plot 0
	name <TEMPLATE XRAND FACEOFF>

	% A combat template for Extra-Random plots.

	% The PC will be given some reason to fight someone, then the fight
	% will take place. Before the fight starts, the PC may be able to
	% win the event through negotiation instead of fighting.

	% Normally, these templates feature plenty of messages which are
	% randomized. This template features just one message for each
	% thing the NPC might want to say. Why? Because a regular combat
	% mission might be encountered dozens of times over the course of
	% a campaign, while this one will likely just be encountered once.

	% E1 is the scene for the current episode.
	% E2 is the character who will give the PC a mission.
	% E3 is the scene to be used in the next episode.
	% E4 is the NPC who the PC must battle
	Element1 <Grab 3>
	Element2 <Character !Near 1>
	Element3 <Scene Town Target !Far 1>
	Element4 <Prefab>

	% V1 = Conversation counter
	% V2 = Combat Counter


	% On a cleanup request just delete this plot.
	cleanup <AdvancePlot 0>

	% If Persona E2 dies, load a new plot.
	% Upon entering combat, force a conversation with the supposed enemy.
	start <ifNPCOK E2 else GoDelete if= V2 1 if= V1 0 V= 1 1 ifNPCOK E4 ForceChat E4 NPCLevel E4 S103>
	GoDelete <S= 101 1 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.
	nu1 <if= T1 0 if= V2 1  V= 2 2  LoseRenown>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 100>

sub
	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:
	%  V1 = Job offer counter, V1=1 is job offered, V1=-1 if job denied
	%  V2 = Message Randomizer
	%  V3 = Threat value of enemy mecha
	%  V4 = Reward offered to PC for the mission
	%  V5 = Recharge time if mission fails
	% At startup, first check to see whether the PC has already
	% completed the mission or not.

	greeting <NewChat if= P2 3 else GoCheckLoss  Say 1 CashPrize V4 Goto GoEndMission>
	GoCheckLoss <if= P2 2 else GoCheckMission ifNPCOK E4 else GoE4Died Say 2 PCEnemy E4 S= 101 1 AdvancePlot 0>
	GoE4Died <Say 3 Goto GoEndMission>
	GoCheckMission <if= V1 1 else GoFirstTime Say 4 AddChat 1 AddChat 2 AddChat 3>

	% Unlike most combat missions, the PC is guaranteed to be offered
	% this one, since it's personal.
	% Set V1, V3, V4 here.
	GoFirstTime <V= 1 1 V= 3 Threat S103 200  V= 4 Reward V3 150 Memo 11 Say 6 AddChat 4 AddChat 5>

	% Do everything here that has to be done. If some of the ExtraRandom
	% parameters need to be changed, do that here as well.
	GoEndMission <S= 101 1 S+ 102 1 N= 3 E3 AdvancePlot 0>

	% Combat being entered
	result1 <EndChat Say 5 SavePos P= 2 1 V= 5 ComTime V+ 5 86400 Dynamic 2 V3 .nu1 .nu2 DynaNPC E4 2>
	.nu1 <if= T1 0 Return>
	.nu2 <if= T2 0 Salvage Return>
	% Combat being delayed
	result2 <NewChat Say 7>
	% How many points do the enemy have?
	result3 <NewChat Say 8 AddChat 1 AddChat 2>

	% Result 4 - may add Reputation command or whatnot
	result4 <NewChat Say 9 AddChat 1 AddChat 2 AddChat 3>

	% Result 5 - may add Reputation command or whatnot
	result5 <NewChat Say 10 AddChat 1 AddChat 2 AddChat 3>

	% 1 : Player has won the mission
	%    Should mention that next episode will happen in \ELEMENT 3
	Msg1 <>

	% 2 : Player lost mission
	Msg2 <>

	% 3 : Player has lost mission, but main enemy died, so it counts
	%     as a success for story but PC won't get paid
	Msg3 <>

	% 4 : Player has accepted mission, has returned from repair
	Msg4 <>

	% 5 : Combat is starting
	Msg5 <>

	% 6 : NPC explains what the PC should do in this mission, and why
	Msg6 <>

	% 7 : PC needs some time to get ready
	Msg7 <>

	% 8 : How many points? Use "\VAL V3 " for that
	Msg8 <>

	% 9 : Response to Prompt4
	Msg9 <>

	% 10 : Response to Prompt5
	Msg10 <>

	% 11 : Memo
	Msg11 <\ELEMENT 2 in \SCENE EScene 2 wants you to do something.>


	% 1 - 3 :  Standard combat entry options:
	%         Start Mission, Delay Mission, Mission Details
	Prompt1 <Let's start this mission.>
	Prompt2 <Give me some time to get ready.>
	Prompt3 <What will I be facing?>

	% 4 - 5 :  PC can have different reactions to Msg6 above
	Prompt4 <>
	Prompt5 <>


	Persona 4
	% This is the NPC that the PC has to fight. I don't really know
	% what to write here, so a very simple thing that you should replace.
	greeting <EndChat Say 1>
	Msg1 <Now you die, mutant turkey-pig!!!>

end
inv
	NPC Mecha Pilot

end
