoAvoidAttack Goto GoAutoAttack>
GoAutoAttack <Alert -2 Goto GoStartCombat>
GoAvoidAttack <Print -6 AddSociable -1>
% In the dynamic scene, L1 = This encounter's NID
GoStartCombat <V= 1 0  SavePos Dynamic 2 V2 100 .nu1 .nu2 ComposeD Msg1 .Msg1 DynaVar= 1 SelfNID DynaFaction SelfFac>
.nu1 <if= T1 0  Return   if= L2 0  L= 2 1  LoseRenown  ItemVar= L1 1 ComTime ItemVar+ L1 1 d86400 ItemVar+ L1 1 43200>
.nu2 <if= T2 0           if= L2 0  L= 2 1  XPV 100  AddRenown 1   ItemVar+ L1 3 1  Alert 1>
.msg1 <You have defeated the mecha.>
EncounterMove 50



% ******************************
% ***   SUPERWEAPON  PARTS   ***
% ******************************

CombatProp 10
name <Weapon Platform>
Desig <SW-WEDGE-0>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
sdl_sprite <prop_mesh7.png>
Scale 2
RangedCombat 8
Initiative 8
ElectronicWarfare 10
sub
	Turret
	size 3
	armor 3
	sub
		BeamGun 2
		Scale 2
		name <Particle Cannon>
		type <OVERLOAD ANTIAIR>
		Range 6
		ACC 1
		Recharge 4
	end
end

CombatProp 15
name <Weapon Platform>
Desig <SW-WEDGE-1>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
sdl_sprite <prop_mesh7.png>
Scale 2
RangedCombat 10
Initiative 10
ElectronicWarfare 14
SpotWeakness 9
sub
	Turret
	size 3
	armor 3
	sub
		BeamGun 4
		Scale 2
		name <Particle Cannon>
		type <OVERLOAD ANTIAIR>
		Range 8
		ACC 1
		Recharge 4
	end
end

CombatProp 20
name <Weapon Platform>
Desig <SW-WEDGE-2>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
sdl_sprite <prop_mesh7.png>
Scale 2
RangedCombat 12
Initiative 12
ElectronicWarfare 18
SpotWeakness 12
sub
	Turret
	size 3
	armor 3
	sub
		BeamGun 4
		Scale 2
		name <Particle Cannon>
		type <OVERLOAD ANTIAIR>
		Range 8
		ACC 1
		Recharge 4
	end
end

CombatProp 25
name <Weapon Tower>
Desig <SW-TOWER-1>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
SDL_SPRITE <prop_turret1.png>
Mesh 8
Scale 2
RangedCombat 16
Initiative 10
ElectronicWarfare 18
sub
	Turret
	size 5
	armor 5
	sub
		BeamGun 6
		Scale 2
		name <MegaBeam>
		type <HYPER>
		Range 6
		Recharge 1
	end
end

CombatProp 20
name <Missile Launcher>
Desig <SW-SLAB-1>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
SDL_SPRITE <prop_turret1.png>
Mesh 6
Scale 2
RangedCombat 14
Initiative 6
ElectronicWarfare 18
sub
	Turret
	size 5
	armor 5
	sub
		MLauncher 16
		sub
			Rockets 2
			name <Defense Missiles>
			Range 8
			Magazine 80
			type <SWARM BRUTAL>
		end
	end
end

CombatProp 20
name <Missile Launcher>
Desig <SW-SLAB-2>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
SDL_SPRITE <prop_turret1.png>
Mesh 5
Scale 2
RangedCombat 14
Initiative 6
ElectronicWarfare 18
sub
	Turret
	size 5
	armor 5
	sub
		BeamGun 4
		Scale 2
		name <Particle Cannon>
		type <OVERLOAD ANTIAIR>
		Range 8
		ACC 1
		Recharge 4
	end
end


% *************************
% ***  SPACESHIP PARTS  ***
% *************************

CombatProp 10
name <Cannon Mount>
Desig <SS-CANNON-0>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
sdl_sprite <prop_mesh7.png>
Scale 2
RangedCombat 10
Initiative 9
ElectronicWarfare 15
SpotWeakness 10
sub
	Turret
	size 3
	armor 3
	sub
		BeamGun 2
		Scale 2
		name <Particle Cannon>
		type <OVERLOAD ANTIAIR>
		Range 7
		ACC 1
		Recharge 4
	end
end

CombatProp 15
name <Cannon Mount>
Desig <SS-CANNON-1>
roguechar <=>
SDL_SKIN <tex_spaceship_body.png>
sdl_sprite <prop_mesh7.png>
Scale 2
RangedCombat 12
Initiative 11
ElectronicWarfare 24
SpotWeakness 12
sub
	Turret
	size 3
	armor 3
	sub
		BeamGun 4
		Scale 2
		name <Particle Cannon>
		type <OVERLOAD ANTIAIR>
		Range 8
		ACC 1
		Recharge 4
	end
end


% **********************
% ***  COMBAT PROPS  ***
% **********************

CombatProp 10
name <Light Defense Turret>
Desig <TURRET-1>
sdl_sprite <prop_turret1.png>
roguechar <&>
Scale 2
RangedCombat 8
Initiative 10
sub
	Turret
	size 3
	armor 3
	sub
		Gun 4
		name <Machine Cannon>
		desig <MAC-4>
		caliber <20mm caseless>
		Range 6
		BV 3
		scale 2
		Magazine 60
		sub
			Ammo 4
			caliber <20mm caseless>
		end
	end
end

CombatProp 10
name <Pillbox>
Desig <TURRET-2>
roguechar <&>
Scale 2
RangedCombat 8
Initiative 10
Mesh 2
sdl_sprite <prop_mesh2.png>
sdl_SKIN <tex_building_pillbox.png>
sub
	Turret
	size 3
	armor 3
	sub
		Gun 4
		name <Machine Cannon>
		desig <MAC-4>
		caliber <20mm caseless>
		Range 6
		BV 3
		scale 2
		Magazine 60
		sub
			Ammo 4
			caliber <20mm caseless>
		end
	end
end

Prop 20
name <Bunker>
Desig <Bunker-1>
roguechar <&>
Scale 2
Mesh 1
sdl_SKIN <tex_building_pillbox.png>
sdl_sprite <prop_mesh1.png>
Frame 1


% ******************
% ***  PERSONAS  ***
% ******************

Persona
%% A blank persona.
desig <PERSONA_BLANK>
greeting <NewChat SayAnything>

Persona
%% A persona which should revert back to the original.
desig <PERSONA_REVERT>
greeting <RevertPersona>


% *****************
% ***   DEBUG   ***
% *****************

Scene
BoxMap
desig <SCENE_EmptyBuilding>
MapWidth 32
MapHeight 32
nu1 <if= T1 0 Return>
sub
	Team 1

	Team 2
	name <Citizens>
	setally 1 3
	Passive

	Team 3
	name <Guards>
	SetAlly 1 2
end

