File: TS_CORP_BanDef_PLOT_Default.txt

package info (click to toggle)
gearhead 1.310-1
  • links: PTS
  • area: main
  • in suites: buster
  • size: 10,028 kB
  • sloc: pascal: 36,375; makefile: 78
file content (265 lines) | stat: -rw-r--r-- 13,087 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
Plot 0
	name <Protect the Convoy>
	% [[Ver1.4]]

	% E1 is the faction behind the story
	Element1 <Grab 1>
	Element2 <Character !Comrade 1>

	% ********************
	% *** SCRIPT BLOCK ***
	% ********************
	%  V1 = Time Limit
	%  V2 = Combat Indicator, if V2=1 combat has been entered
	%  V3 = Email sent indicator.

	%  S101 = Faction Victory Count
	%  S102 = Enemy Victory Count (if appropriate)
	%  S103 = How many times PC fought for faction
	%  S104 = How many times PC fought against faction


	% 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 <ifNPCOK 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>

	% 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  if= L2 0 else GoPCWon V= 2 2  LoseRenown>
	GoPCWon <V= 2 3  Reputation 6  1  XPV 50  S+ 101 1 FacXP+ E1 1>


	% Email check. If the PC sufficiently liked by the NPC,
	% he may receive an email about the mission. Make a check every
	% 5 minutes.
	5Min <if= d50 23 if= V3 0 ifG RReact E2 d70 V= 3 1 Email d5>


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

	% 01 - 05 :  Email Messages.
	%  The NPC is offering the PC a mission via email.
	Msg1 <\PERSONA E2 @ \SCENE EScene 2 :// We have a truck that needs protection. Report here at once.>
	Msg2 <\PERSONA E2 @ \SCENE EScene 2 :// Not happy with your current position? Do well on this job and you might be promoted.>
	Msg3 <\PERSONA E2 @ \SCENE EScene 2 :// I have a mecha assignment for you. Report to the office as soon as possible.>
	Msg4 <\PERSONA E2 @ \SCENE EScene 2 :// Security must be job #1. Report to office for a convoy protection mission.>
	Msg5 <\PERSONA E2 @ \SCENE EScene 2 :// I have a mission for you.>


sub
	% This next bit is the conversation which will happen when the
	% PC speaks to E2.
	Persona 2
	rumor <!2 needs a good pilot to protect the !1 convoy.>


	% ********************
	% *** 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
	% At startup, first check to see whether the PC has already
	% completed the mission or not.
	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>
	GoCheckJob <if= V1 1 else GoCheckFirst Say 101 Goto GoAddComOps>

	% The first time the PC meets the NPC, the PC will be given the
	% mission automatically if he's part of the same faction, or if
	% he is a friend of the NPC, or if he's already been sent email.

	% The PC will be denied the mission if he's helped the enemy.
	GoCheckFirst <if= S104 0 else GoDenied if= V1 0 else GoDenied V= 1 -1 V= 3 Threat PCRep 6 80 V= 4 Reward V3 120 Goto GoCheckFaction>

	GoCheckFaction <if= PCFac E1 else GoCheckEmail V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	GoCheckEmail <if= P3 1 else GoCheckFriend V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	GoCheckFriend <ifG React 30 else GoNoAutomatic V= 2 15 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>
	GoNoAutomatic <ifG React -d10 else GoDenied V= 2 20 V+ 2 d5 Say V2 V= 2 10 V+ 2 d3 AddChat V2 V= 2 13 V+ 2 d3 AddChat V2 V= 2 16 V+ 2 d3 AddChat V2>
	GoDenied <V= 1 -1 SayAnything AdvancePlot 0>

	GoAddComOps <V= 1 1 AddChat d2 V= 2 2 V+ 2 d2 AddChat V2 V= 2 4 V+ 2 d2 AddChat V2 Memo 107>

	% The PC will enter combat here.
	result1 <EndChat V= 2 35 V+ 2 d5 Say V2 Goto GoStartCombat>

	GoStartCombat <SavePos S+ 103 1 P= 2 1 Staged .scene V3 Encounter 12 15 .edesc>
	.scene <SCENE_ProtectConvoy.txt>
	.edesc <Bandit Chaotic>
	result2 <Goto Result1>

	% The PC needs some time to get ready.
	result3 <NewChat Say 103>
	result4 <Goto Result3>

	% The PC will be told the enemy's point value.
	result5 <NewChat V= 2 25 V+ 2 d5 Say V2 AddChat 1 AddChat 3>
	result6 <Goto result5>

	% The PC accepts the job offer.
	result7 <NewChat V= 2 10 V+ 2 d5 Say V2 Goto GoAddComOps>
	result8 <Goto result7>

	% The PC refuses the job offer.
	result9 <NewChat Say 102 V= 1 -1 AdvancePlot 0>
	result10 <Goto result9>

	% The PC tries to get the job via "PLAN A"- be cheerful.
	result11 <NewChat ifG PCRep 5 d20 else GoR11Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>
	result12 <Goto result11>
	result13 <Goto result11>

	% PLAN "A", whatever it was, has failed...
	GoR11Lose <NewChat Say 104 V= 1 -1 AdvancePlot 0>


	% The PC tries to get the job via "PLAN B"- be Lawful.
	result14 <NewChat ifG PCRep 2 d10 else GoR14Lose V= 2 30 V+ 2 d5 Say V2 V= 2 6 V+ 2 d2 AddChat V2 V= 2 8 V+ 2 d2 AddChat V2>
	result15 <Goto result14>
	result16 <Goto result14>

	% PLAN "B", whatever it was, has failed...
	GoR14Lose <NewChat Say 105 V= 1 -1 AdvancePlot 0>

	% The player doesn't want this stinkin' job.
	result17 <NewChat Say 106 V= 1 -1 AdvancePlot 0>
	result18 <Goto result17>
	result19 <Goto result17>


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

	% 01 - 05 :  Player has won the battle and is being paid.
	Msg1 <Good job out there. Here's your pay.>
	Msg2 <Our truck made it through. Here's the cash you earned.>
	Msg3 <Here's your pay for a job well done.>
	Msg4 <The company values people like you. Here's your pay.>
	Msg5 <You did well. Here's the cash I promised you.>

	% 06 - 10 :  Player has lost the battle.
	Msg6 <You failed... the bandits got our truck.>
	Msg7 <That was a bit of a disaster, wasn't it? Try not to mess up like that again.>
	Msg8 <Wow, there certainly were a lot of them hiding in the woods, weren't there?>
	Msg9 <You failed. The mission was a complete failure. And I'm going to catch hell from the trucker's union...>
	Msg10 <The truck was destroyed. You have failed in your mission.>

	% 11 - 15 :  Description of mission.
	%  use "$ \VAL V4 " to insert the pay for the mission,
	%  and don't forget to mention that the PC also gets salvage.
	Msg11 <It's a fairly straightforward mission... Just defend our truck from any bandits encountered, and you'll get $ \VAL V4 .>
	Msg12 <Protect our convoy from any bandits you encounter. As long as the truck isn't destroyed, you'll earn $ \VAL V4 for the mission.>
	Msg13 <Our trucks must be protected from bandits, so I want you to guard them. It's worth $ \VAL V4 for the job so long as our cargo gets through.>
	Msg14 <There are bandits waiting for our truck to pass. I need you to make sure they don't capture the shipment. You'll earn $ \VAL V4 as long as the cargo makes it to the destination.>
	Msg15 <I need you to defend our truck against any bandits encountered. The job pays $ \VAL V4 , assuming of course that the cargo isn't harmed.>

	% 16 - 20 :  Player is asked if he is looking for a job.
	Msg16 <Bandits have been raiding our trucks. I have a defense contract available for a mecha pilot, if you're into that line of work.>
	Msg17 <Ravagers from the dead-zone have been attacking our trucks. I have another convoy heading out today, and could use a pilot to guard them. Interested?>
	Msg18 <\ELEMENT 1 has a defense contract available for a mecha pilot. Interested?>
	Msg19 <I've got a mission available, if you're interested in working for \ELEMENT 1 .>
	Msg20 <If you're looking for a job I have a caravan defense contract available.>

	% 21 - 25 :  NPC implies job, PC might have chance to get it.
	Msg21 <We have another shipment of goods to send out today, but there's always the danger that the convoy will be attacked by bandits.>
	Msg22 <Those wasteland ravagers have been getting bolder all the time... I have to send a shipment of goods today, but it has to pass through dangerous territory.>
	Msg23 <Ever since we lost a truck to ravagers last week all of the drivers have been nervous about going out.>
	Msg24 <Our trucks need to pass through dangerous areas in order to reach market. It's tough, but it's the only way.>
	Msg25 <I've got to send a shipment of goods; I hope it gets to its destination, what with all the bandits on the road...>

	% 26 - 30 :  PC will be told exact enemy point value.
	%  use "\VAL V3 " to insert the value.
	Msg26 <They've got about \VAL V3 threat points worth of gear. It might not sound like much, but it's quite enough to easily disable the truck.>
	Msg27 <They should have around \VAL V3 points worth of mecha. Make sure that none of it gets near the truck.>
	Msg28 <Reports indicate that they have \VAL V3 tactical points worth of mecha. Remember, all it takes is one stray bullet and the truck could be disabled.>
	Msg29 <They should have around \VAL V3 tactical threat points of machinery. I think you can take that no problem, but the real challenge will be keeping them all away from the truck.>
	Msg30 <The bandits usually field around \VAL V3 points worth of mecha at a time. You'll need to block all of that from getting close to the truck.>

	% 31 - 35 :  "PLAN A" or "PLAN B" worked... the PC is offered
	%  a job and may choose either prompt7/8 to accept or prompt9/10
	%  to reject it.
	Msg31 <Maybe you can be of use to \ELEMENT 1 . I need a pilot to guard our trucks... Interested in running a mission?>
	Msg32 <I think you can help me. I need a mecha pilot to act as convoy guard. Interested?>
	Msg33 <Are you looking for a job? \ELEMENT 1 has a contract available, if you're willing.>
	Msg34 <That's very interesting. I think I may have a position available for you, if you'd like to run a mission for \ELEMENT 1 .>
	Msg35 <How'd you like a mission? I could really use someone to guard our convoy, if you're interested.>

	% 36 - 40 :  Combat is starting.
	Msg36 <Remember, protect the merchandise at all costs!>
	Msg37 <Don't let those devos close to our truck.>
	Msg38 <Good luck. Report back here when you're finished and I'll give you the money you earned.>
	Msg39 <Defend the truck, no matter what!>
	Msg40 <Remember, if the truck gets disabled then you don't get paid!>


	% 101 :  Player accepted job, then left to get ready.
	Msg101 <Our convoy is ready to move out. Are you ready?>
	% 102 :  Player has refused to take job; answer to prompts 9-10.
	Msg102 <Too bad. Now I'll have to go with my second choice for pilot.>
	% 103 :  Player has asked for some time to get ready.
	Msg103 <Get everything in order, and then we can start.>
	% 104 :  "PLAN A" has failed, and the PC is not offered a job.
	Msg104 <Things are much more serious here than you expect...>
	% 105 :  "PLAN B" has failed, and the PC is not offered a job.
	Msg105 <You? I don't think you're exactly the type to be protecting our convoy from thieves, if you catch my meaning.>
	% 106 :  Player doesn't want job; answer to prompts 17-19.
	msg106 <That's a shame. Well, I can always find someone else.>
	% 107 :  Memo
	msg107 <\ELEMENT 2 in \SCENE EScene 2 offered you a convoy defense mission for \ELEMENT 1 .>

	% 01 - 02 :  Ready to start the mission
	Prompt1 <All ready to roll out.>
	Prompt2 <I'm ready to go.>

	% 03 - 04 :  Need time to get ready first.
	Prompt3 <Give me some time to get ready.>
	Prompt4 <Maybe I should prepare first.>

	% 05 - 06 :  What is the enemy point value?
	Prompt5 <What am I up against out there?>
	Prompt6 <What kind of gear do the bandits have?>

	% 07 - 08 :  After being asked if he wants a job, PC says yes.
	Prompt7 <I'm interested.>
	Prompt8 <I'll do it.>

	% 09 - 10 :  After being asked if he wants a job, PC says no.
	Prompt9 <Sorry, not interested.>
	Prompt10 <Maybe you can find someone else.>

	% 11 - 13 : Player tries to get job using PLAN "A".
	Prompt11 <Sounds like it might be fun to go.>
	Prompt12 <I'm sure nothing at all will happen.>
	Prompt13 <It might be fun to go along with them!>

	% 14 - 16 : Player tries to get job using PLAN "B".
	Prompt14 <I want to make the roads safe again.>
	Prompt15 <Those lawless bandits need a lesson...>
	Prompt16 <If I were there, I'd stop those bandits.>

	% 17 - 19 : Player doesn't much care for the job.
	Prompt17 <Eh, that doesn't concern me much.>
	Prompt18 <I don't see how that affects me.>
	Prompt19 <That's the way it always is.>


end