Plot 0
	name <Drug Investigator>

	% This plot contains the monk who will be investigating
	% the artifact. The PC can always come back to this monk
	% to learn the results of the investigation.

	element1 <Grab 1>
	element2 <Character Guardian Lawful Passionate>

	% V101 = Email phase thing

	start <ifPersona E2 else GoCleanDelete>

	% If the master of this plot has died, better load a new
	% investigative plot.
	GoCleanDelete <S= 204 0 AdvancePlot 0>

	% At cleanup, delete this plot. If the PC has been given the
	% mission advance to the plot which will tell him it's over.
	cleanup <if# S103 0 else GoRealDelete if# S104 0 else GoTimeOver AdvancePlot 2>
	GoTimeOver <AdvancePlot 1>
	GoRealDelete <AdvancePlot 0>

	% Every 5 minutes, check for email.
	5Min <if= d30 1 if= S103 0 else GoCheckUpdate if= PCFac E1 Email 1 S= 103 1 P= 101 S202>
	GoCheckUpdate <if# P101 S203 ifG ComTime S205 Email 2 P= 101 S203 if# S202 S203 S= 203 S202>

	% Msg1 : Initial message
	Msg1 <\ELEMENT 2 @ \SCENE EScene 2 :// Got an important mission for you. Come see me for the details.>
	Msg1_1 <\ELEMENT 2 @ \SCENE EScene 2 :// The "Pump Pushers" are selling their dirty garbage in \NARRATIVE 2 . Gather evidence, then report to me.>
	Msg1_2 <\ELEMENT 2 @ \SCENE EScene 2 :// There's been trouble with "Pump" in \NARRATIVE 2 . You've been assigned the task of investigation.>

	% Msg2 : Reminder message
	Msg2_1 <\ELEMENT 2 @ \SCENE EScene 2 :// The lab boys say that the "Pump" came from \NARRATIVE 2 . Follow the trail, see where it leads.>
	Msg2_2 <\ELEMENT 2 @ \SCENE EScene 2 :// Our clues point to \NARRATIVE 2 ... continue your investigation there.>
	Msg2_3 <\ELEMENT 2 @ \SCENE EScene 2 :// Just got word in that the "Pump" dealers are operating out of \NARRATIVE 2 . Go sniff them out.>
	Msg2_4 <\ELEMENT 2 @ \SCENE EScene 2 :// The "Pump" lab could be in \NARRATIVE 2 . See what you can find, then report to me.>
	Msg2_5 <\ELEMENT 2 @ \SCENE EScene 2 :// >


sub
	Persona 2
	rumor <>
	% To start with, check to see whether or not the PC has already
	% been given this mission.
	greeting <NewChat if= S103 0 else GoStartWithCase if= PCFac E1 else GoCheckRep Say 1 AddChat 1>
	GoCheckRep <ifG React d50 else GoNoChance Say 2 AddChat 1 AddChat 2>
	GoNoChance <Say 3>

	% If the number of clues equals the number of wins, then E2
	% can tell the PC where to head next.
	GoStartWithCase <NewChat if= S202 S203 else GoCheckClue  Say 5>

	% If the clue timer has run its course, tell the PC the next
	% place to go now.
	GoCheckClue <ifG ComTime S205 else GoMustWait S= 203 S202 Say 6 AddChat 3>

	% If the PC must wait, then there's not much else to do
	% but wait. Bummer.
	GoMustWait <Say 7>

	result1 <NewChat S= 103 1 Goto GoStartWithCase>

	result2 <NewChat Say 4>

	result3 <NewChat V= 2 15 V+ 2 d5 Say V2>

	%  01 :  PC is faction member; automatically offered job.
	Msg1 <>

	%  02 :  PC is liked; will be offered the job.
	Msg2 <>

	%  03 :  PC is denied mission; NPC will just imply it.
	Msg3 <>

	%  4 :  PC doesn't want the job.
	Msg4 <>

	%  5 :  General clue reminder.
	Msg5 <>

	%  6 :  The next clue has been discovered! Yay!
	Msg6 <>

	%  07 :  PC must wait for the lab report.
	Msg7 <>

	%  01 :  PC is interested in taking the case.
	Prompt1 <I'll get to work on it.>

	%  02 :  PC won't take the case.
	Prompt2 <I have more important things to do.>

	%  03 :  Next clue has been discovered.
	Prompt3 <What did you find out?>


	Plot 1
	% This plot exists only to tell the PC that the time is up.
	start <if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400 Email 1>
	GoCheckTime <ifG ComTime V1 AdvancePlot 0>
	Msg1 <\ELEMENT 2 @ \SCENE EScene 2 ://>
	sub
		Persona 2
		greeting <NewChat Say 1 AdvancePlot 0>
		Msg1 <>
	end

	Plot 2
	% This plot exists to reward the PC for solving the case.
	start <if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400 Email 1>
	GoCheckTime <ifG ComTime V1 AdvancePlot 0>
	Msg1 <\ELEMENT 2 @ \SCENE EScene 2 ://>
	sub
		Persona 2
		greeting <NewChat Say 1 CashPrize Reward Threat PCRep 6 100 500 XPV 100 FacXP+ E1 5 AdvancePlot 0>
		Msg1 <>
	end

end
