% STORY EVENT COMPONENTS

% These are kept separate from the local components.

Component
	name <At the lab...>
	desc <The hero arrives too late to stop a kidnapping.>
	requires <!A +T?? +M?? +G??>
	changes <+Trs &Nsc>

	% Location and encounter type.
	location <lab>
	enc_type <crimescene>

	% Contents of the "Goal" location, plus associated scripts.
	ELEMENT1 <Villain>
	Element2 <NPC SCIENTIST>

	% It is absolutely impossible to rescue the scientist, or prevent his capture.
	% Cheesy, I know, but I can come back and add the advanced cases later...
	FAINT%ID%1 <Goto ACT%ID%1>
	FAINT%ID%2 <Goto ACT%ID%1>
	BUMP%ID%2 <Goto ACT%ID%1>
	ACT%ID%1 <Shout %id%1 Print %ID%01 AddMenu %ID%01>
	Result%ID%01 <Speak %id%2 Print %ID%03 AddMenu %ID%02>
	Result%ID%02 <Speak %id%1 Print %ID%04 AddMenu %ID%03  FlyAway %ID%1   FlyAway %ID%2>
	Result%ID%03 <MajorObjective   Clue   PCSpeak Print %ID%05>

	Msg%ID%01 <You're too late to stop me, I've already found what I came here for!>
	Msg%ID%02 <\MODEL %id%1 is loose in the building!>
	Msg%ID%03 <No, please! You've got to save me!>
	Msg%ID%04 <You're coming with me! I've got big plans for us!>
	Msg%ID%05 <I must rescue that scientist...>
	Prompt%ID%01 <[MORE]>
	Prompt%ID%02 <[MORE]>
	Prompt%ID%03 <[MORE]>

	% Complications of the "Goal".
	THROW_1 <OPTIONAL NARRATOR %id%02 FIRST>
	THROW_2 <REQUIRED TROUBLESIGN 0 FIRST>

	% Scene initialization- probably descriptive message.
	START <>

	% Scene finalization - applies the changes to the story's traits.
	FINAL <Apply Changes>




