Plot 0
	name <World Map Encounter Template>

	% NPC E2 will inform PC of a potential encounter on the
	% world map. If PC meets and defeats the encounter, he
	% may return to NPC E2 for a reward of some kind.

	% You can make it into a complete combat mission just
	% by filling in the blanks in the MESSAGE BLOCKs below.

	% **********************
	% *** ELEMENTS BLOCK ***
	% **********************
	% This plot will likely be called from a faction story.
	% So, it will grab the identity of the faction as its first
	% element, and a member of the faction to give the job to
	% the PC.

	% E1 is the faction behind the story
	Element1 <Grab 1>

	% E2 is the NPC who will give the PC the mission.
	Element2 <Character !Comrade 1>


	% ********************
	% *** SCRIPT BLOCK ***
	% ********************
	% V1 = Time Limit
	% V2 = Combat Indicator, if V2=1 combat has been entered
	% V3 = Email sent indicator.
	% V4 = Combat Threat Level
	%   if V4=0, PC has not yet been given the mission.

	% On a cleanup request, delete this plot unless combat has been
	% entered.
	cleanup <if= V2 0 AdvancePlot 0>

	% Time limit. This plot will conclude in one day, or immediately
	% if NPC E2 is killed.
	start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
	GoCheckTime <if= V2 0 ifG ComTime V1 ifG V4 0 else GoDelete AdvancePlot 1>
	GoDelete <AdvancePlot 0>

	% Combat check. If combat has been entered, V2=1.
	% Combat ends in victory if the number of active masters on
	% team two drops to zero, or ends in defeat is the number of
	% active masters on team one drops to zero. After combat, V2=3
	% if the player was victorious or V2=2 is the player lost.
	% Finally, if the player won, the calling story's faction victory
	% count (by default now story variable 101) will be increased.
	nu1 <if= T1 0 if= V2 1  V= 2 2  Reputation 6 -7>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 100  S+ 101 1>

	% Email check. If the PC belongs to the same faction as the NPC,
	% he may receive an email about the mission. Make a check every
	% 5 minutes.
	5Min <if= d50 23 if= V3 0 if= PCFac E1 V= 3 1 Email d5>
	% Alternate Version: send email if PC is well-liked, regardless
	% of faction affiliation.
	% 5Min <if= d50 23 if= V3 0 ifG RReact E2 d70 V= 3 1 Email d5>

	% World map encounter checks.
	%  Note that the encounter can only happen after the PC has spoken
	%  to the NPC. Also note that it cannot happen twice.
	%  For encounter levels 1 and 2, the PC must make an AWARENESS roll
	%  to activate the encounter.
	ENC1 <ifG V4 0 if= V2 0 ifG AWARENESS 25  Goto GoStartCombat>
	ENC2 <ifG V4 0 if= V2 0 ifG AWARENESS 10  Goto GoStartCombat>
	ENC3 <ifG V4 0 if= V2 0  Goto GoStartCombat>

	% Combat starts here.
	GoStartCombat <Block ifYesNo 51 52 53   SavePos P= 2 1 Dynamic 2 V4 .nu1 .nu2>
	.nu1 <if= T1 0 Return>
	.nu2 <if= T2 0 Salvage Return>


	% *********************
	% *** MESSAGE BLOCK ***
	% *********************

	% 01 - 05 :  Email Messages.
	%  The NPC is offering the PC a mission via email.
	Msg1 <\PERSONA E2 @ \SCENE EScene 2 :// >
	Msg2 <\PERSONA E2 @ \SCENE EScene 2 :// >
	Msg3 <\PERSONA E2 @ \SCENE EScene 2 :// >
	Msg4 <\PERSONA E2 @ \SCENE EScene 2 :// >
	Msg5 <\PERSONA E2 @ \SCENE EScene 2 :// >

	% 51 :  Description of encounter
	Msg51 <You see some mecha which match the description \ELEMENT 2 gave you.>
	% 52 :  Start the encounter
	Msg52 <Approach them.>
	% 53 :  Try to evade them
	Msg53 <Get away.>

sub
	% This next bit is the conversation which will happen when the
	% PC speaks to E2.

	Persona 2

	% Fill in something for the rumor string, so the PC will know who
	% has a job to offer. !2 will add the name of the NPC, while !1
	% will add the name of the faction.
	rumor <>
	% eg., rumor <!2 might have a job for you.>

	% ********************
	% *** SCRIPT BLOCK ***
	% ********************
	% If you're feeling faint of heart, just skip this
	% and jump straight to the messages block below.
	% Here are the variables used in this conversation:
	%  V2 = Message randomizer
	%  V4 = Pay for the job
	%  V5 = Specific job description

	greeting <NewChat if= P2 3 else GoCheckLoss Say d5 CashPrize V4 AdvancePlot 0>
	GoCheckLoss <if= P2 2 else GoCheckJob V= 2 5 V+ 2 d5 Say V2 AdvancePlot 0>

	% If the PC has already accepted but not yet completed the job,
	% the NPC will merely remind him of what he's supposed to do.
	GoCheckJob <ifG P4 0 else GoFirstTime Say V5>

	% The first time here, the PC will be offered the job automatically
	% if he belongs to the right faction, or if he was sent the email.
	GoFirstTime <if= PCFac E1 else GoCheckEmail Goto GoStartMission>
	GoCheckEmail <if# P3 0 else GoCheckFriend V= 2 20 V+ 2 d2 Say V2 AddChat d2 V= 2 2 V+ 2 d2 AddChat V2>

	% A good friend of the NPC may also be offered a chance at the job.
	GoCheckFriend <ifG React 40 else GoAway V= 2 22 V+ 2 d3 Say V2 AddChat d2 V= 2 2 V+ 2 d2 AddChat V2>
	% ALternatively, a non-hated PC with heroic rep might get it...
	% GoCheckFriend <ifG React -d10 else GoAway ifG PCRep 1 d50 else GoAway V= 2 22 V+ 2 d3 Say V2 AddChat d2 V= 2 2 V+ 2 d2 AddChat V2>

	% Otherwise, no chance of getting this mission.
	% Why is there no partial PC-can-say-something-to-get-job chance?
	% Two reasons- because this job involves searching the world map,
	% it's not a premium mission. Best not to make the PC jump through
	% hoops for this kind of job. Secondly- I'm tired and it's late
	% at night. If you want extra complexity, cut and paste from one
	% of the other templates and see if you can get it to work.
	GoAway <V= 2 15 V+ 2 d5 Say V2>

	GoStartMission <V= 2 FacVar E1 1000 V+ 2 d10 P= 4 Threat V2 75 V= 4 Reward P4 175 V= 5 10 V+ 5 d5 Say V5 Memo 27>

	result1 <NewChat Goto GoStartMission>
	result2 <Goto result1>

	result3 <NewChat Say 26 AdvancePlot 0>
	result4 <Goto result3>

	% *********************
	% *** MESSAGE BLOCK ***
	% *********************

	% 01 - 05 :  Player has won the battle and is being paid.
	Msg1 <>
	Msg2 <>
	Msg3 <>
	Msg4 <>
	Msg5 <>

	% 06 - 10 :  Player has lost the battle.
	Msg6 <>
	Msg7 <>
	Msg8 <>
	Msg9 <>
	Msg10 <>

	% 11 - 15 :  Mission description.
	%  List pay using "$ \VAL V4".
	Msg11 <>
	Msg12 <>
	Msg13 <>
	Msg14 <>
	Msg15 <>

	% 16 - 20 :  NPC brushes off the PC.
	Msg16 <>
	Msg17 <>
	Msg18 <>
	Msg19 <>
	Msg20 <>

	% 21 - 22 :  Player got email, NPC needs help.
	Msg21 <>
	Msg22 <>

	% 23 - 25 :  NPC will offer job to PC because they're friends.
	Msg23 <>
	Msg24 <>
	Msg25 <>

	% 26 :  PC has rejected the mission.
	Msg26 <Argh, you have rejected me...>
	% 27 :  Memo.
	Msg27 <\ELEMENT 2 in \SCENE EScene 2 asked you to be on the lookout for something.>

	% 01 - 02 :  PC accepts mission
	Prompt1 <I'll look for them.>
	Prompt2 <>

	% 03 - 04 :  PC rejects mission
	Prompt3 <I don't think I can help you.>
	Prompt4 <>


	Plot 1
		% This plot is advanced to if the PC ran out of time
		% before finding the world map encounter.

		% Time limit. This plot will conclude in one day, or immediately
		% if NPC E2 is killed.
		start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
		GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
		GoDelete <AdvancePlot 0>

	sub
		Persona 2
		% This conversation just involves telling the PC that
		% the job is over.
		greeting <NewChat Say d5 AdvancePlot 0>

		% *********************
		% *** MESSAGE BLOCK ***
		% *********************

		% 01 - 05 :  Time is over, the mission failed.
		Msg1 <>
		Msg2 <>
		Msg3 <>
		Msg4 <>
		Msg5 <>

	end

end
