% RANDOM CONTENT FILE


%%
%% *JUNKYARD_SALVAGE Content
%%	Some SF:2 items that the PC can pick up and lug away.
%%

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC MAC-4
	end

Content
	requires <*JUNKYARD_SALVAGE (!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC VC-5
	end

Content
	requires <*JUNKYARD_SALVAGE (!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC RG-8
	end

Content
	requires <*JUNKYARD_SALVAGE (!Hi|!Ex)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC RG-16
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC GR-12
	end

Content
	requires <*JUNKYARD_SALVAGE (!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC GR-24
	end

Content
	requires <*JUNKYARD_SALVAGE !Ne>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC SC-9
	end

Content
	requires <*JUNKYARD_SALVAGE !Lo>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC MRIF-5
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC LAS-5
	end

Content
	requires <*JUNKYARD_SALVAGE (!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC LAS-10
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC PAR-2
	end

Content
	requires <*JUNKYARD_SALVAGE (!Lo|!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC PAR-6
	end

Content
	requires <*JUNKYARD_SALVAGE (!Hi|!Ex)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC PAR-13
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		STC SML-5
	end

Content
	requires <*JUNKYARD_SALVAGE (!Hi|!Ex)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		MLauncher 2
		sub
			STC NUKE-20
		end
	end

Content
	requires <*JUNKYARD_SALVAGE !Ex>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		MLauncher 4
		sub
			STC NUKE-20
			Magazine 2
		end
	end

Content
	requires <*JUNKYARD_SALVAGE !Ne>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 1
		Name <Nail Gun>
		Scale 2
		Range 3
		caliber <Construction Nails>
		Speed 4
		BV 4
		Acc -1
		mass -2
		Magazine 280
		sub
			Ammo 1
			caliber <Construction Nails>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE !Ne>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		melee 5
		name <Metal Bar>
		desc <Like the ones used as support in heavy duty construction.>
		Scale 2
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 3
		Name <Industrial Bolt Gun>
		Scale 2
		Range 3
		caliber <Construction Bolts>
		Speed 4
		BV 4
		Acc -1
		Magazine 120
		sub
			Ammo 3
			caliber <Construction Bolts>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 12
		Name <Heavy Loader>
		Scale 2
		Range 7
		caliber <construction girder>
		Speed 1
		Acc -1
		Magazine 20
		sub
			Ammo 12
			caliber <construction girder>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		melee 14
		name <Mecha Drill>
		type <ARMORPIERCING>
		Scale 2
		acc 1
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		melee 12
		name <Tow Chain>
		Scale 2
		acc 1
		type <FLAIL EXTEND>
	end

Content
	requires <*JUNKYARD_SALVAGE (!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		melee 16
		name <Buzzsaw>
		Scale 2
		acc 1
		speed 3
		mass -4
		type <BRUTAL>
	end

Content
	requires <*JUNKYARD_SALVAGE (!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		melee 18
		name <Wrecking Ball>
		Scale 2
		type <FLAIL EXTEND BRUTAL>
	end

Content
	requires <*JUNKYARD_SALVAGE (!Hi|!Ex)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		EMelee 23
		Name <Energy Chainsaw>
		Scale 2
		Type <BRUTAL>
		Mass 3
		inv
			PowerSource 5
			mass -4
			name <Extra Battery>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE !Ex>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		gun 10
		name <Heavy Autocannon>
		range 6
		Scale 2
		type <Armorpiercing>
		BV 2
		Speed 3
		caliber <90mm caseless>
		mass -2
		Magazine 90
		sub
			Ammo 10
			caliber <90mm caseless>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE !Ne>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 14
		Scale 2
		name <Heavy Cannon>
		caliber <90mm shell>
		Range 5
		Acc -1
		Recharge 1
		Magazine 20
		sub
			Ammo 14
			caliber <90mm shell>
		end
	end


Content
	requires <*JUNKYARD_SALVAGE (!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 20
		Scale 2
		name <Naval Cannon>
		caliber <210mm shell>
		Range 8
		Acc 1
		Speed 3
		Magazine 20
		sub
			Ammo 20
			caliber <210mm shell>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE !Md>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 20
		Scale 2
		name <Roundshot Cannon>
		caliber <500mm ferrous ball>
		Range 7
		Recharge 1
		type <BRUTAL>
		Mass -2
		Magazine 15
		sub
			Ammo 20
			caliber <500mm ferrous ball>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE (!Lo|!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		BeamGun 6
		name <Meson Field Inducer>
		desc <No-one's really sure what this is or how it works...>
		UsesKnowledge
		scale 2
		Range 6
		Acc -1
		type <EXPERIMENTAL BRUTAL>
	end

Content
	requires <*JUNKYARD_SALVAGE (!Ne|!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Melee 7
		name <Nunchakus>
		type <FLAIL>
		speed 3
		mass -4
		scale 2
	end

Content
	requires <*JUNKYARD_SALVAGE (!Hi|!Ex)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		MLauncher 16
		Scale 2
		sub
			STC SWM-2
			name <Pestilence Missiles>
			type <DISINTEGRATE SWARM>
			magazine 80
		end
	end

Content
	requires <*JUNKYARD_SALVAGE (!Lo|!Md)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 15
		Scale 2
		name <Buzzsaw Catapult>
		desc <An improvised weapon firing large circular buzzsaws.>
		caliber <ferrous sawblade>
		Range 6
		Speed 1
		type <ARMORPIERCING>
		Magazine 36
		sub
			Ammo 15
			caliber <ferrous sawblade>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE (!Md|!Hi)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		Gun 11
		name <Heavy Slag Cannon>
		caliber <ferrous fragments>
		Scale 2
		type <BRUTAL>
		range 5
		Speed 2
		BV 4
		Magazine 150
		sub
			Ammo 11
			caliber <ferrous fragments>
		end
	end

Content
	requires <*JUNKYARD_SALVAGE (!Hi|!Ex)>
	Element1 <Prefab>
	minimap <      ...  .1.  ...      >
	inv
		BeamGun 20
		name <Demolition Laser>
		acc 1
		range 6
		Speed 1
		scale 2
		type <BRUTAL>
	end


%%
%% *WARZONE_CLEANUP Content
%%	There's just been a battle right here. The PC can walk around and maybe
%%	help with the recovery efforts.
%%
%%	A WarZone scene needs three teams: Citizens, Guards, and Monsters.
%%

Content
	% A wounded person, Mk 1
	requires <*WARZONE_CLEANUP>
	Element1 <Prefab>
	minimap <      %%%  %1%  %%%      >
	inv
		STC RECOVERY-VICTIM
	end

Content
	% A wounded person, Mk 2
	requires <*WARZONE_CLEANUP>
	Element1 <Prefab>
	minimap <%%    1%%  %^%  .%       >
	inv
		STC RECOVERY-VICTIM
	end

Content
	% A wounded person, Mk 3
	requires <*WARZONE_CLEANUP>
	Element1 <Prefab>
	minimap <      .%.  ^.%  ^1%      >
	inv
		STC RECOVERY-VICTIM
	end


%% *RANDOM_SHAPES Content
%%	Some random obstacles to break up LOS.

Content
	requires <*RANDOM_SHAPES>
	minimap <.......#...###...#.......>

Content
	requires <*RANDOM_SHAPES>
	minimap <...........###...........>

Content
	requires <*RANDOM_SHAPES>
	minimap <.......#....#....#.......>

Content
	requires <*RANDOM_SHAPES>
	minimap <......#.#.......#.#......>

Content
	requires <*RANDOM_SHAPES>
	minimap <......###..###..###......>


%% *ARMORY Content
%%	Weapon lockers.

Content
	requires <*ARMORY -!Md -!Hi -!Ex>
	MiniMap <...........1#............>
	element1 <PREFAB>
	inv
		STC SHOPDISPLAY-WEAPONS-2
		PDir 4
		use <OpenInv>
		RandomLoot 50000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>
	end

Content
	requires <*ARMORY -!Ne -!Hi -!Ex>
	MiniMap <...........1#............>
	element1 <PREFAB>
	inv
		STC SHOPDISPLAY-WEAPONS-3
		PDir 4
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>
	end

Content
	requires <*ARMORY (!Md|!Hi)>
	MiniMap <...........1#2...........>
	element1 <PREFAB>
	element2 <PREFAB>
	inv
		STC SHOPDISPLAY-WEAPONS-1
		PDir 4
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-WEAPONS-2
		PDir 0
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>
	end

Content
	requires <*ARMORY (!Hi|!Ex)>
	MiniMap <.......3...1#2...4.......>
	element1 <PREFAB>
	element2 <PREFAB>
	element3 <PREFAB>
	element4 <PREFAB>
	inv
		STC SHOPDISPLAY-WEAPONS-3
		PDir 4
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-WEAPONS-1
		PDir 0
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-ARMOR-1
		PDir 6
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <ARMOR ACCESSORY GRENADE>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-ARMOR-2
		PDir 2
		use <OpenInv>
		RandomLoot 100000
		Loot_Category <ARMOR ACCESSORY GRENADE>
		Loot_Factions <GENERAL>
	end

Content
	requires <*ARMORY !Ex>
	MiniMap <.......3...1#2...4.......>
	element1 <PREFAB>
	element2 <PREFAB>
	element3 <PREFAB>
	element4 <PREFAB>
	inv
		STC SHOPDISPLAY-WEAPONS-3
		PDir 4
		use <OpenInv>
		RandomLoot 250000
		Loot_Category <WEAPON EXOTIC>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-WEAPONS-1
		PDir 0
		use <OpenInv>
		RandomLoot 250000
		Loot_Category <WEAPON>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-ARMOR-1
		PDir 6
		use <OpenInv>
		RandomLoot 200000
		Loot_Category <ARMOR ACCESSORY GRENADE>
		Loot_Factions <GENERAL>

		STC SHOPDISPLAY-ARMOR-2
		PDir 2
		use <OpenInv>
		RandomLoot 200000
		Loot_Category <ARMOR ACCESSORY GRENADE>
		Loot_Factions <GENERAL>
	end


%% *HIDEOUT_X Content
%%	Filler for hideouts and strongholds.
%%	Minimaps should be open on all four sides.

Content
	requires <*HIDEOUT_X>
	Minimap <.......1....2............>
	element1 <PREFAB>
	element2 <PREFAB>
	inv
		STC BOX-1
		STC BOX-1
	end

Content
	requires <*HIDEOUT_X>
	Minimap <............1............>
	element1 <PREFAB>
	inv
		STC BOX-1
	end

Content
	requires <*HIDEOUT_X>
	Minimap <............12...........>
	element1 <PREFAB>
	element2 <PREFAB>
	inv
		STC BOX-1
		STC CRATE
		Lock 10
		inv
			Treasure
			name <Gold Chain>
			Fudge 100000
		end
	end





%% *ANTI_ATTACK_SECURITY Content
%%   A standard script to prevent the PC from firing weapons in public places.
%%   This one isn't so random, but it's a complicated script that I'm going to
%%   want to re-use in a whole lot of places, so it's easiest to put it here.
%% PARAM: The identity of the team being protected, usually the citizens.
%%   Note that the alarm won't be sounded if the PC attacks while being
%%   attacked himself.
Content
	requires <*ANTI_ATTACK_SECURITY>
	content1 <REQUIRED *NPC_GUARD - Local>
	content2 <Optional *NPC_GUARD - Local>

	% V%id%01 = Initial number of civilians in scene.
	% V%id%02 = PC has been given warning

	START <V= %id%01 T%param% Goto %pop%>

	PCAttack <ifSafeArea else .%id%_GoNotSafe if# V%id%02 -1 else .%id%_LastHit ifG v%id%01 T%param% else .%id%_GoWarn Goto .%id%_GoAttack>
	% The map is not safe. Set the warning value to -1 to remind the script that the PC is fighting
	.%id%_GoNotSafe <V= %id%02 -1>
	% The map is currently safe, only because the PC's attack supposedly dispatched the last enemy.
	.%id%_LastHit   <V= %id%02 0>
	.%id%_GoWarn <if= v%id%02 0 else .%id%_GoAttack V= %id%02 1 Print %id%01>
	.%id%_GoAttack <Print %id%02 Alarm TeamAttack GuardTeam>

	Msg%id%01 <ALERT: You are not permitted to fire weapons here. You have been warned.>
	Msg%id%02 <ALERT: You are not permitted to fire weapons here.>




%% *NPC_GUARD Content
%%   A security guard or whatnot. Belongs to the "Guards" team.
Content
	requires <*NPC_GUARD ~Public>
	element1 <Prefab>
	team1 <Guards>
	teamdesc1 <SD>
	inv
		NPC Soldier
		job <Security Guard>
	end

Content
	requires <*NPC_GUARD Public ~Government ~Mall (Maqui|FCOMS|RISHI) ~Legit Common>
	element1 <Prefab>
	team1 <Guards>
	teamdesc1 <SD>
	inv
		NPC Police Officer
		SetFaction 9
		NonMissionGiver
	end

Content
	requires <*NPC_GUARD ~Private -L5PAT>
	element1 <Prefab>
	team1 <Guards>
	teamdesc1 <SD>
	inv
		Monster Guard Dog
	end

Content
	requires <*NPC_GUARD Corp>
	element1 <Prefab>
	team1 <Guards>
	teamdesc1 <SD>
	inv
		Monster Androbot
	end

Content
	requires <*NPC_GUARD Private>
	element1 <Prefab>
	team1 <Guards>
	teamdesc1 <SD>
	inv
		Monster Guardbot
	end

Content
	requires <*NPC_GUARD Static (Maqui|FCOMS) ~Sleazy -Legit Public>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Privateer
		SetFaction 6
		NonMissionGiver
	end

Content
	requires <*NPC_GUARD Static FCOMS Public>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Mecha Pilot
		SetFaction 10
		NonMissionGiver
	end

Content
	requires <*NPC_GUARD Static RISHI Public>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Rocket Star
		NonMissionGiver
	end

Content
	requires <*NPC_GUARD Static Maqui ~Legit -Sleazy Public ~Government>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Knight
		SetFaction 3
		NonMissionGiver
	end

Content
	requires <*NPC_GUARD Static BOHEM Public Common ~Government ~Habitation>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Pirate
		SetFaction 8
		NonMissionGiver
	end

Content
	requires <*NPC_GUARD Static BOHEM Public ~Sleazy>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Pirate
		SetFaction 15
		NonMissionGiver
	end


%% *SECURITY Content
%%   There's some sort of guard here, as a member of the GUARD team.
%%   Traps and checkpoints would also be good.
Content
	requires <*SECURITY>
	Content1 <Required *NPC_GUARD - Local>
	Content2 <Optional *NPC_GUARD - Local>
	Content3 <Required *NPC_GUARD - Local>
	Content4 <Optional *NPC_GUARD - Local>
	Content5 <Optional *NPC_GUARD - Local>

Content
	requires <*SECURITY>
	minimap <#...#...............#...#>
	Content1 <Required *NPC_GUARD - Local>
	Content2 <Optional *NPC_GUARD - Local>
	Content3 <Required *NPC_GUARD - Local>
	Content4 <Optional *NPC_GUARD - Local>


%% *ALARMSYS Content
%%   There's a security system that must be disabled before something else
%%   can take place.
%%  PARAM: Number of local variable to set when alarm has been deactivated.
Content
	requires <*ALARMSYS>
	element1 <Prefab>
	content <Optional *RedHerring - Distant>
	Content2 <Optional *NPC_GUARD - Local>
	minimap <......#?#..#1#..###......>
	inv
		STC Computer-1
		use <Print 1 L= %param% 1>
		Msg1 <Security program deactivated.>
	end

%% *REDHERRING Content
%%   It looks like something important, but it isn't.
Content
	requires <*REDHERRING>
	minimap <......#?#..#.#..###......>

Content
	requires <*REDHERRING>
	minimap <......###..###..###......>



%% *URBAN_X Content
%%   Things you might find in a city. Generic content for cafes, parks,
%%   shopping malls, waiting rooms, and so on. Mostly just NPCs.
Content
	requires <*URBAN_X ~Public Legit>
	Content <Required *NPC_GUARD - Local>

Content
	requires <*URBAN_X Static>
	element1 <.>
	element2 <Scene Town !Near 1>
	element3 <NewNPC 1 2>
	team3 <citizens>
	teamdata3 <pass>
	sub
		Persona 3
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end

Content
	requires <*URBAN_X Public Static>
	element1 <.>
	element2 <Scene Town !Near 1>
	element3 <NewNPC 0 2>
	team3 <citizens>
	teamdata3 <pass>
	sub
		Persona 3
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end

Content
	requires <*URBAN_X Public Resort>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Citizen
		job <Tourist>
	end

Content
	requires <*URBAN_X Club Dynamic>
	element1 <Character Cheerful>
	sub
		Persona 1
		*Greeting <*HowAreYou GoChat>
		*GoChat <*MISC_CHATTER>
	end

Content
	requires <*URBAN_X Public ~Legit ~Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Citizen
	end

Content
	requires <*URBAN_X Mine>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Miner
	end

Content
	requires <*URBAN_X Public Common>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Citizen
	end

Content
	requires <*URBAN_X (Laboratory|Research)>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Scientist
	end

Content
	requires <*URBAN_X University>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Professor
	end

Content
	requires <*URBAN_X Public ~University ~Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Student
		chardesc Young
	end


Content
	requires <*URBAN_X ~Garage ~Public Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Trucker
	end

Content
	requires <*URBAN_X Static (Maqui|FCOMS) Sleazy>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Privateer
		SetFaction 6
	end

Content
	requires <*URBAN_X RISHI Public>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Rocket Star
	end

Content
	requires <*URBAN_X L5PAT Sleazy>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Pirate
	end

Content
	requires <*URBAN_X L5PAT Sleazy ~Lawless>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Pirate
		SetFaction 8
	end

Content
	requires <*URBAN_X L5PAT Sleazy ~Dangerous>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Pirate
		SetFaction 15
	end

Content
	requires <*URBAN_X Static Maqui Legit>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Knight
		SetFaction 3
	end

Content
	requires <*URBAN_X Public Static>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Arena Pilot
	end

Content
	requires <*URBAN_X Garage Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Mecha Pilot
	end

Content
	requires <*URBAN_X Public ~Static ~Capitol>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Journalist
	end

Content
	requires <*URBAN_X ~Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Monk
	end

Content
	requires <*URBAN_X ~Sleazy ~Lawless ~Dangerous ~Lawful ~CavClub Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Bounty Hunter
	end

Content
	requires <*URBAN_X ~Industrial ~Disaster Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Construction Worker
	end

Content
	requires <*URBAN_X ~Industrial ~Research Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Engineer
	end

Content
	requires <*URBAN_X ~Capitol -Lawless -Dangerous Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Bureaucrat
		update <if= v1 0 v= 1 1 SetSelfFaction RootSceneFac>
	end

Content
	requires <*URBAN_X ~Culture ~Theatre ~nightclub Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Singer
	end

Content
	requires <*URBAN_X ~Rich ~nightclub Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Celebrity
	end

Content
	requires <*URBAN_X Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Athlete
	end

Content
	requires <*URBAN_X Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Explorer
	end

Content
	requires <*URBAN_X ~Meeting ~Dangerous Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		% V1 = Has joined lance/has been snubbed counter
		% V2 = Recruitment Cost
		greeting <IFNPCARCHENEMY ChatNPCID else GoNiceToMeetYou NewChat SayAnything>
		*GoNiceToMeetYou <*NiceToMeetYou GoCheckOffer>
		GoCheckOffer <ifChatNPCCanJoinLance else GoMiscTalk if= V1 0 else GoMiscTalk if= V2 0 else GoMakeOffer V= 2 Threat ChatNPCRenown 5 Goto GoMakeOffer>
		GoMakeOffer <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
		*GoMiscTalk <*MISC_CHATTER>
		RESULT1 <NewChat Say 2 AddChat 4 AddChat 5>
		result2 <PCAlly %1% ChatNPCJoinLance History 4 V= 1 1 Cash+ -V2 Goto GoWelcome>
		*GoWelcome <*WelcomeToLance>
		*result3 <*Goodbye>
		result4 <NewChat Say 3 V= 1 1 AddSociable -10>
		result5 <Goto result3>
		Msg1 <Hey, if you're in need of a partner, I could join your lance for the low price of $ \VAL V2 .>
		Msg1_1 <Nobody can go it all by themselves. If you're planning to get into combat, you'll need someone to watch your back. My services are available for the low price of $ \VAL V2 .>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <Are you looking to hire a merc? I'm available for just $ \VAL V2 .>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <Your missions would be a whole lot easier if you had a lancemate on your side. I'm available for hire at $ \VAL V2 , if you're interested.>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <What you need is an ace fighter at your side. If you're in the market, I'm available for hire for just $ \VAL V2 .>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <Are you looking for a merc to join your lance? I can be hired for $ \VAL V2 . We could have loads of fun adventuring together!>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Travelling alone is a good way to get yourself killed. My services can be purchased for $ \VAL V2 . I'm sure you'll agree that's a fair price for my skills.>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <Are you sure you want to go it alone? I mean, at some point in the future, you might want my help.>
		Msg2_1 <Do you really mean that, or might you need me sometime in the future?>
		Msg3 <That's your choice. Be careful, it's a dangerous world out there.>
		Msg3_1 <Okay, no problem.>
		Msg4 <You hired %name1% as a lancemate.>
		Prompt1 <I'm not interested.>
		Prompt2 <Sounds good. Here you go.>
		CPrompt2 <ifG PC$ V2 Accept>
		Prompt3 <Maybe some other time.>
		Prompt4 <I'm quite sure I won't.>
		Prompt5 <You're right. If I need help, I'll call.>
	end
	inv
		NPC Mercenary
		update <if= V1 0 V= 1 1  V= 2 PCRenown ifG 15 V2 else GoLevel V= 2 10 V+ 2 d15 Goto GoLevel>
		GoLevel <SelfLevel V2>
		MOTIVATION:Mercenary
	end

Content
	requires <*URBAN_X Public Corp ~Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	element2 <.>
	element3 <Faction Corporate !Comrade 2>
	inv
		NPC Corporate Executive
		update <if= V1 0 V= 1 1 SetSelfFaction %3%>
	end

Content
	requires <*URBAN_X Hospital ~Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Nurse
	end

Content
	requires <*URBAN_X Sleazy Static>
	element1 <Prefab>
	team1 <citizens>
	teamdata1 <pass>
	inv
		NPC Thief
	end

Content
	requires <*URBAN_X Sleazy ~Static>
	element1 <Prefab>
	team1 <guards>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMiscTalk>
		*GoMiscTalk <*MISC_CHATTER>
	end
	inv
		NPC Bandit
	end

