<?xml version="1.0" encoding="utf-8"?>
<RandomEvents>
  <EventPrefabs>
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <!--                               Coalition                                   -->
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <ScriptedEvent identifier="coalitionspecialhire1">
      <CheckReputationAction targettype="faction" identifier="coalition" condition="gte 80">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="coalitionspecialhire1_hired" condition="eq true">
            <Success>
              <!--Don't repeat event if already hired-->
            </Success>
            <Failure>
              <ConversationAction text="eventtext.coalitionspecialhire1.announcement" eventsprite="NoticeBoard" />
              <TagAction criteria="player" tag="player" />
              <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="ignatiusmay" targettag="ignatiusmay" allowduplicates="false" spawnlocation="Outpost" targetmoduletags="admin,adminmodule" />
              <Label name="beginning" />
              <CheckDataAction identifier="coalitionspecialhire1_declinedonce" condition="eq true">
                <Failure>
                  <TriggerAction target1tag="ignatiusmay" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="false" radius="300" />
                  <NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="true" />
                  <!-- we haven't declined the offer before-->
                  <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.c1" eventsprite="oldman">
                    <Option text="eventtext.coalitionspecialhire1.o1">
                      <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.c1">
                        <Option text="eventtext.coalitionspecialhire1.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.c1">
                            <Option text="eventtext.coalitionspecialhire1.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.o1.c1" />
                              <NPCChangeTeamAction npctag="ignatiusmay" teamid="Team1" addtocrew="true" />
                              <SetDataAction identifier="coalitionspecialhire1_hired" value="true" />
                              <NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
                            </Option>
                            <Option text="eventtext.separatistspecialhire2.o1.o1.o2">
                              <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.o2.c1" />
                              <SetDataAction identifier="coalitionspecialhire1_declinedonce" value="true" />
                              <NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
                              <GoTo name="beginning" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Failure>
                <Success>
                  <!-- we've declined before, show different dialog this time -->
                  <TriggerAction target1tag="ignatiusmay" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" radius="300" />
                  <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.repeat" eventsprite="oldman">
                    <Option text="eventtext.separatistspecialhire2.o1.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.o1.c1" />
                      <NPCChangeTeamAction npctag="ignatiusmay" teamid="Team1" addtocrew="true" />
                      <SetDataAction identifier="coalitionspecialhire1_hired" value="true" />
                      <NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
                    </Option>
                    <Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
                      <NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
                      <GoTo name="beginning" />
                    </Option>
                  </ConversationAction>
                </Success>
              </CheckDataAction>
            </Failure>
          </CheckDataAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="coalitionspecialhire2">
      <CheckReputationAction targettype="faction" identifier="coalition" condition="gte 80">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="coalitionspecialhire2_hired" condition="eq true">
            <Success>
              <!--Don't repeat event if already hired-->
            </Success>
            <Failure>
              <TagAction criteria="player" tag="player" />
              <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="auntdoris" targettag="auntdoris" allowduplicates="false" spawnlocation="Outpost" />
              <Label name="beginning" />
              <TriggerAction target1tag="auntdoris" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="true" />
              <CheckDataAction identifier="coalitionspecialhire2_declinedonce" condition="eq true">
                <Failure>
                  <!-- we haven't declined the offer before-->
                  <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.c1">
                    <Option text="eventtext.coalitionspecialhire2.o1">
                      <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.c1">
                        <Option text="eventtext.coalitionspecialhire2.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.c1">
                            <Option text="eventtext.coalitionspecialhire2.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.o1.c1" />
                              <NPCChangeTeamAction npctag="auntdoris" teamid="Team1" addtocrew="true" />
                              <SetDataAction identifier="coalitionspecialhire2_hired" value="true" />
                              <NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
                            </Option>
                            <Option text="eventtext.separatistspecialhire2.o1.o1.o2">
                              <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.o2.c1" />
                              <SetDataAction identifier="coalitionspecialhire2_declinedonce" value="true" />
                              <NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
                              <GoTo name="beginning" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Failure>
                <Success>
                  <!-- we've declined before, show different dialog this time -->
                  <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.repeat">
                    <Option text="eventtext.separatistspecialhire2.o1.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.o1.c1" />
                      <NPCChangeTeamAction npctag="auntdoris" teamid="Team1" addtocrew="true" />
                      <SetDataAction identifier="coalitionspecialhire2_hired" value="true" />
                      <NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
                    </Option>
                    <Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
                      <NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
                      <GoTo name="beginning" />
                    </Option>
                  </ConversationAction>
                </Success>
              </CheckDataAction>
            </Failure>
          </CheckDataAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    
    <!--Bomb scare-->
    <ScriptedEvent identifier="bombscare" commonness="50">
      <TagAction criteria="player" tag="player" />
      <TagAction criteria="itemidentifier:mediumsteelcabinet" tag="bombcabinet" SubmarineType="Outpost" chooserandom="true" ContinueIfNoTargetsFound="false"  />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="bombsecurity" spawnlocation="Outpost" />
      <Label name="beginning" />
      <ClearTagAction tag="triggerer_player" />
      <!-- talk to security NPC -->
      <TriggerAction target1tag="player" target2tag="bombsecurity" applytotarget1="triggerer_player" waitforinteraction="true" />
      <NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="true" />
      <ConversationAction text="EventText.bombscare.c1" targettag="triggerer_player" eventsprite="BombScare1">
        <Option text="EventText.bombscare.o1">
          <ConversationAction text="EventText.bombscare.o1.c1" targettag="triggerer_player">
            <Option text="EventText.bombscare.o1.o1">
              <ConversationAction text="EventText.bombscare.o1.o1.c1" targettag="triggerer_player">
                <Option text="EventText.bombscare.o1.o1.o1">
                  <ConversationAction text="EventText.bombscare.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
                  <NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="false" />
                  <SpawnAction itemidentifier="traitortimebomb" targettag="bombscarebomb" targetinventory="bombcabinet" ignorebyai="true" />
                  <!-- Find the bomb cabinet -->
                  <TriggerAction target1tag="player" target2tag="bombcabinet" applytotarget1="noisehearer" waitforinteraction="false" radius="80" />
                  <StatusEffectAction targettag="bombscarebomb">
                    <StatusEffect target="This" condition="100" IsOn="true" setvalue="true" />
                  </StatusEffectAction>
                  <ConversationAction text="eventtext.bombscare.tickingnoise" targettag="noisehearer" endconversation="true" dialogtype="Small"/>
                  <!-- must pick up bomb to proceed -->
                  <TriggerAction target1tag="player" target2tag="bombscarebomb" applytotarget1="bombfinder" waitforinteraction="true" />
                  <ConversationAction text="EventText.bombscare.o1.o1.o1.c1.c1" targettag="bombfinder" eventsprite="BombScare2">
                    <Option text="eventtext.bombscare.o1.o1.o1.c1.o1">
                      <SkillCheckAction requiredskill="electrical" requiredlevel="80" targettag="bombfinder">
                        <Success>
                          <StatusEffectAction targettag="bombscarebomb">
                            <StatusEffect target="This" IsOn="false" setvalue="true" />
                          </StatusEffectAction>
                          <GiveSkillEXPAction skill="electrical" amount="10" targettag="bombfinder" />
                          <ConversationAction text="EventText.bombscare.o1.o1.o1.c1.o1.c1" targettag="bombfinder" eventsprite="BombScare2"/>
                          <!-- Bomb defused, go to security. -->
                          <Label name="hasdefusedbomb" />
                          <TriggerAction target1tag="player" target2tag="bombsecurity" applytotarget1="bombbringer" waitforinteraction="true" />
                          <CheckItemAction targettag="bombbringer" itemtags="bombscarebomb" >
                            <Success>
                              <NPCFollowAction npctag="bombsecurity" targettag="bombbringer" follow="true" />
                              <ConversationAction text="EventText.bombscare.o1.o1.o1.c1.o1.c1.c1" targettag="bombbringer" eventsprite="BombScare1"/>
                              <StatusEffectAction targettag="bombscarebomb">
                                <StatusEffect target="This">
                                  <Remove />
                                </StatusEffect>
                              </StatusEffectAction>
                              <MoneyAction amount="500" />
                              <ReputationAction targettype="Faction" identifier="coalition" increase="5" />
                              <ReputationAction targettype="Faction" identifier="separatists" increase="-5" />
                              <NPCFollowAction npctag="bombsecurity" targettag="bombbringer" follow="false" />
                            </Success>
                            <Failure>
                              <ConversationAction text="EventText.bombscare.nobombtogive" targettag="bombbringer" dialogtype="Small" eventsprite="BombScare1"/>
                              <ClearTagAction tag="bombbringer" />
                              <WaitAction time="1" />
                              <Goto name="hasdefusedbomb" />
                            </Failure>
                          </CheckItemAction>
                        </Success>
                        <Failure>
                          <!-- Bomb turns off then turns on again and ticks faster -->
                          <StatusEffectAction targettag="bombscarebomb">
                            <StatusEffect target="This" IsOn="false" setvalue="true" />
                          </StatusEffectAction>
                          <ConversationAction text="eventtext.bombscare.o1.o1.o1.c1.o1.c2" targettag="bombfinder" eventsprite="BombScare2">
                            <Option text="eventtext.bombscare.o1.o1.o1.c1.o1.o1">
                              <Waitaction Time="1" />
                              <StatusEffectAction targettag="bombscarebomb">
                                <StatusEffect target="This" IsOn="True" setvalue="true" />
                                <StatusEffect target="This" type="OnActive" duration="100" Condition="-2" >
                                  <sound file="Content/Items/Button/Switch1.ogg" range="200" frequencymultiplier="1" volume="0.75" loop="true" />
                                </StatusEffect>
                              </StatusEffectAction>
                              <ConversationAction text="eventtext.bombscare.o1.o1.o1.c1.o1.o1.c1" targettag="bombfinder" endconversation="true" eventsprite="BombScare2"/>
                            </Option>
                          </ConversationAction>
                        </Failure>
                      </SkillCheckAction>
                    </Option>
                    <Option text="eventtext.bombscare.leavethebomb" endconversation="true">
                      <!-- Let the bomb tick -->
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.bombscare.o1.o2" endconversation="true">
              <!--END-->
              <NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="false" />
              <GoTo name="beginning" />
            </Option>
          </ConversationAction>
        </Option>
        <Option text="EventText.generic.ignore" endconversation="true">
          <!--END-->
          <NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="false" />
          <GoTo name="beginning" />
        </Option>
      </ConversationAction>
    </ScriptedEvent>
    
    <!--Nothing to see here-->
    <ScriptedEvent identifier="nothingtoseehere" commonness="50">
      <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="oldwoman" targettag="nothingtoseehere_oldwoman" spawnlocation="Outpost" spawnpointtype="Path" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="nothingtoseehere_guard" spawnlocation="Outpost" spawnpointtype="Path" targetmoduletags="securitymodule" />
      <TagAction criteria="player" tag="player" />
      <NPCWaitAction npctag="oldwoman" wait="true" />
      <NPCWaitAction npctag="securitynpc[faction]" wait="true" />
      <Label name="beginning" />
      <ClearTagAction tag="triggerer_player" />
      <TriggerAction target1tag="nothingtoseehere_oldwoman" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
      <NPCFollowAction npctag="nothingtoseehere_oldwoman" targettag="triggerer_player" follow="true" />
      <ConversationAction text="EventText.nothingtoseehere.c1" targettag="triggerer_player">
        <Option text="EventText.nothingtoseehere.o1" endconversation="true">
          <TagAction criteria="itemidentifier:opdeco_trashcan" tag="potentialtrashcan" submarinetype="outpost" />
          <TriggerAction target1tag="potentialtrashcan" target2tag="triggerer_player" applytotarget1="selectedtrashcan" radius="100" waitforinteraction="true" />
          <ConversationAction text="EventText.nothingtoseehere.o1.c1" targettag="triggerer_player" eventsprite="trashcan">
            <Option text="EventText.nothingtoseehere.o1.o1">
              <ConversationAction text="EventText.nothingtoseehere.o1.o1.c1" targettag="triggerer_player">
                <Option text="EventText.generic.continue">
                  <ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
                  <NPCFollowAction npctag="nothingtoseehere_oldwoman" targettag="triggerer_player" follow="false" />
                  <TriggerAction target1tag="nothingtoseehere_guard" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
                  <NPCFollowAction npctag="nothingtoseehere_guard" targettag="triggerer_player" follow="true" />
                  <ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.c1" targettag="triggerer_player">
                    <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1">
                      <ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.c1" targettag="triggerer_player">
                        <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o1">
                          <ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o1.c1" targettag="triggerer_player" endconversation="true"/>
                          <MoneyAction amount="500" />
                          <ReputationAction targettype="Faction" identifier="coalition" increase="5" />
                        </Option>
                        <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2">
                          <ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.c1" targettag="triggerer_player">
                            <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1">
                              <ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1.c1" targettag="triggerer_player">
                                <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1.o1" endconversation="true">
                                  <MoneyAction amount="500" />
                                  <ReputationAction targettype="Faction" identifier="coalition" increase="1" />
                                </Option>
                                <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1.o2" endconversation="true">
                                  <ReputationAction targettype="Faction" identifier="coalition" increase="-5" />
                                  <ReputationAction targettype="Faction" identifier="separatists" increase="5" />
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o2" endconversation="true">
                      <!--END-->
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.generic.ignore" endconversation="true">
              <!--END-->
            </Option>
          </ConversationAction>
          <NPCFollowAction npctag="nothingtoseehere_guard" targettag="triggerer_player" follow="false" />
        </Option>
        <Option text="EventText.generic.ignore" endconversation="true">
          <!--END-->
          <GoTo name="beginning" />
        </Option>
      </ConversationAction>
      <NPCFollowAction npctag="nothingtoseehere_oldwoman" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>

    <ScriptedEvent identifier="missionevent_jailbreak_coalition" commonness="80">
      <CheckReputationAction targettype="faction" identifier="coalition" condition="gte 30">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <NPCWaitAction npctag="outpostmanager" wait="true" />
          <ConversationAction text="EventText.missionevent_jailbreak_coalition.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Coalition">
            <Option text="EventText.missionevent.pleasecontinue">
              <!-- "please continue" -->
              <ConversationAction text="EventText.missionevent_jailbreak_coalition.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Coalition" endconversation="true" />
              <MissionAction missionidentifier="jailbreak_coalition" locationtype="City,Military" requiredfaction="separatists" minlocationdistance="1" />
            </Option>
          </ConversationAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <!--                          Jovian Separatists                               -->
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <ScriptedEvent identifier="separatistspecialhire1">
      <CheckReputationAction targettype="faction" identifier="separatists" condition="gte 80">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="separatistspecialhire1_hired" condition="eq true">
            <Success>
              <!--Don't repeat event if already hired-->
            </Success>
            <Failure>
              <TagAction criteria="player" tag="player" />
              <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="victoriapetran" targettag="victoria" allowduplicates="false" spawnlocation="Outpost" />
              <Label name="beginning" />
              <TriggerAction target1tag="victoria" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="true" />
              <CheckDataAction identifier="separatistspecialhire1_declinedonce" condition="eq true">
                <Failure>
                  <!-- we haven't declined the offer before-->
                  <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.c1" eventsprite="HeartOfGold">
                    <Option text="eventtext.separatistspecialhire1.o1">
                      <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.c1">
                        <Option text="eventtext.separatistspecialhire1.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.c1">
                            <Option text="eventtext.separatistspecialhire1.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.o1.c1" />
                              <NPCChangeTeamAction npctag="victoria" teamid="Team1" addtocrew="true" />
                              <SetDataAction identifier="separatistspecialhire1_hired" value="true" />
                              <NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
                            </Option>
                            <Option text="eventtext.separatistspecialhire1.o1.o1.o2">
                              <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.o2.c1" />
                              <SetDataAction identifier="separatistspecialhire1_declinedonce" value="true" />
                              <NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
                              <GoTo name="beginning" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Failure>
                <Success>
                  <!-- we've declined before, show different dialog this time -->
                  <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.repeat" eventsprite="HeartOfGold">
                    <Option text="eventtext.separatistspecialhire1.o1.o1.repeat">
                      <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.o1.c1" />
                      <NPCChangeTeamAction npctag="victoria" teamid="Team1" addtocrew="true" />
                      <SetDataAction identifier="separatistspecialhire1_hired" value="true" />
                      <NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
                    </Option>
                    <Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
                      <NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
                      <GoTo name="beginning" />
                    </Option>
                  </ConversationAction>
                </Success>
              </CheckDataAction>
            </Failure>
          </CheckDataAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="separatistspecialhire2">
      <CheckReputationAction targettype="faction" identifier="separatists" condition="gte 80">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="separatistspecialhire2_hired" condition="eq true">
            <Success>
              <!--Don't repeat event if already hired-->
            </Success>
            <Failure>
              <CheckDataAction identifier="sootman_freed" condition="eq true">
                <Failure>
                  <!-- don't allow hiring until jailbreak mission has been completed -->
                </Failure>
                <Success>
                  <TagAction criteria="player" tag="player" />
                  <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="sootman" targettag="sootman" allowduplicates="false" spawnlocation="Outpost" />
                  <Label name="beginning" />
                  <TriggerAction target1tag="sootman" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
                  <NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="true" />
                  <CheckDataAction identifier="separatistspecialhire2_declinedonce" condition="eq true">
                    <Failure>
                      <!-- we haven't declined the offer before-->
                      <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.c1">
                        <Option text="eventtext.separatistspecialhire2.o1">
                          <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.c1">
                            <Option text="eventtext.separatistspecialhire2.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.c1">
                                <Option text="eventtext.separatistspecialhire2.o1.o1.o1">
                                  <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.o1.c1" />
                                  <NPCChangeTeamAction npctag="sootman" teamid="Team1" addtocrew="true" />
                                  <SetDataAction identifier="separatistspecialhire2_hired" value="true" />
                                  <NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
                                </Option>
                                <Option text="eventtext.separatistspecialhire2.o1.o1.o2">
                                  <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.o2.c1" />
                                  <SetDataAction identifier="separatistspecialhire2_declinedonce" value="true" />
                                  <NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
                                  <GoTo name="beginning" />
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Failure>
                    <Success>
                      <!-- we've declined before, show different dialog this time -->
                      <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.repeat">
                        <Option text="eventtext.separatistspecialhire1.o1.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.o1.c1" />
                          <NPCChangeTeamAction npctag="sootman" teamid="Team1" addtocrew="true" />
                          <SetDataAction identifier="separatistspecialhire2_hired" value="true" />
                          <NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
                        </Option>
                        <Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
                          <NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
                          <GoTo name="beginning" />
                        </Option>
                      </ConversationAction>
                    </Success>
                  </CheckDataAction>                  
                </Success>
              </CheckDataAction>
            </Failure>
          </CheckDataAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="missionevent_tormsdalereport" commonness="80">
      <CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="tormsdalereport" condition="eq 0">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <NPCWaitAction npctag="outpostmanager" wait="true" />
              <ConversationAction text="EventText.missionevent_tormsdalereport.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
                <Option text="EventText.missionevent_tormsdalereport.whosthat">
                  <ConversationAction text="EventText.missionevent_tormsdalereport.whospetran" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
                    <Option text="EventText.missionevent_tormsdalereport.o1.o1">
                      <Goto name="givemission" />
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.missionevent.pleasecontinue">
                  <Goto name="givemission" />
                </Option>
              </ConversationAction>
              <Label name="givemission" />
              <ConversationAction text="EventText.missionevent_tormsdalereport.c1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
                <Option text="EventText.missionevent_tormsdalereport.c1.o1">
                  <ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
                    <Option text="EventText.missionevent_tormsdalereport.c1.o1.o1">
                      <ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
                        <Option text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1">
                          <ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
                            <Option text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1">
                              <ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
                                <Option text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1.o1">
                                  <ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists" endconversation="true" />
                                  <MissionAction missionidentifier="tormsdalereport" locationtype="City,Outpost,Military,Research,Mine" requiredfaction="coalition" minlocationdistance="2" CreateLocationIfNotFound="true" />
                                  <NPCWaitAction npctag="outpostmanager" wait="false" />
                                  <SetDataAction identifier="tormsdalereport" value="1" />
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Success>
          </CheckDataAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="tormsdalereport_outpost">
      <StatusEffectAction targettag="outpostmanager">
        <!-- force the outpost manager to be killable (killing outpost NPCs might be disabled in MP) -->
        <StatusEffect Unkillable="false" target="This"/>
      </StatusEffectAction>      
      <ConversationAction text="EventText.tormsdalereport_outpost.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
        <Option text="EventText.tormsdalereport_outpost.o1">
          <ConversationAction text="EventText.tormsdalereport_outpost.o1.c1" targettag="triggerer_player" endconversation="true" />
        </Option>
        <Option text="EventText.tormsdalereport_outpost.o2">
          <ConversationAction text="EventText.tormsdalereport_outpost.o2.c1" targettag="triggerer_player" endconversation="true" />
          <CombatAction combatmode="Offensive" npctag="outpostmanager" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat" />
        </Option>
        <Option text="EventText.tormsdalereport_outpost.o3">
          <ConversationAction text="EventText.tormsdalereport_outpost.o3.c1" targettag="triggerer_player" endconversation="true" />
          <NPCFollowAction npctag="outpostmanager" targettag="triggerer_player" follow="true" />
          <WaitAction time="60" />
          <ConversationAction text="EventText.tormsdalereport_outpost.o3.c1.c1" targettag="triggerer_player" waitforinteraction="false" eventsprite="Separatists" />
          <NPCFollowAction npctag="outpostmanager" targettag="triggerer_player" follow="false" />
        </Option>
        <Option text="EventText.tormsdalereport_outpost.o4" endconversation="true" />
      </ConversationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="tormsdalereport_complete">
      <CheckDataAction identifier="tormsdalereport" condition="eq 2">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <Label name="beginning" />
          <ConversationAction text="EventText.tormsdalereport_complete.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
            <Option text="EventText.tormsdalereport_complete.o1">
              <CheckItemAction targettag="triggerer_player" itemidentifiers="tormsdalereport">
                <Success>
                  <ConversationAction text="EventText.tormsdalereport_complete.o1.c1" targettag="triggerer_player" endconversation="true" />
                  <MoneyAction amount="5000" />
                  <ReputationAction targettype="Faction" identifier="separatists" increase="10" />
                  <ReputationAction targettype="Faction" identifier="coalition" increase="-10" />
                  <SetDataAction identifier="tormsdalereport" value="3" />
                  <RemoveItemAction targettag="triggerer_player" itemidentifier="tormsdalereport" />
                </Success>
                <Failure>
                  <ConversationAction text="EventText.tormsdalereport_complete.o1.c2" targettag="triggerer_player" endconversation="true" />
                  <GoTo name="beginning" />
                </Failure>
              </CheckItemAction>
            </Option>
            <Option text="EventText.tormsdalereport_complete.o2" endconversation="true">
              <GoTo name="beginning" />
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="missionevent_jailbreak_separatists" commonness="80">
      <CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <NPCWaitAction npctag="outpostmanager" wait="true" />
          <ConversationAction text="EventText.missionevent_jailbreak_separatists.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
            <Option text="EventText.missionevent.pleasecontinue">
              <!-- "please continue" -->
              <ConversationAction text="EventText.missionevent_jailbreak_separatists.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists" endconversation="true" />
              <MissionAction missionidentifier="jailbreak_separatists" locationtype="City,Military" requiredfaction="coalition" minlocationdistance="1" />
            </Option>
          </ConversationAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="missionevent_jailbreak_sootman" commonness="80">
      <CheckReputationAction targettype="faction" identifier="separatists" condition="gte 50">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="jailbreak_sootman_unlocked" condition="eq true">
            <Success>
              <!-- do nothing -->
            </Success>
            <Failure>
              <NPCWaitAction npctag="outpostmanager" wait="true" />
              <ConversationAction text="EventText.missionevent_jailbreak_sootman.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
                <Option text="EventText.missionevent_tormsdalereport.whosthat">
                  <!-- who's that? -->
                  <ConversationAction text="EventText.missionevent_tormsdalereport.whospetran" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
                    <Option text="EventText.missionevent_tormsdalereport.o1.o1">
                      <!-- ok, what's the mission -->
                      <Goto name="givemission" />
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.missionevent.pleasecontinue">
                  <!-- we're interested -->
                  <Goto name="givemission" />
                </Option>
              </ConversationAction>
              <Label name="givemission" />
              <ConversationAction text="EventText.missionevent_jailbreak_sootman.c1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
                <Option text="EventText.missionevent_jailbreak_sootman.c1.o1">
                  <ConversationAction text="EventText.missionevent_jailbreak_sootman.c1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1" />
                  <MissionAction missionidentifier="jailbreak_sootman" locationtype="City,Military" requiredfaction="coalition" minlocationdistance="1" CreateLocationIfNotFound="true" />
                  <SetDataAction identifier="jailbreak_sootman_unlocked" value="true" />
                </Option>
              </ConversationAction>
            </Failure>
          </CheckDataAction>
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="jailbreak_sootman">
      <TagAction criteria="player" tag="player" />
      <TagAction criteria="humanprefabidentifier:sootman" tag="prisoner" />
      <NPCWaitAction npctag="sootman" wait="true" />
      <TriggerAction target1tag="sootman" target2tag="player" applytotarget2="triggerer_player" disableiftargetincapacitated="false" radius="50" waitforinteraction="false" />
      <NPCFollowAction npctag="sootman" targettag="player" follow="true" />
      <ConversationAction text="EventText.jailbreak_sootman.c1" targettag="triggerer_player" eventsprite="Separatists">
        <Option text="EventText.jailbreak_sootman.o1">
          <ConversationAction text="EventText.jailbreak_sootman.o1.c1" targettag="triggerer_player">
            <Option text="EventText.jailbreak_sootman.o1.o1">
              <ConversationAction text="EventText.jailbreak_sootman.o1.o1.c1" targettag="triggerer_player" />
              <NPCWaitAction npctag="sootman" wait="false" />
              <NPCFollowAction npctag="sootman" targettag="outpostmanager" follow="true" />
              <WaitAction time="30" />
              <TriggerEventAction identifier="jailbreak_alarm" />
              <GodModeAction targettag="sootman" enabled="true" />
              <FireAction size="100" targettag="outpostmanager" />
              <TagAction criteria="itemtag:command" submarinetype="Player" tag="commandroom" />
              <!-- change team to give Sootman access to the sub -->
              <NPCChangeTeamAction npctag="sootman" teamid="Team1" addtocrew="false" />
              <NPCFollowAction npctag="sootman" targettag="commandroom" follow="true" />
              <WaitAction time="120" />
              <Label name="forcefollow" />
              <CheckConditionalAction targettag="sootman" IsInPlayerSub="true">
                <Failure>
                  <!-- if not in the player sub within 2 minutes (messed up waypoints, no command room in the sub?) make the NPC follow the player -->
                  <NPCFollowAction npctag="sootman" targettag="player" follow="true" />
                  <WaitAction time="10" />
                  <Goto name="forcefollow" />                  
                </Failure>
              </CheckConditionalAction>
            </Option>
          </ConversationAction>
        </Option>
      </ConversationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="jailbreak">
      <TagAction criteria="player" tag="player" />
      <TriggerAction target1tag="prisoner" target2tag="player" applytotarget2="triggerer_player" disableiftargetincapacitated="false" radius="50" waitforinteraction="false" />
      <ConversationAction text="EventText.jailbreak.c1" targettag="triggerer_player" eventsprite="BombScare1" />
      <TriggerEventAction identifier="jailbreak_alarm" />
    </ScriptedEvent>
    <ScriptedEvent identifier="jailbreak_alarm">
      <!-- trigger alarm if any of the prisoners are close to security -->
      <TriggerAction target1tag="prisoner" target2tag="securitynpc" applytotarget1="triggerer_prisoner" applytotarget2="triggerer_securitynpc" disableiftargetincapacitated="false" radius="200" waitforinteraction="false" />
      <NPCFollowAction npctag="triggerer_prisoner" targettag="triggerer_securitynpc" follow="true" />
      <WaitAction time="3" />
      <TagAction criteria="itemtag:securityalarm" submarinetype="Outpost" tag="alarmbutton" />
      <StatusEffectAction targettag="alarmbutton">
        <StatusEffect State="true" target="This" />
      </StatusEffectAction>
      <ConversationAction text="EventText.jailbreak_alarm.c1" eventsprite="NoticeBoard" ContinueAutomatically="true" />
      <NPCFollowAction npctag="triggerer_prisoner" targettag="triggerer_securitynpc" follow="false" />
      <NPCChangeTeamAction npctag="securitynpc" teamid="Team2" />
    </ScriptedEvent>
    <!--"Separatist relations"
    TODO:
    -spawn correct npcs-->
    <ScriptedEvent identifier="separatistrelations" commonness="100">
      <TagAction criteria="player" tag="player" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="vandal1" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="vandal2" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
      <SpawnAction itemidentifier="wrench" targetinventory="vandal1" />
      <SpawnAction itemidentifier="screwdriver" targetinventory="vandal2" />
      <NPCFollowAction npctag="vandal1" targettag="vandal2" follow="true" />
      <TriggerAction target1tag="vandal1" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
      <NPCWaitAction npctag="vandal1" wait="true" />
      <NPCWaitAction npctag="vandal2" wait="true" />
      <CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
        <Success>
          <ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.c1" eventsprite="group" />
          <ReputationAction targettype="Faction" identifier="separatists" increase="1" />
        </Success>
        <Failure>
          <ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.c2" eventsprite="group">
            <Option text="EventText.separatistrelations.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.o1.c1" />
              <ReputationAction targettype="Faction" identifier="separatists" increase="-2" />
              <CombatAction combatmode="offensive" npctag="vandal1" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
              <CombatAction combatmode="offensive" npctag="vandal2" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
            </Option>
            <Option text="EventText.separatistrelations.o2">
              <ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.o2.c1" />
              <ReputationAction targettype="Faction" identifier="separatists" increase="2" />
            </Option>
            <Option text="EventText.separatistrelations.o3" />
          </ConversationAction>
        </Failure>
      </CheckReputationAction>
      <NPCWaitAction npctag="vandal1" wait="false" />
      <NPCWaitAction npctag="vandal2" wait="false" />
    </ScriptedEvent>
    <!--Stuck in the middle-->
    <ScriptedEvent identifier="stuckinthemiddle" commonness="50">
      <TagAction criteria="player" tag="player" />
      <TagAction criteria="itemtag:chair" tag="torturechair" SubmarineType="Outpost" RequiredModuleTag="adminmodule" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="separatist1" targetmoduletags="airlock,cityairlock" spawnlocation="Outpost" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="separatist2" targetmoduletags="airlock,cityairlock" spawnlocation="Outpost" />
      <!-- spawns the NPC for later in the event and give it some bruises. -->
      <SpawnAction npcsetidentifier="abandonedoutpostnpcs" npcidentifier="hostage" targettag="torturedseparatist" spawnlocation="Outpost" targetmoduletags="adminmodule" />
      <AfflictionAction targettag="torturedseparatist" affliction="blunttrauma" strength="15" limbtype="head" />
      <AfflictionAction targettag="torturedseparatist" affliction="blunttrauma" strength="25" limbtype="torso" />
      <AfflictionAction targettag="torturedseparatist" affliction="stun" strength="10" />
      <GodModeAction targettag="torturedseparatist" enabled="true" />
      <NPCWaitAction npctag="torturedseparatist" wait="true" />
      <NPCWaitAction npctag="separatist1" wait="true" />
      <NPCWaitAction npctag="separatist2" wait="true" />
      <Label name="beginning" />
      <ClearTagAction tag="triggerer_player" />
      <TriggerAction target1tag="player" target2tag="separatist1" applytotarget1="triggerer_player" waitforinteraction="true"/>
      <ConversationAction text="EventText.stuckinthemiddle.c1" targettag="triggerer_player" eventsprite="crowd">
        <Option text="EventText.stuckinthemiddle.o1">
          <ConversationAction text="EventText.stuckinthemiddle.o1.c1" targettag="triggerer_player" eventsprite="separatists">
            <Option text="EventText.stuckinthemiddle.o1.o1">
              <ConversationAction text="EventText.stuckinthemiddle.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
                <Option text="EventText.stuckinthemiddle.o1.o1.o1">
                  <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
                    <Option text="EventText.stuckinthemiddle.o1.o1.o1.o1">
                      <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
                        <Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1">
                          <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
                            <Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1" endconversation="true">
                              <SetDataAction identifier="stuckinthemiddle_acceptedmission" value="true" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.stuckinthemiddle.o1.o1.o1.o2">
                      <!--END-->
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.stuckinthemiddle.o1.o2">
              <!--END-->
            </Option>
          </ConversationAction>
        </Option>
        <Option text="EventText.generic.ignore" endconversation="true">
          <!--END-->
          <GoTo name="beginning" />
        </Option>
      </ConversationAction>
      <!--Conversation #2-->
      <CheckDataAction identifier="stuckinthemiddle_acceptedmission" condition="eq true">
        <Success>
          <TriggerAction target1tag="triggerer_player" target2tag="torturedseparatist" radius="100" waitforinteraction="true" DisableIfTargetIncapacitated="false" />
          <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="MentalBreakdown">
            <Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1">
              <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="MentalBreakdown">
                <Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o1">
                  <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="MentalBreakdown" endconversation="true" />
                  <TriggerAction target1tag="triggerer_player" target2tag="separatist1" waitforinteraction="true" />
                  <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o1.c1.c1" targettag="triggerer_player" />
                  <ReputationAction targettype="Faction" identifier="separatists" increase="3" />
                </Option>
                <Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o2">
                  <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o2.c1" targettag="triggerer_player" endconversation="true" eventsprite="Note2" />
                  <TriggerAction target1tag="triggerer_player" target2tag="separatist1" waitforinteraction="true" />
                  <ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o2.c1.c1" targettag="triggerer_player" />
                  <ReputationAction targettype="Faction" identifier="separatists" increase="5" />
                  <MoneyAction amount="500" />
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.generic.ignore" endconversation="true">
              <!--END-->
            </Option>
          </ConversationAction>
        </Success>
        <Failure>
          <!--Do nothing-->
        </Failure>
      </CheckDataAction>
      <GodModeAction targettag="torturedseparatist" enabled="false" />
    </ScriptedEvent>
    <!--Terrorism 101-->
    <ScriptedEvent identifier="terrorism101" commonness="50">
      <TagAction criteria="player" tag="player" />
      <TagAction criteria="itemtag:vendingmachine" tag="selectedvendingmachine" SubmarineType="Outpost" chooserandom="true" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="terrorist" spawnpointtag="selectedvendingmachine" spawnlocation="Outpost" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="security" spawnlocation="Outpost" />
      <NPCWaitAction npctag="terrorist" wait="true" />
      <NPCOperateItemAction npctag="terrorist" targettag="selectedvendingmachine" ItemComponentName="Fabricator" Operate="true" />
      <Label name="beginning" />
      <ClearTagAction tag="triggerer_player" />
      <TriggerAction target1tag="player" target2tag="terrorist" applytotarget1="triggerer_player" waitforinteraction="true" />
      <ConversationAction text="EventText.terrorism101.c1" targettag="triggerer_player" eventsprite="Terrorism1">
        <Option text="EventText.terrorism101.o1">
          <ConversationAction text="EventText.terrorism101.o1.c1" targettag="triggerer_player" eventsprite="Terrorism2">
            <Option text="EventText.terrorism101.o1.o1">
              <ConversationAction text="EventText.terrorism101.o1.o1.c1" targettag="triggerer_player">
                <Option text="EventText.terrorism101.o1.o1.o1">
                  <Label name="bombtalk" />
                  <ConversationAction text="EventText.terrorism101.excuse" targettag="triggerer_player">
                    <Option text="EventText.terrorism101.abomb">
                      <ConversationAction text="EventText.terrorism101.shh" targettag="triggerer_player">
                        <Option text="EventText.terrorism101.help">
                          <ConversationAction text="EventText.terrorism101.novice" targettag="triggerer_player">
                            <Option text="EventText.terrorism101.armbomb">
                              <ConversationAction text="EventText.terrorism101.bombarmed" targettag="triggerer_player" />
                              <ReputationAction targettype="Faction" identifier="separatists" increase="5" />
                              <MoneyAction amount="250" />
                            </Option>
                            <Option text="EventText.terrorism101.dismantlebomb">
                              <ConversationAction text="EventText.terrorism101.bombdismantled" targettag="triggerer_player" />
                              <ReputationAction targettype="Faction" identifier="coalition" increase="3" />
                              <MoneyAction amount="250" />
                            </Option>
                          </ConversationAction>
                        </Option>
                        <Option text="EventText.terrorism101.o1.o1.o1.o1.o2" endconversation="true">
                          <ReputationAction targettype="Faction" identifier="coalition" increase="3" />
                          <ReputationAction targettype="Faction" identifier="separatists" increase="-3" />
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.terrorism101.o1.o1.o1.o2" endconversation="true">
                      <CombatAction combatmode="arrest" npctag="security" enemytag="terrorist" isinstigator="false" guardreaction="arrest" witnessreaction="none" />
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.terrorism101.o1.o1.o2" endconversation="true">
                  <!--END-->
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.terrorism101.o1.o2">
              <Goto name="bombtalk" />
            </Option>
          </ConversationAction>
        </Option>
        <Option text="EventText.generic.ignore" endconversation="true">
          <!--END-->
          <GoTo name="beginning" />
        </Option>
      </ConversationAction>
      <NPCWaitAction npctag="terrorist" wait="false" />
    </ScriptedEvent>
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <!--                          Church of the Husk                               -->
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <ScriptedEvent identifier="missionevent_escort1huskcult" commonness="100" requiredDestinationTypes="anyoutpost">
      <ConversationAction text="EventText.missionevent_escort1huskcult.c1" speakertag="huskcultist" endeventifinterrupted="false" dialogtype="Small" />
      <MissionAction missiontag="escortcommonershuskcult" />
    </ScriptedEvent>
    <ScriptedEvent identifier="missionevent_cargohuskcult" commonness="100" requiredDestinationTypes="anyoutpost">
      <ConversationAction text="eventtext.missionevent_cargohuskcult" speakertag="huskcultist" endeventifinterrupted="false" dialogtype="Small" />
      <MissionAction missiontag="cargohuskcult" />
    </ScriptedEvent>
    <!--"Outbreak"-->
    <ScriptedEvent identifier="outbreak" commonness="100">
      <TagAction criteria="player" tag="player" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="infectednpc" spawnlocation="Outpost" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="outbreaknpc" spawnlocation="Outpost" />
      <TriggerAction target1tag="outbreaknpc" target2tag="player" applytotarget2="triggerer_player" radius="250" waitforinteraction="true"/>
      <AfflictionAction targettag="infectednpc" affliction="huskinfection" strength="40" />
      <ConversationAction targettag="triggerer_player" text="EventText.outbreak.c1" eventsprite="cultist">
        <Option text="EventText.outbreak.o1" />
      </ConversationAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="huskcultspecialhire1">
      <CheckDataAction identifier="subraevent_state" condition="lt 3">
        <Failure>
          <!-- cannot start the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
        </Failure>
        <Success>
          <!-- Can't be hired until rescued in the "Way to Ascension" chain -->
          <CheckDataAction identifier="waytoascension" condition="gt 7">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <CheckReputationAction targettype="faction" identifier="huskcult" condition="gte 80">
                <Failure>
                  <!-- Do nothing -->
                </Failure>
                <Success>
                  <CheckDataAction identifier="huskcultspecialhire1_hired" condition="eq true">
                    <Success>
                      <!--Don't repeat event if already hired-->
                    </Success>
                    <Failure>
                      <TagAction criteria="player" tag="player" />
                      <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jacovsubra" targettag="jacovsubra" allowduplicates="false" targetmoduletags="huskmodule" spawnlocation="Outpost" />
                      <Label name="beginning" />
                      <TriggerAction target1tag="jacovsubra" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
                      <NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="true" />
                      <CheckDataAction identifier="huskcultspecialhire1_declinedonce" condition="eq true">
                        <Failure>
                          <!-- we haven't declined the offer before-->
                          <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.c1" eventsprite="JacovSubra4">
                            <Option text="eventtext.huskcultspecialhire1.o1">
                              <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.c1">
                                <Option text="eventtext.huskcultspecialhire1.o1.o1">
                                  <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.c1">
                                    <Option text="eventtext.huskcultspecialhire1.o1.o1.o1" endconversation="true">
                                      <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.o1.c1" />
                                      <NPCChangeTeamAction npctag="jacovsubra" teamid="Team1" addtocrew="true" />
                                      <SetDataAction identifier="huskcultspecialhire1_hired" value="true" />
                                      <NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
                                    </Option>
                                    <Option text="eventtext.huskcultspecialhire1.o1.o1.o2" endconversation="true">
                                      <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.o2.c1" />
                                      <SetDataAction identifier="huskcultspecialhire1_declinedonce" value="true" />
                                      <NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
                                      <GoTo name="beginning" />
                                    </Option>
                                  </ConversationAction>
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Failure>
                        <Success>
                          <!-- we've declined before, show different dialog this time -->
                          <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.repeat" eventsprite="JacovSubra4">
                            <Option text="eventtext.huskcultspecialhire1.o1.o1.repeat" endconversation="true">
                              <ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.o1.c1" />
                              <NPCChangeTeamAction npctag="jacovsubra" teamid="Team1" addtocrew="true" />
                              <SetDataAction identifier="huskcultspecialhire1_hired" value="true" />
                              <NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
                            </Option>
                            <Option text="eventtext.huskcultspecialhire1.o1.o2.repeat" endconversation="true">
                              <NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
                              <GoTo name="beginning" />
                            </Option>
                          </ConversationAction>
                        </Success>
                      </CheckDataAction>
                    </Failure>
                  </CheckDataAction>
                </Success>
              </CheckReputationAction>
            </Success>
          </CheckDataAction>
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!--"Husk cult relations" -->
    <ScriptedEvent identifier="huskcultrelations">
      <TagAction criteria="player" tag="player" />
      <TriggerAction target1tag="huskcultist" target2tag="player" applytotarget1="targetcultist" applytotarget2="triggerer_player" radius="250" waitforinteraction="true" />
      <NPCFollowAction npctag="targetcultist" targettag="triggerer_player" follow="true" />
      <ConversationAction targettag="triggerer_player" text="EventText.huskcultrelations.c1" eventsprite="huskinvite">
        <Option text="EventText.huskcultrelations.o1">
          <ConversationAction targettag="triggerer_player" text="EventText.huskcultrelations.o1.c1" fadetoblack="true" eventsprite="dorm">
            <Option text="EventText.huskcultrelations.o1.o1">
              <ConversationAction text="EventText.huskcultrelations.o1.o1.c1" targettag="triggerer_player" />
              <ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
              <SpawnAction itemidentifier="calyxanide" targetinventory="triggerer_player" />
              <SpawnAction itemidentifier="calyxanide" targetinventory="triggerer_player" />
              <AfflictionAction targettag="triggerer_player" affliction="huskinfection" strength="40" />
            </Option>
            <Option text="EventText.huskcultrelations.o1.o2" />
          </ConversationAction>
        </Option>
        <Option text="EventText.huskcultrelations.o2" />
      </ConversationAction>
      <NPCFollowAction npctag="targetcultist" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <!--"Husk cultist"-->
    <ScriptedEvent identifier="huskcultist">
      <TagAction criteria="player" tag="player" />
      <TriggerAction target1tag="huskcultist" target2tag="player" applytotarget1="targetcultist" applytotarget2="triggerer_player" radius="150" waitforinteraction="true" />
      <ConversationAction targettag="triggerer_player" text="EventText.huskcultist.c1" eventsprite="cultist">
        <Option text="EventText.huskcultist.o1">
          <CheckItemAction targettag="triggerer_player" itemidentifiers="huskeggsbasic">
            <Success>
              <Label name="checkpockets" />
              <ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.c1">
                <Option text="EventText.huskcultist.o1.o1">
                  <RemoveItemAction targettag="triggerer_player" itemidentifier="huskeggsbasic" />
                  <ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.o1.c1" />
                  <MoneyAction amount="1000" />
                </Option>
                <Option text="EventText.huskcultist.o1.o2">
                  <RemoveItemAction targettag="triggerer_player" itemidentifier="huskeggsbasic" />
                  <ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.o2.c1" />
                  <ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
                  <ReputationAction targettype="Faction" identifier="clowns" increase="-3" />
                </Option>
                <Option text="EventText.huskcultist.o1.o3" />
              </ConversationAction>
            </Success>
            <Failure>
              <ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.c2">
                <Option text="EventText.huskcultist.o1.o4">
                  <ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.o4.c1" />
                  <Label name="waitingforeggs" />
                  <ConversationAction text="EventText.huskcultist_return.c1" eventsprite="cultist" speakertag="huskcultist" dialogtype="Small">
                    <Option text="EventText.huskcultist_return.o1" endconversation="true">
                      <CheckItemAction targettag="triggerer_player" itemidentifiers="huskeggsbasic">
                        <Success>
                          <GoTo name="checkpockets" />
                        </Success>
                        <Failure>
                          <ConversationAction targettag="triggerer_player" waitforinteraction="false" text="EventText.huskcultist_return.o1.c2" eventsprite="cultist" dialogtype="Small" />
                          <GoTo name="waitingforeggs" />
                        </Failure>
                      </CheckItemAction>
                    </Option>
                    <Option text="EventText.huskcultist_return.o2" endconversation="true">
                      <GoTo name="waitingforeggs" />
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.huskcultist.o1.o5" />
              </ConversationAction>
            </Failure>
          </CheckItemAction>
        </Option>
        <Option text="EventText.huskcultist.o2" />
      </ConversationAction>
    </ScriptedEvent>
    <!--"Husk cult ambush"-->
    <ScriptedEvent identifier="huskcultambush">
      <TagAction criteria="player" tag="player" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="cultist1" spawnlocation="Outpost" lootingisstealing="false" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="cultist2" spawnlocation="Outpost" lootingisstealing="false" />
      <NPCFollowAction npctag="cultist2" targettag="cultist1" follow="true" />
      <TriggerAction target1tag="cultist1" target2tag="player" applytotarget2="triggerer_player" radius="300" />
      <NPCFollowAction npctag="cultist2" targettag="cultist1" follow="false" />
      <NPCFollowAction npctag="cultist1" targettag="triggerer_player" follow="true" />
      <NPCFollowAction npctag="cultist2" targettag="triggerer_player" follow="true" />
      <ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.c1" eventsprite="cultist">
        <Option text="EventText.huskcultambush.o1">
          <ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.o1.c1" />
          <CombatAction combatmode="Offensive" npctag="cultist1" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
          <CombatAction combatmode="Offensive" npctag="cultist2" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
        </Option>
        <Option text="EventText.huskcultambush.o2">
          <CheckReputationAction targettype="faction" identifier="huskcult" condition="gte 20">
            <Success>
              <ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.o2.c1" />
              <ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
            </Success>
            <Failure>
              <ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.o2.c2" />
              <!-- give a bit of rep for the nice try -->
              <ReputationAction targettype="Faction" identifier="huskcult" increase="3" />
              <CombatAction combatmode="Offensive" npctag="cultist1" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
              <CombatAction combatmode="Offensive" npctag="cultist2" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
            </Failure>
          </CheckReputationAction>
        </Option>
      </ConversationAction>
      <NPCFollowAction npctag="cultist1" targettag="triggerer_player" follow="false" />
      <NPCFollowAction npctag="cultist2" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <!--"Young cultists"-->
    <ScriptedEvent identifier="youngcultists">
      <CheckDataAction identifier="youngcultists_completed" condition="eq true">
        <Success>
          <!--Don't repeat event if already completed -->
        </Success>
        <Failure>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="patient" spawnlocation="Outpost" targetmoduletags="huskmodule" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="cultist2" spawnlocation="Outpost" targetmoduletags="huskmodule" />
          <!-- use an existing cultist as the 1st NPC -->
          <NPCFollowAction npctag="huskcultist" targettag="patient" maxtargets="1" follow="true" />
          <NPCFollowAction npctag="cultist2" targettag="patient" maxtargets="1" follow="true" />
          <AfflictionAction targettag="patient" affliction="huskinfection" strength="1000" />
          <GodModeAction targettag="patient" updateafflictions="true" enabled="true" />
          <TriggerAction target1tag="patient" target2tag="player" applytotarget2="triggerer_player" disableiftargetincapacitated="false" radius="100" waitforinteraction="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.c1" eventsprite="unconscious">
            <Option text="EventText.youngcultists.o1">
              <!-- only mark as completed if the player chooses to interact with the cultists (can occur again if the event is ignored) -->
              <SetDataAction identifier="youngcultists_completed" value="true" />
              <GodModeAction targettag="patient" enabled="false" />
              <AfflictionAction targettag="patient" affliction="huskinfection" strength="-1000" />
              <NPCFollowAction npctag="patient" targettag="cultist2" follow="true" />
              <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.c1">
                <Option text="EventText.youngcultists.o1.o1">
                  <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.c1">
                    <Option text="EventText.youngcultists.o1.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o1.c1">
                        <Option text="EventText.youngcultists.o1.o1.o1.o1">
                          <Label name="parasite" />
                          <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o1.o1.c1">
                            <Option text="EventText.youngcultists.o1.o1.o1.o1.o1">
                              <Label name="callsecurity" />
                              <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o1.o1.o1.c1" />
                              <ReputationAction targettype="Faction" identifier="huskcult" increase="-10" />
                              <CombatAction combatmode="Arrest" npctag="securitynpc" enemytag="cultist2" isinstigator="false" witnessreaction="retreat" />
                            </Option>
                            <Option text="EventText.youngcultists.o1.o1.o1.o1.o2"  endconversation="true">
                              <ReputationAction targettype="Faction" identifier="huskcult" increase="-2" />
                            </Option>
                            <Option text="EventText.youngcultists.o1.o1.o1.o1.o3">
                              <GoTo name="info" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.youngcultists.o1.o1.o2">
                      <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o2.c1">
                        <Option text="EventText.youngcultists.o1.o1.o2.o1">
                          <Label name="info" />
                          <ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o2.o1.c1">
                            <Option text="EventText.youngcultists.o1.o1.o2.o1.o1" endconversation="true">
                              <ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
                            </Option>
                            <Option text="EventText.youngcultists.o1.o1.o2.o1.o2">
                              <GoTo name="callsecurity" />
                            </Option>
                          </ConversationAction>
                        </Option>
                        <Option text="EventText.youngcultists.o1.o1.o2.o2">
                          <GoTo name="parasite" />
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.youngcultists.o2" targettag="triggerer_player" endconversation="true">
              <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
              <GodModeAction targettag="patient" enabled="false" />
            </Option>
          </ConversationAction>
        </Failure>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- 
    waytoascension states
    0: not started
    1: talked to the ecclesiast, but not been able to answer the question about the second metamorphosis
    2: answered the question correctly, asked to deliver husk eggs
    3: delivered husk eggs, offered to join the church
    4: joined the church, will get a new task when talking to the ecclesiast again
    5: tasked to assassinate someone who knows too much about the church
    6: assassination done, will get a reward and a task to pick up Jacov Subra when talking to the ecclesiast
    7: tasked to rescue Jacov Subra from an abandoned outpost
    8: rescued Subra
    -->
    <!-- Way to Ascension 1 -->
    <ScriptedEvent identifier="waytoascension1">
      <CheckDataAction identifier="subraevent_state" condition="lt 3">
        <Failure>
          <!-- cannot start the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
        </Failure>
        <Success>
          <CheckReputationAction targettype="faction" identifier="huskcult" condition="gte 0">
            <Failure>
              <!-- Do nothing -->
            </Failure>
            <Success>              
              <CheckDataAction identifier="waytoascension" condition="eq 0">
                <Failure>
                  <CheckDataAction identifier="waytoascension" condition="eq 1">
                    <Failure>
                      <!-- do nothing -->
                    </Failure>
                    <Success>
                      <TagAction criteria="player" tag="player" />
                      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
                      <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
                      <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
                      <ConversationAction text="EventText.waytoascension1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                        <Option text="EventText.waytoascension1.o5.o1.o1.o1.o1">
                          <Label name="wronganswer" />
                          <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast" endconversation="true" />
                        </Option>
                        <Option text="EventText.waytoascension1.o5.o1.o1.o1.o2">
                          <GoTo name="wronganswer" />
                        </Option>
                        <Option text="EventText.waytoascension1.o5.o1.o1.o1.o3">
                          <GoTo name="givetask" />
                        </Option>
                        <Option text="EventText.waytoascension1.o5.o1.o1.o1.o4">
                          <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o4.c1" targettag="triggerer_player" eventsprite="Ecclesiast" endconversation="true" />
                          <SetDataAction identifier="waytoascension" value="1" />
                        </Option>
                      </ConversationAction>
                    </Success>
                  </CheckDataAction>
                </Failure>
                <Success>
                  <TagAction criteria="player" tag="player" />
                  <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
                  <NPCFollowAction npctag="huskcultist" targettag="ecclesiast" follow="true" />
                  <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
                  <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
                  <ConversationAction text="EventText.waytoascension1.c2" targettag="triggerer_player" eventsprite="Ecclesiast">
                    <Option text="EventText.waytoascension1.o5">
                      <ConversationAction text="EventText.waytoascension1.o5.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                        <Option text="EventText.waytoascension1.o5.o1">
                          <ConversationAction text="EventText.waytoascension1.o5.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                            <Option text="EventText.waytoascension1.o5.o1.o1">
                              <ConversationAction text="EventText.waytoascension1.o5.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                                <Option text="EventText.waytoascension1.o5.o1.o1.o1">
                                  <Label name="challenge" />
                                  <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                                    <Option text="EventText.waytoascension1.o5.o1.o1.o1.o1">
                                      <Label name="wronganswer2" />
                                      <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast" endconversation="true" />
                                      <SetDataAction identifier="waytoascension" value="1" />
                                    </Option>
                                    <Option text="EventText.waytoascension1.o5.o1.o1.o1.o2">
                                      <GoTo name="wronganswer2" />
                                    </Option>
                                    <Option text="EventText.waytoascension1.o5.o1.o1.o1.o3">
                                      <Label name="givetask" />
                                      <ReputationAction targettype="Faction" identifier="huskcult" increase="2" />
                                      <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o3.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                                        <Option text="EventText.waytoascension1.o5.o1.o1.o1.o3.o1">
                                          <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o3.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast" />
                                          <SetDataAction identifier="waytoascension" value="2" />
                                        </Option>
                                      </ConversationAction>
                                    </Option>
                                    <Option text="EventText.waytoascension1.o5.o1.o1.o1.o4">
                                      <ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o4.c1" eventsprite="Ecclesiast" targettag="triggerer_player" endconversation="true" />
                                      <SetDataAction identifier="waytoascension" value="1" />
                                    </Option>
                                  </ConversationAction>
                                </Option>
                              </ConversationAction>
                            </Option>
                            <Option text="EventText.waytoascension1.o5.o1.o2">
                              <ConversationAction text="EventText.waytoascension1.o5.o1.o2.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
                                <Option text="EventText.waytoascension1.o5.o1.o1.o1">
                                  <GoTo name="challenge" />
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                        <Option text="EventText.waytoascension1.o5.o2" endconversation="true" />
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.waytoascension1.o6">
                      <ConversationAction targettag="triggerer_player" text="EventText.waytoascension1.o6.c1" />
                      <ReputationAction targettype="Faction" identifier="huskcult" increase="-10" />
                      <CombatAction combatmode="Arrest" npctag="securitynpc" enemytag="ecclesiast" isinstigator="false" witnessreaction="retreat" />
                    </Option>
                    <Option text="EventText.waytoascension1.o7" endconversation="true" />
                  </ConversationAction>
                </Success>
              </CheckDataAction>
              <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
            </Success>
          </CheckReputationAction>
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- Way to Ascension 2 -->
    <ScriptedEvent identifier="waytoascension2">
      <CheckDataAction identifier="subraevent_state" condition="lt 3">
        <Failure>
          <!-- cannot continue the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <CheckDataAction identifier="waytoascension" condition="eq 2">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
              <Label name="beginning" />
              <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.c1" eventsprite="Ecclesiast">
                <Option text="EventText.waytoascension2.o1">
                  <CheckItemAction targettag="triggerer_player" itemidentifiers="huskeggs,huskeggsbasic" amount="12">
                    <Success>
                      <RemoveItemAction targettag="triggerer_player" itemidentifier="huskeggs,huskeggsbasic" amount="12" />
                      <ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
                      <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o1.c1">
                        <Option text="EventText.waytoascension2.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o1.o1.c1">
                            <Option text="EventText.waytoascension2.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o1.o1.o1.c1" endconversation="true" />
                              <SetDataAction identifier="waytoascension" value="3" />
                              <Goto name="answer" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Success>
                    <Failure>
                      <ConversationAction text="EventText.waytoascension2.o1.c2" eventsprite="Ecclesiast" />
                      <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
                      <Goto name="beginning" />
                    </Failure>
                  </CheckItemAction>
                </Option>
                <Option text="EventText.waytoascension2.o2" endconversation="true">
                  <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
                  <Goto name="beginning" />
                </Option>
              </ConversationAction>
            </Success>
          </CheckDataAction>
          <CheckDataAction identifier="waytoascension" condition="eq 3">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
              <Label name="answer" />
              <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.c2" eventsprite="Ecclesiast">
                <Option text="EventText.waytoascension2.o3">
                  <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.c1">
                    <Option text="EventText.waytoascension2.o3.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.c1">
                        <Option text="EventText.waytoascension2.o3.o1">
                          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.o1.c1">
                            <Option text="EventText.waytoascension2.o3.o1">
                              <SetDataAction identifier="waytoascension" value="4" />
                              <ReputationAction targettype="Faction" identifier="huskcult" increase="10" />
                              <ReputationAction targettype="Faction" identifier="clowns" increase="-10" />
                              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.o1.o1.c1">
                                <Option text="EventText.waytoascension2.o3.o1.o1.o1.o1">
                                  <ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.o1.o1.o1.c1" endconversation="true" />
                                  <SpawnAction itemidentifier="bookofchalices2" targetinventory="triggerer_player" />
                                  <SpawnAction itemidentifier="cultistrobes" targetinventory="triggerer_player" />
                                </Option>
                              </ConversationAction>
                            </Option>
                            <Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
                              <Goto name="answer" />
                            </Option>
                          </ConversationAction>
                        </Option>
                        <Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
                          <Goto name="answer" />
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
                      <Goto name="answer" />
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
                  <Goto name="answer" />
                </Option>
              </ConversationAction>
            </Success>
          </CheckDataAction>
          <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- Way to Ascension 3 -->
    <ScriptedEvent identifier="waytoascension3">
      <CheckDataAction identifier="subraevent_state" condition="lt 3">
        <Failure>
          <!-- cannot continue the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
        </Failure>
        <Success>
          <CheckDataAction identifier="waytoascension" condition="eq 4">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <TagAction criteria="player" tag="player" />
              <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
              <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.c1" eventsprite="Ecclesiast">
                <Option text="EventText.waytoascension3.o1">
                  <ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.o1.c1" eventsprite="Ecclesiast">
                    <Option text="EventText.waytoascension3.o1.o1">
                      <GoTo name="givemission" />
                    </Option>
                    <Option text="EventText.waytoascension3.o1.o2">
                      <ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.o1.o2.c1" eventsprite="Ecclesiast">
                        <Option text="EventText.waytoascension3.o1.o2.o1">
                          <Label name="givemission" />
                          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.o1.o2.o1.c1" eventsprite="Ecclesiast" endconversation="true" />
                          <MissionAction missionidentifier="huskcultspecialassassinate" minlocationdistance="2" requiredfaction="coalition" locationtype="City,Outpost,Military,Research,Mine" CreateLocationIfNotFound="true" />
                          <SetDataAction identifier="waytoascension" value="5" />
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Success>
          </CheckDataAction>
          <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- Way to Ascension: assassination mission start -->
    <ScriptedEvent identifier="waytoascension_assassination1">
      <ConversationAction text="EventText.waytoascension_assassination1.c1" endeventifinterrupted="false" eventsprite="JacovSubra3" />
      <ConversationAction text="EventText.waytoascension_assassination1.c1.c1" speakertag="coalitionspy" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Infiltration1">
        <Option text="EventText.waytoascension_assassination1.c1.o1">
          <ConversationAction text="EventText.waytoascension_assassination1.c1.o1.c1" targettag="triggerer_player" endconversation="true" />
          <CombatAction combatmode="Offensive" npctag="coalitionspy" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat" />
        </Option>
        <Option text="EventText.waytoascension_assassination1.c1.o2">
          <ConversationAction text="EventText.waytoascension_assassination1.c1.o2.c1" targettag="triggerer_player" endconversation="true" />
          <NPCFollowAction npctag="coalitionspy" targettag="triggerer_player" follow="true" />
          <WaitAction time="60" />
          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension_assassination1.c1.o2.c1.c1" waitforinteraction="false" eventsprite="Infiltration1" />
          <NPCFollowAction npctag="coalitionspy" targettag="triggerer_player" follow="false" />
        </Option>
        <Option text="EventText.waytoascension_assassination1.c1.o3" endconversation="true" />
      </ConversationAction>
    </ScriptedEvent>
    <!-- Way to Ascension 4 -->
    <ScriptedEvent identifier="waytoascension4">
      <CheckDataAction identifier="waytoascension" condition="eq 6">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
          <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
          <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.c1" eventsprite="Ecclesiast">
            <Option text="EventText.waytoascension4.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.o1.c1" eventsprite="Ecclesiast">
                <Option text="EventText.waytoascension4.o1.o1">
                  <ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.o1.o1.c1" eventsprite="Ecclesiast">
                    <Option text="EventText.waytoascension4.o1.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.o1.o1.o1.c1" eventsprite="Ecclesiast" endconversation="true" />
                      <MissionAction missionidentifier="huskcultrescuesubra" locationtype="Abandoned" CreateLocationIfNotFound="true" />
                      <SetDataAction identifier="waytoascension" value="7" />
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
      <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <ScriptedEvent identifier="waytoascensionfoundsubra" commonness="0">
      <TagAction criteria="player" tag="player" />
      <!-- enable godmode to ensure the player can't get locked from completing the rest of the event chain -->
      <GodModeAction targettag="jacovsubra" />
      <TriggerAction target1tag="player" target2tag="jacovsubra" applytotarget1="triggerer_player" radius="300" waitforinteraction="false" />
      <NPCWaitAction npctag="jacovsubra" wait="true" />
      <ConversationAction text="EventText.waytoascensionfoundsubra.c1" targettag="triggerer_player" eventsprite="JacovSubra4">
        <Option text="EventText.waytoascensionfoundsubra.o1">
          <ConversationAction text="EventText.waytoascensionfoundsubra.o1.c1" targettag="triggerer_player" eventsprite="JacovSubra4">
            <Option text="EventText.waytoascensionfoundsubra.o1.o1">
              <ConversationAction text="EventText.waytoascensionfoundsubra.o1.o1.c1" targettag="triggerer_player" eventsprite="JacovSubra4" />
              <NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="true" />
              <SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecuritybrute" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
              <SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecuritybrute" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
              <SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecuritygunner" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
              <SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecurityelite" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
            </Option>
          </ConversationAction>
        </Option>
      </ConversationAction>
      <TriggerEventAction identifier="waytoascensionsubraescort" nextround="true" />
      <NPCWaitAction npctag="jacovsubra" wait="false" />
    </ScriptedEvent>

    <ScriptedEvent identifier="waytoascensionsubraescort" commonness="0">
      <CheckDataAction identifier="waytoascension" condition="eq 8">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <SetDataAction identifier="waytoascension" value="9" />
          <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jacovsubra" targettag="jacovsubra" allowduplicates="false" spawnlocation="MainSub" />
          <TagAction criteria="player" tag="player" />
          <WaitAction time="5" />
          <!-- enable godmode to ensure the player can't get locked from completing the rest of the event chain -->
          <GodModeAction targettag="jacovsubra" />
          <TriggerAction target1tag="player" target2tag="jacovsubra" applytotarget1="triggerer_player" radius="300" waitforinteraction="false" />
          <NPCWaitAction npctag="jacovsubra" wait="true" />
          <ConversationAction text="EventText.waytoascensionsubraescort.c1" targettag="triggerer_player" eventsprite="JacovSubra4">
            <Option text="EventText.waytoascensionsubraescort.o1">
              <ConversationAction text="EventText.waytoascensionsubraescort.c2" targettag="triggerer_player" eventsprite="JacovSubra4" />
            </Option>
          </ConversationAction>
          <NPCWaitAction npctag="jacovsubra" wait="false" />
          <WaitAction time="120" />
          <TriggerAction target1tag="player" target2tag="jacovsubra" applytotarget1="triggerer_player" radius="300" waitforinteraction="true" />
          <NPCWaitAction npctag="jacovsubra" wait="true" />
          <ConversationAction text="EventText.waytoascensionsubraescort.c3" targettag="triggerer_player" eventsprite="JacovSubra4">
            <Option text="EventText.waytoascensionsubraescort.c3.o1">
              <ConversationAction text="EventText.waytoascensionsubraescort.c4" targettag="triggerer_player" eventsprite="JacovSubra4" />
            </Option>
          </ConversationAction>
          <ConversationAction text="EventText.waytoascensionsubraescort.c5" targettag="triggerer_player" eventsprite="JacovSubra4">
            <Option text="EventText.waytoascensionsubraescort.c5.o1" targettag="triggerer_player" eventsprite="JacovSubra4">
              <ConversationAction text="EventText.waytoascensionsubraescort.c6" targettag="triggerer_player" eventsprite="JacovSubra4" />
            </Option>
          </ConversationAction>          
          <NPCWaitAction npctag="jacovsubra" wait="false" />
        </Success>
      </CheckDataAction>
    </ScriptedEvent>

    <!-- Way to Ascension 4 -->
    <ScriptedEvent identifier="waytoascension5">
      <CheckDataAction identifier="waytoascension" condition="eq 9">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnpointtag="ritualchamber" spawnlocation="Outpost" targetmoduletags="huskmodule" />
          <NPCFollowAction npctag="huskcultist" targettag="ecclesiast" follow="true" />
          <NPCWaitAction npctag="ecclesiast" wait="true" />
          <SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
          <SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
          <SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
          <SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
          <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" radius="200" waitforinteraction="false" />
          <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1" eventsprite="Ecclesiast">
            <Option text="EventText.waytoascension5.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.o1.c1" eventsprite="Ecclesiast" endconversation="true" />
              <GoTo name="wait" />
            </Option>
          </ConversationAction>
          <Label name="wait" />
          <NPCWaitAction npctag="ecclesiast" wait="true" />
          <NPCFollowAction npctag="huskcultist" targettag="ecclesiast" follow="true" />
          <TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.c1" eventsprite="Ecclesiast">
            <Option text="EventText.waytoascension5.c1.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.c1" eventsprite="Ecclesiast">
                <Option text="EventText.waytoascension5.c1.o1.o1">
                  <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.c1" eventsprite="Ecclesiast">
                    <Option text="EventText.waytoascension5.c1.o1.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.c1" eventsprite="Ecclesiast">
                        <Option text="EventText.waytoascension5.c1.o1.o1.o1.o1" endconversation="true">
                          <AfflictionAction targettag="ecclesiast" affliction="husksymbiosis" strength="1000" />
                          <AfflictionAction targettag="huskcultist" affliction="huskinfection" strength="1000" />
                          <StatusEffectAction targettag="triggerer_player">
                            <StatusEffect target="NearbyCharacters" range="800" duration="10">
                              <Conditional TeamID="Team1" />
                              <Sound file="Content/Items/Alien/AlienTurret2.ogg" range="1000" />
                              <Affliction identifier="hallucinating" strength="10" />
                              <Affliction identifier="husksymbiosis" strength="10" />
                            </StatusEffect>
                          </StatusEffectAction>
                          <WaitAction time="3" />
                          <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.o1.c1" eventsprite="Ecclesiast">
                            <Option text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1.c1" eventsprite="Ecclesiast">
                                <Option text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1.o1">
                                  <ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1.o1.c1" eventsprite="Ecclesiast" />
                                  <ReputationAction targettype="Faction" identifier="huskcult" increase="10" />
                                  <ReputationAction targettype="Faction" identifier="clowns" increase="-10" />
                                  <SetDataAction identifier="waytoascension" value="10" />
                                  <CombatAction combatmode="arrest" npctag="security" enemytag="ecclesiast" isinstigator="false" guardreaction="arrest" witnessreaction="none" />
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.waytoascension5.c1.o2" endconversation="true">
              <GoTo name="wait" />
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
      <NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <!--Husk Extremists-->
    <ScriptedEvent identifier="huskextremists">
      <TagAction criteria="player" tag="player" />
      <TagAction criteria="humanprefabidentifier:huskextremist" tag="cultist" />
      <TagAction criteria="humanprefabidentifier:huskextremist_leader" tag="cultist" />
      <NPCChangeTeamAction npctag="cultist" teamid="FriendlyNPC" />

      <Label name="waitforspotting" />
      <WaitAction time="1" />
      <CheckVisibilityAction EntityTag="cultist" TargetTag="player" ApplyTagToEntity="talk_cultist" ApplyTagToTarget="triggerer_player">
        <Failure>
          <Goto name="waitforspotting" />
        </Failure>
      </CheckVisibilityAction>
      
      <NPCWaitAction npctag="talk_cultist" wait="true" />
      <!-- Set cultists to passive until after the conversations -->
      <ConversationAction text="eventtext.huskextremists1.c1" targettag="triggerer_player">
        <Option text="eventtext.huskextremists1.o1">
          <ConversationAction text="eventtext.huskextremists1.o1.c1" targettag="triggerer_player">
            <Option text="eventtext.huskextremists1.o1.o1">
              <ConversationAction text="eventtext.huskextremists1.o1.o1.c1" targettag="triggerer_player">
                <Option text="eventtext.huskextremists1.o1.o1.o1" endconversation="true">
                  <!-- Combat -->
                  <NPCChangeTeamAction npctag="cultist" teamid="Team2" />
                  <CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
                  <ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
                  <ReputationAction targettype="Faction" identifier="clowns" increase="-5" />
                </Option>
                <Option text="eventtext.huskextremists1.o1.o1.o2" endconversation="true">
                  <!-- Combat -->
                  <NPCChangeTeamAction npctag="cultist" teamid="Team2" />
                  <CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
                  <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
                  <ReputationAction targettype="Faction" identifier="clowns" increase="5" />
                </Option>
                <Option text="eventtext.huskextremists1.o1.o1.o3" endconversation="true">
                  <!-- Peace, but no mission reward -->
                  <SpawnAction itemidentifier="geneticmaterialhusk" targetinventory="triggerer_player"/>
                  <SpawnAction itemidentifier="geneticmaterialhusk" targetinventory="triggerer_player"/>
                  <SpawnAction itemidentifier="geneticmaterialhusk" targetinventory="triggerer_player"/>
                  <ReputationAction targettype="Faction" identifier="clowns" increase="-10" />
                  <ReputationAction targettype="Faction" identifier="huskcult" increase="-3" />
                </Option>
              </ConversationAction>
            </Option>
          </ConversationAction>
        </Option>
        <Option text="eventtext.huskextremists1.o2">
          <ConversationAction text="eventtext.huskextremists1.o2.c1" targettag="triggerer_player">
            <Option text="eventtext.givingdirections.o2.o2" endconversation="true">
              <!-- Uh oh. -->
              <!-- Combat -->
              <NPCChangeTeamAction npctag="cultist" teamid="Team2" />
              <NPCWaitAction npctag="talk_cultist" wait="false" />
              <CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
            </Option>
          </ConversationAction>
        </Option>
        <Option text="eventtext.huskextremists1.o3" endconversation="true">
          <!-- Combat -->
          <NPCChangeTeamAction npctag="cultist" teamid="Team2" />
          <CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
          <ReputationAction targettype="Faction" identifier="clowns" increase="5" />
          <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
        </Option>
      </ConversationAction>
      <NPCWaitAction npctag="talk_cultist" wait="false" />
    </ScriptedEvent>
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <!--                                  Clowns                                   -->
    <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
    <ScriptedEvent identifier="missionevent_escort1clowns" commonness="100" requiredDestinationTypes="anyoutpost">
      <ConversationAction text="EventText.missionevent_escort1clowns.c1" speakertag="clown" endeventifinterrupted="false" dialogtype="Small" />
      <MissionAction missiontag="escortcommonersclowns" />
    </ScriptedEvent>
    <ScriptedEvent identifier="missionevent_salvageclown" commonness="100">
      <ConversationAction text="EventText.missionevent_salvageclown" speakertag="clown" endeventifinterrupted="false" dialogtype="Small" />
      <MissionAction missiontag="salvageclown" />
    </ScriptedEvent>
    <!--"Clown relations 1"-->
    <ScriptedEvent identifier="clownrelations1" commonness="100">
      <SpawnAction itemidentifier="toolbelt" spawnlocation="outpost" targettag="clowntoolbelt" targetmoduletags="crewmodule" ignorebyai="true" />
      <SpawnAction itemidentifier="bikehorn" targetinventory="clowntoolbelt" />
      <SpawnAction itemidentifier="bikehorn" targetinventory="clowntoolbelt" />
      <SpawnAction itemidentifier="clownmask" targetinventory="clowntoolbelt" />
      <SpawnAction itemidentifier="clowncostume" targetinventory="clowntoolbelt" />
      <Label name="beginning" />
      <TagAction criteria="player" tag="player" />
      <TriggerAction target1tag="clowntoolbelt" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true" />
      <ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.c1">
        <Option text="EventText.clownrelations1.o1">
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown1" spawnlocation="Outpost" targetmoduletags="crewmodule" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown1" spawnlocation="Outpost" targetmoduletags="crewmodule" />
          <NPCFollowAction npctag="clown1" targettag="clowntoolbelt" follow="true" />
          <NPCFollowAction npctag="clown2" targettag="triggerer_player" follow="true" />
          <WaitAction time="2" />
          <ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.o1.c1" eventsprite="clown">
            <Option text="EventText.clownrelations1.o1.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.o1.o1.c1" />
            </Option>
            <Option text="EventText.clownrelations1.o1.o2">
              <SpawnAction itemidentifier="bikehorn" targetinventory="triggerer_player" />
              <ReputationAction targettype="Faction" identifier="clowns" increase="10" />
              <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
              <StatusEffectAction targettag="triggerer_player">
                <StatusEffect target="This">
                  <Sound file="Content/Items/Weapons/honk.ogg" range="300" />
                </StatusEffect>
              </StatusEffectAction>
              <ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.o1.o2.c1" />
            </Option>
          </ConversationAction>
        </Option>
        <Option text="EventText.clownrelations1.o2" endconversation="true">
          <!-- END -->
          <GoTo name="beginning" />
        </Option>
      </ConversationAction>
      <NPCFollowAction npctag="clown1" targettag="clowntoolbelt" follow="false" />
      <NPCFollowAction npctag="clown2" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <!--"Clown relations 2"-->
    <ScriptedEvent identifier="clownrelations2" commonness="100">
      <TagAction criteria="player" tag="player" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown" spawnlocation="Outpost" spawnpointtype="Path" />
      <TriggerAction target1tag="clown" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true" />
      <NPCFollowAction npctag="clown" targettag="triggerer_player" follow="true" />
      <ConversationAction targettag="triggerer_player" text="EventText.clownrelations2.c1" eventsprite="clown">
        <Option text="EventText.clownrelations2.o1">
          <CheckReputationAction targettype="faction" identifier="clowns" condition="gte 30">
            <Success>
              <ConversationAction targettag="triggerer_player" text="EventText.clownrelations2.o1.c1" endconversation="true"/>
              <SpawnAction itemidentifier="bikehorn" targetinventory="triggerer_player" />
            </Success>
            <Failure>
              <ConversationAction targettag="triggerer_player" text="EventText.clownrelations2.o1.c2">
                <Option text="EventText.clownrelations2.o1.o1" />
              </ConversationAction>
              <AfflictionAction targettag="triggerer_player" affliction="blunttrauma" strength="3" limbtype="head" />
              <CombatAction combatmode="retreat" npctag="clown" enemytag="triggerer_player" />
            </Failure>
          </CheckReputationAction>
          <NPCFollowAction npctag="clown" targettag="triggerer_player" follow="false" />
        </Option>
        <Option text="EventText.clownrelations2.o2" endconversation="true">
          <WaitAction time="10" />
          <NPCFollowAction npctag="clown" targettag="triggerer_player" follow="false" />
        </Option>
      </ConversationAction>
    </ScriptedEvent>
    <!--"Clown brutality"-->
    <ScriptedEvent identifier="clownbrutality" commonness="100">
      <TagAction criteria="player" tag="player" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clownnpc1" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clownnpc2" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="clownvictimnpc" spawnlocation="Outpost" targetmoduletags="crewmodule" />
      <SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc1" />
      <SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc2" />
      <TriggerAction target1tag="clownvictimnpc" target2tag="player" radius="300" />
      <CombatAction combatmode="offensive" npctag="clownnpc1" enemytag="clownvictimnpc" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
      <CombatAction combatmode="offensive" npctag="clownnpc2" enemytag="clownvictimnpc" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
    </ScriptedEvent>
    <!--Infiltration-->
    <ScriptedEvent identifier="infiltration" commonness="50" requiredDestinationTypes="anyoutpost">
      <CheckDataAction identifier="infiltration_complete" condition="eq true">
        <Success>
          <!--Don't repeat-->
        </Success>
        <Failure>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
          <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
          <SpawnAction itemidentifier="toyhammer" targetinventory="clowntroublemaker" />
          <SpawnAction itemidentifier="toyhammer" targetinventory="clowntroublemaker" />
          <TriggerAction target1tag="player" target2tag="outpostmanager" applytotarget1="triggerer_player" waitforinteraction="true" />
          <ConversationAction text="EventText.infiltration.c1" targettag="triggerer_player" eventsprite="Infiltration1">
            <Option text="EventText.infiltration.o1">
              <ConversationAction text="EventText.infiltration.o1.c1" targettag="triggerer_player">
                <Option text="EventText.infiltration.o1.o1">
                  <ConversationAction text="EventText.infiltration.o1.o1.c1" targettag="triggerer_player" eventsprite="Infiltration2">
                    <Option text="EventText.infiltration.o1.o1.o1">
                      <ConversationAction text="EventText.infiltration.o1.o1.o1.c1" targettag="triggerer_player">
                        <Option text="EventText.infiltration.o1.o1.o1.o1">
                          <ConversationAction text="EventText.infiltration.o1.o1.o1.o1.c1" targettag="triggerer_player" />
                          <GoTo name="gotoclowns" />
                        </Option>
                        <Option text="EventText.infiltration.o1.o1.o1.o2" endconversation="true">
                          <Label name="gotoclowns" />
                          <TriggerAction target1tag="triggerer_player" target2tag="clowntroublemaker" waitforinteraction="true" allowmultipletargets="true" />
                          <ConversationAction text="EventText.infiltration.o1.o1.o1.o2.c1" targettag="triggerer_player" eventsprite="infiltration2">
                            <!-- threaten the clowns -->
                            <Option text="EventText.infiltration.o1.o1.o1.o2.o1">
                              <SkillCheckAction requiredskill="weapons" requiredlevel="50" targettag="triggerer_player">
                                <!-- clowns flee to the airlock -->
                                <Success>
                                  <TagAction criteria="hullname:airlock" tag="airlock" submarinetype="Outpost" />
                                  <ReputationAction targettype="Faction" identifier="clowns" increase="-2" />
                                  <ReputationAction targettype="Faction" identifier="huskcult" increase="2" />
                                  <ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.c1" eventsprite="clownambush" ContinueAutomatically="true" endconversation="true"/>
                                  <NPCFollowAction npctag="clowntroublemaker" targettag="airlock" follow="true" />
                                  <WaitAction time="3" />
                                  <ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.o1.c1" eventsprite="clownambush" endconversation="true"/>
                                  <MoneyAction amount="1000" />
                                  <ReputationAction targettype="Location" increase="2" />
                                  <!-- stop fleeing to not get stuck on ladder -->
                                  <TriggerAction target1tag="clowntroublemaker" target2tag="airlock" radius="300" />
                                  <WaitAction time="5" />
                                  <NPCFollowAction npctag="clowntroublemaker" targettag="airlock" follow="false" />
                                </Success>
                                <!-- clowns laugh and bonk you -->
                                <Failure>
                                  <ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.c2" eventsprite="Jestmaster">
                                    <Option text="EventText.infiltration.o1.o1.o1.o2.o1.o2" endconversation="true">
                                      <CombatAction combatmode="offensive" npctag="clowntroublemaker" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
                                    </Option>
                                  </ConversationAction>
                                </Failure>
                              </SkillCheckAction>
                            </Option>
                            <!-- reason with clowns -->
                            <Option text="EventText.infiltration.o1.o1.o1.o2.o2">
                              <!-- checks for clown gear -->
                              <CheckItemAction targettag="triggerer_player" ItemTags="clowngear,clownmask" RequireEquipped="true">                                
                                <Success>
                                  <Label name="convincedclowns" />
                                  <ConversationAction targettag="triggerer_player" text="eventtext.infiltration.clowncheckpassed" eventsprite="clownambush">
                                    <Option text="eventtext.infiltration.wemustdepart">
                                      <ConversationAction targettag="triggerer_player" text="eventtext.infiltration.timetoleave" eventsprite="clownambush"/>
                                      <MissionAction missiontag="escortcommonersclowns" />
                                      <NPCFollowAction npctag="clowntroublemaker" targettag="triggerer_player" follow="true" />
                                    </Option>
                                  </ConversationAction>
                                </Success>
                                <!-- if fails gear check, check for rep -->
                                <Failure>
                                  <CheckReputationAction targettype="faction" identifier="clowns" condition="gte 30">
                                    <Success>
                                      <Goto name="convincedclowns" />
                                    </Success>
                                    <Failure>
                                      <ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o2.c1" eventsprite="Jestmaster">
                                        <Option text="EventText.infiltration.o1.o1.o1.o2.o1.o2">
                                          <ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.o2.c1" eventsprite="Jestmaster"/>
                                        </Option>
                                      </ConversationAction>
                                    </Failure>
                                  </CheckReputationAction>
                                </Failure>
                              </CheckItemAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.infiltration.o1.o1.o2">
                      <!--END-->
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.infiltration.o2" endconversation="true">
              <ReputationAction targettype="Faction" identifier="clowns" increase="5" />
              <ReputationAction targettype="Location" increase="-2" />
              <!--END-->
            </Option>
          </ConversationAction>
          <SetDataAction identifier="infiltration_complete" value="true" />
        </Failure>
      </CheckDataAction>
    </ScriptedEvent>
    <!--Censorship-->
    <ScriptedEvent identifier="censorship" commonness="50">
      <TagAction criteria="player" tag="player" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown" targetmoduletags="clownmodule" spawnlocation="Outpost" />
      <NPCWaitAction npctag="clown" wait="true" />
      <Label name="beginning" />
      <ClearTagAction tag="triggerer_player" />
      <TriggerAction target1tag="player" target2tag="clown" applytotarget1="triggerer_player" waitforinteraction="true" />
      <ConversationAction text="EventText.censorship.c1" targettag="triggerer_player" eventsprite="Censorship1">
        <Option text="EventText.censorship.o1">
          <ConversationAction text="EventText.censorship.o1.c1" targettag="triggerer_player">
            <Option text="EventText.generic.continue">
              <ConversationAction text="EventText.censorship.o1.o1.c1" targettag="triggerer_player">
                <Option text="EventText.censorship.o1.o1.o1">
                  <ConversationAction text="EventText.censorship.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
                  <SpawnAction itemidentifier="metalcrate" spawnlocation="outpost" targettag="clownbox" targetmoduletags="adminmodule" ignorebyai="true" />
                  <SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
                  <SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
                  <SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
                  <SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
                  <SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
                  <SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
                </Option>
                <Option text="EventText.censorship.o1.o1.o2" endconversation="true">
                  <!--END-->
                  <GoTo name="beginning" />
                </Option>
              </ConversationAction>
            </Option>
          </ConversationAction>
        </Option>
        <Option text="EventText.generic.ignore" endconversation="true">
          <!--END-->
          <GoTo name="beginning" />
        </Option>
      </ConversationAction>
      <!--Trigger at box-->
      <TriggerAction target1tag="triggerer_player" target2tag="clownbox" waitforinteraction="true" />
      <SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="security" spawnpointtag="triggerer_player" />
      <NPCFollowAction npctag="security" targettag="triggerer_player" follow="true" />
      <ConversationAction text="EventText.censorship.o1.o1.o1.c1.c1" targettag="triggerer_player" eventsprite="Bombscare1">
        <Option text="EventText.censorship.o1.o1.o1.c1.o1">
          <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o1.c1" targettag="triggerer_player">
            <Option text="EventText.censorship.o1.o1.o1.c1.o1.o1">
              <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o1.o1.c1" targettag="triggerer_player" />
              <RemoveItemAction targettag="clownbox" />
            </Option>
            <Option text="EventText.censorship.o1.o1.o1.c1.o1.o2">
              <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o1.o2.c1" targettag="triggerer_player" />
              <CombatAction combatmode="arrest" npctag="security" enemytag="triggerer_player" isinstigator="false" guardreaction="arrest" witnessreaction="none" />
              <ReputationAction targettype="Faction" identifier="clowns" increase="10" />
              <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
              <RemoveItemAction targettag="clownbox" />
            </Option>
          </ConversationAction>
        </Option>
        <Option text="EventText.censorship.o1.o1.o1.c1.o2">
          <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.c1" targettag="triggerer_player">
            <Option text="EventText.censorship.o1.o1.o1.c1.o2.o1">
              <SkillCheckAction requiredskill="Helm" requiredlevel="30" targettag="triggerer_player">
                <Success>
                  <NPCFollowAction npctag="security" targettag="triggerer_player" follow="false" />
                  <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c1" targettag="triggerer_player" />
                  <Label name="censorship_returnbox" />
                  <TriggerAction target1tag="triggerer_player" target2tag="clown" waitforinteraction="true" />
                  <CheckItemAction targettag="triggerer_player" itemtags="clownbox">
                    <Success>
                      <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c1.c1" targettag="triggerer_player" eventsprite="Censorship1" />
                      <RemoveItemAction targettag="clownbox" />
                      <ReputationAction targettype="Faction" identifier="clowns" increase="10" />
                      <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
                    </Success>
                    <Failure>
                      <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c2.c2" targettag="triggerer_player" eventsprite="Censorship1" />
                      <GoTo name="censorship_returnbox" />
                    </Failure>
                  </CheckItemAction>
                </Success>
                <Failure>
                  <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c2" targettag="triggerer_player" />
                  <RemoveItemAction targettag="clownbox" />
                  <ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c2.c2" speakertag="clown" targettag="triggerer_player" />
                </Failure>
              </SkillCheckAction>
            </Option>
          </ConversationAction>
        </Option>
      </ConversationAction>
      <NPCFollowAction npctag="security" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <ScriptedEvent identifier="clownspecialhire1">
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 7">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <CheckReputationAction targettype="faction" identifier="clowns" condition="gte 80">
            <Failure>
              <!-- Do nothing -->
            </Failure>
            <Success>
              <CheckDataAction identifier="clownspecialhire1_hired" condition="eq true">
                <Success>
                  <!--Don't repeat event if already hired-->
                </Success>
                <Failure>
                  <TagAction criteria="player" tag="player" />
                  <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" allowduplicates="false" />
                  <Label name="beginning" />
                  <TriggerAction target1tag="jestmaster" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
                  <CheckDataAction identifier="clownspecialhire1_declinedonce" condition="eq true">
                    <Failure>
                      <!-- we haven't declined the offer before-->
                      <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.c1" eventsprite="Jestmaster">
                        <Option text="eventtext.clownspecialhire1.o1">
                          <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.c1">
                            <Option text="eventtext.clownspecialhire1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.c1">
                                <Option text="eventtext.clownspecialhire1.o1.o1.o1">
                                  <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.o1.c1" />
                                  <NPCChangeTeamAction npctag="jestmaster" teamid="Team1" addtocrew="true" />
                                  <SetDataAction identifier="clownspecialhire1_hired" value="true" />
                                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                                </Option>
                                <Option text="eventtext.clownspecialhire1.o1.o1.o2">
                                  <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.o2.c1" />
                                  <SetDataAction identifier="clownspecialhire1_declinedonce" value="true" />
                                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                                  <GoTo name="beginning" />
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Failure>
                    <Success>
                      <!-- we've declined before, show different dialog this time -->
                      <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.repeat" eventsprite="Jestmaster">
                        <Option text="eventtext.clownspecialhire1.o1.o1.repeat">
                          <ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.o1.c1" />
                          <NPCChangeTeamAction npctag="jestmaster" teamid="Team1" addtocrew="true" />
                          <SetDataAction identifier="clownspecialhire1_hired" value="true" />
                          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                        </Option>
                        <Option text="eventtext.clownspecialhire1.o1.o2.repeat" endconversation="true">
                          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                          <GoTo name="beginning" />
                        </Option>
                      </ConversationAction>
                    </Success>
                  </CheckDataAction>
                </Failure>
              </CheckDataAction>
            </Success>
          </CheckReputationAction>
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- Path of the Bike Horn 1-->
    <ScriptedEvent identifier="pathofthebikehorn1">
      <CheckReputationAction targettype="faction" identifier="clowns" condition="gte 15">
        <Failure>
          <!-- Do nothing -->
        </Failure>
        <Success>
          <CheckDataAction identifier="pathofthebikehorn" condition="eq 0">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <TagAction criteria="player" tag="player" />
              <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
              <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn1.c1" eventsprite="Jestmaster">
                <Option text="EventText.pathofthebikehorn1.o1">
                  <ConversationAction text="EventText.pathofthebikehorn1.o1.c1" targettag="triggerer_player">
                    <Option text="EventText.pathofthebikehorn1.o1.o1">
                      <ConversationAction text="EventText.pathofthebikehorn1.o1.o1.c1" targettag="triggerer_player">
                        <Option text="EventText.pathofthebikehorn1.o1.o1.o1">
                          <GoTo name="teaching" />
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.pathofthebikehorn1.o2">
                  <ReputationAction targettype="Faction" identifier="clowns" increase="-2" />
                  <ConversationAction text="EventText.pathofthebikehorn1.o2.c1" targettag="triggerer_player">
                    <Option text="EventText.pathofthebikehorn1.o2.o1" endconversation="true">
                      <ReputationAction targettype="Faction" identifier="clowns" increase="-2" />
                    </Option>
                    <Option text="EventText.pathofthebikehorn1.o2.o2">
                      <ConversationAction text="EventText.pathofthebikehorn1.o2.o2.c1" targettag="triggerer_player">
                        <Option text="EventText.pathofthebikehorn1.o2.o2.o1" endconversation="true" />
                      </ConversationAction>
                      <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                      <Label name="waitforcostume" />
                      <TriggerAction target1tag="triggerer_player" target2tag="jestmaster" waitforinteraction="true" />
                      <CheckItemAction targettag="triggerer_player" itemtags="clownmask,clowngear">
                        <Success>
                          <GoTo name="teaching" />
                        </Success>
                        <Failure>
                          <ConversationAction text="EventText.pathofthebikehorn1.o2.o2.c1.c1" targettag="triggerer_player" eventsprite="Jestmaster" />
                          <GoTo name="waitforcostume" />
                        </Failure>
                      </CheckItemAction>
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.pathofthebikehorn1.o3">
                  <ConversationAction text="EventText.pathofthebikehorn1.o3.c1" targettag="triggerer_player">
                    <Option text="EventText.pathofthebikehorn1.o3.o1">
                      <Label name="teaching" />
                      <ConversationAction text="EventText.pathofthebikehorn1.o3.o1.c1" targettag="triggerer_player">
                        <Option text="EventText.pathofthebikehorn1.o3.o1.o1">
                          <ConversationAction text="EventText.pathofthebikehorn1.o3.o1.o1.c1" targettag="triggerer_player" />
                          <ReputationAction targettype="Faction" identifier="clowns" increase="2" />
                          <SetDataAction identifier="pathofthebikehorn" value="1" />
                          <SpawnAction itemidentifier="honkmotherianscriptures1" targetinventory="triggerer_player" />
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Success>
          </CheckDataAction>
          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />              
        </Success>
      </CheckReputationAction>
    </ScriptedEvent>
    <!-- Path of the Bike Horn 2-->
    <ScriptedEvent identifier="pathofthebikehorn2">
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 1">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
          <Label name="beginning" />
          <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.c1" eventsprite="Jestmaster">
            <Option text="EventText.pathofthebikehorn2.o1">
              <CheckItemAction targettag="triggerer_player" itemidentifiers="clownmaskunique">
                <Success>
                  <ReputationAction targettype="Faction" identifier="clowns" increase="10" />
                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.c1" eventsprite="Jestmaster">
                    <Option text="EventText.pathofthebikehorn2.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.c1">
                        <Option text="EventText.pathofthebikehorn2.o1.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.c1">
                            <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.c1">
                                <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1">
                                  <Label name="teaching" />
                                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.c1">
                                    <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1">
                                      <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.c1">
                                        <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o1">
                                          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o1.c1"/>
                                          <SetDataAction identifier="pathofthebikehorn" value="2" />
                                          <ReputationAction targettype="Faction" identifier="clowns" increase="2" />
                                          <SpawnAction itemidentifier="honkmotherianscriptures2" targetinventory="triggerer_player" />
                                        </Option>
                                        <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o2">
                                          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o2.c1"/>
                                          <SetDataAction identifier="pathofthebikehorn" value="2" />
                                          <ReputationAction targettype="Faction" identifier="clowns" increase="2" />
                                          <SpawnAction itemidentifier="honkmotherianscriptures2" targetinventory="triggerer_player" />
                                        </Option>
                                      </ConversationAction>
                                    </Option>
                                  </ConversationAction>
                                </Option>
                                <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o2">
                                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o2.c1">
                                    <Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o2.o1">
                                      <GoTo name="teaching" />
                                    </Option>
                                  </ConversationAction>
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Success>
                <Failure>
                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.c2" eventsprite="Jestmaster" />
                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                  <Goto name="beginning" />
                </Failure>
              </CheckItemAction>
            </Option>
            <Option text="EventText.pathofthebikehorn2.o2">
              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o2.c1" eventsprite="Jestmaster">
                <Option text="EventText.pathofthebikehorn2.o2.o1" endconversation="true">
                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                  <Goto name="beginning" />
                </Option>
              </ConversationAction>
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
      <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <!-- Hitting an abyss monster with a toy hammer-->
    <ScriptedEvent identifier="toyhammeronabyssmonster">
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 2">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <SetDataAction identifier="pathofthebikehorn" value="3" />
          <ReputationAction targettype="Faction" identifier="clowns" increase="5" />
          <!-- target tag is set by the status effect that triggers this event (defined in the toy hammer) -->
          <ConversationAction text="EventText.toyhammeronabyssmonster.c1" targettag="statuseffectuser" eventsprite="Jestmaster" />
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- Path of the Bike Horn 3 -->
    <ScriptedEvent identifier="pathofthebikehorn3">
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 3">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
          <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.c0" eventsprite="Jestmaster">
            <Option text="EventText.pathofthebikehorn3.o0">
              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.c1" eventsprite="Jestmaster">
                <Option text="EventText.pathofthebikehorn3.o1">
                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o1.c1">
                    <Option text="EventText.pathofthebikehorn3.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o1.o1.c1">
                        <Option text="EventText.pathofthebikehorn3.o1.o1.o1">
                          <GoTo name="idontgetit" />
                        </Option>
                      </ConversationAction>
                    </Option>
                    <Option text="EventText.pathofthebikehorn3.o1.o2">
                      <GoTo name="idontgetit" />
                    </Option>
                  </ConversationAction>
                </Option>
                <Option text="EventText.pathofthebikehorn3.o2">
                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.c1">
                    <Option text="EventText.pathofthebikehorn3.o2.o1">
                      <Label name="idontgetit" />
                      <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.c1">
                        <Option text="EventText.pathofthebikehorn3.o2.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.c1">
                            <Option text="EventText.pathofthebikehorn3.o2.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.o1.c1" endconversation="true" />
                              <ReputationAction targettype="Faction" identifier="clowns" increase="3" />
                              <SetDataAction identifier="pathofthebikehorn" value="4" />
                            </Option>
                            <Option text="EventText.pathofthebikehorn3.o2.o1.o1.o2">
                              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.o2.c1" endconversation="true" />
                              <ReputationAction targettype="Faction" identifier="clowns" increase="6" />
                              <SetDataAction identifier="pathofthebikehorn" value="4" />
                            </Option>
                            <Option text="EventText.pathofthebikehorn3.o2.o1.o1.o3">
                              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.o3.c1" endconversation="true" />
                              <ReputationAction targettype="Faction" identifier="clowns" increase="1" />
                              <SetDataAction identifier="pathofthebikehorn" value="4" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
      <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <!-- Path of the Bike Horn 4 -->
    <ScriptedEvent identifier="pathofthebikehorn4">
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 4">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
          <Label name="beginning" />
          <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.c1" eventsprite="Jestmaster">
            <Option text="EventText.pathofthebikehorn4.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.c1">
                <Option text="EventText.pathofthebikehorn4.o1.o1">
                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.c1">
                    <Option text="EventText.pathofthebikehorn4.o1.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.c1">
                        <Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.c1">
                            <Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.c1">
                                <Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o1">
                                  <Label name="takemission" />
                                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o1.c1" endconversation="true" />
                                  <ReputationAction targettype="Faction" identifier="clowns" increase="1" />
                                  <SetDataAction identifier="pathofthebikehorn" value="5" />
                                  <SpawnAction itemidentifier="clownexosuit" targetinventory="triggerer_player" targettag="clownexosuit" />
                                  <SpawnAction itemidentifier="fuelrod" targetinventory="clownexosuit" />
                                  <SpawnAction itemidentifier="oxygentank" targetinventory="clownexosuit" />
                                  <MissionAction missionidentifier="gotoclownhaven" locationtype="City" requiredfaction="clowns" minlocationdistance="1" CreateLocationIfNotFound="true" />
                                </Option>
                                <Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2" endconversation="true">
                                  <Label name="thinkaboutthis" />
                                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
                                  <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
                                  <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
                                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2.c1" eventsprite="Jestmaster">
                                    <Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2.o1">
                                      <GoTo name="takemission" />
                                    </Option>
                                    <Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2.o2" endconversation="true">
                                      <GoTo name="thinkaboutthis" />
                                    </Option>
                                  </ConversationAction>
                                </Option>
                              </ConversationAction>
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>
            </Option>
            <Option text="EventText.pathofthebikehorn4.o2" endconversation="true">
              <GoTo name="beginning" />
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
      <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
    </ScriptedEvent>
    <ScriptedEvent identifier="clownhaven1">
      <SetDataAction identifier="clownhaven_peopleannoyed" operation="Set" value="1" />
      <WaitAction time="30" />
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 5">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <Label name="beginning" />
          <WaitAction time="5" />
          <CheckItemAction targettag="player" itemidentifiers="clownexosuit" applytagtotarget="funbringer">
            <Success>
              <!-- do nothing and allow the event to continue-->
            </Success>
            <Failure>
              <GoTo name="beginning" />
            </Failure>
          </CheckItemAction>
          <WaitAction time="1" />
          <ConversationAction text="EventText.clownhaven1.c1" eventsprite="Infiltration2" ContinueAutomatically="true" />
          <Label name="state1" />
          <WaitAction time="1" />
          <CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 1">
            <Failure>
              <Goto name="state1" />
            </Failure>
            <Success>
              <ConversationAction text="EventText.clownhaven1.c1.c1" eventsprite="Infiltration2" ContinueAutomatically="true" />
            </Success>
          </CheckDataAction>
          <!-- commoners flee -->
          <Label name="state2" />
          <CombatAction combatmode="retreat" npctag="commoner" enemytag="funbringer" isinstigator="false" guardreaction="arrest" witnessreaction="retreat" />
          <WaitAction time="5" />
          <CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 10">
            <Failure>
              <Goto name="state2" />
            </Failure>
            <Success>
              <ConversationAction text="EventText.clownhaven1.c1.c2" eventsprite="Infiltration2" ContinueAutomatically="true" />
            </Success>
          </CheckDataAction>
          <ReputationAction targettype="Faction" identifier="clowns" increase="2" />
          <!-- clowns in the outpost start following the player -->
          <Label name="state3" />
          <NPCFollowAction npctag="clown" targettag="funbringer" maxtargets="1000" follow="true" />
          <CombatAction combatmode="retreat" npctag="commoner" enemytag="funbringer" isinstigator="false" guardreaction="arrest" witnessreaction="retreat" />
          <WaitAction time="5" />
          <CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 20">
            <Failure>
              <Goto name="state3" />
            </Failure>
            <Success>
              <ConversationAction text="EventText.clownhaven1.c1.c3" eventsprite="Infiltration2" ContinueAutomatically="true" />
            </Success>
          </CheckDataAction>
          <!-- security tries to arrest the player -->
          <Label name="state4" />
          <CombatAction combatmode="arrest" npctag="securitynpc" enemytag="funbringer" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
          <WaitAction time="5" />
          <CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 35">
            <Failure>
              <Goto name="state4" />
            </Failure>
            <Success>
              <ConversationAction text="EventText.clownhaven1.c1.c4" eventsprite="NoticeBoard" ContinueAutomatically="true" />
            </Success>
          </CheckDataAction>
          <!-- security tries to kill the player -->
          <Label name="state5" />
          <WaitAction time="5" />
          <CombatAction combatmode="offensive" npctag="securitynpc" enemytag="funbringer" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
          <CheckDataAction identifier="clownhaven_peopleannoyed" condition="gte 40">
            <Failure>
              <Goto name="state5" />
            </Failure>
            <Success />
          </CheckDataAction>
          <WaitAction time="10" />
          <NPCFollowAction npctag="securitynpc" targettag="outpostmanager" follow="true" />
          <NPCFollowAction npctag="commonner" targettag="outpostmanager" follow="true" />
          <ConversationAction text="EventText.clownhaven1.c1.c5" eventsprite="NoticeBoard" ContinueAutomatically="true" />
          <ModifyLocationAction faction="Clowns" name="location.clownhaven" />
          <SetDataAction identifier="pathofthebikehorn" value="6" />
          <ReputationAction targettype="Faction" identifier="clowns" increase="10" />
          <ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <ScriptedEvent identifier="clownhaven_progress">
      <CheckDataAction identifier="pathofthebikehorn" condition="eq 5">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>          
          <CheckMissionAction MissionIdentifier="gotoclownhaven" Type="Current">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <MissionStateAction missionidentifier="gotoclownhaven" operation="Add" value="1" />
              <SetDataAction identifier="clownhaven_peopleannoyed" operation="Add" value="1" />
            </Success>
          </CheckMissionAction>
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
    <!-- Path of the Bike Horn 5 -->
    <ScriptedEvent identifier="pathofthebikehorn5">
      <!-- check for state 6: state 5 for the clownhaven event -->
      <CheckDataAction identifier="pathofthebikehorn" condition="gte 6">
        <Failure>
          <!-- do nothing -->
        </Failure>
        <Success>
          <TagAction criteria="player" tag="player" />
          <SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
          <CheckDataAction identifier="pathofthebikehorn" condition="eq 6">
            <Failure>
              <!-- do nothing -->
            </Failure>
            <Success>
              <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
              <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />              
              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.c1" eventsprite="Jestmaster">
                <Option text="EventText.pathofthebikehorn5.o1">
                  <ReputationAction targettype="Faction" identifier="clowns" increase="5" />
                  <ReputationAction targettype="Faction" identifier="huskcult" increase="-2" />
                  <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.c1">
                    <Option text="EventText.pathofthebikehorn5.o1.o1">
                      <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.o1.c1">
                        <Option text="EventText.pathofthebikehorn5.o1.o1.o1">
                          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.o1.o1.c1">
                            <Option text="EventText.pathofthebikehorn5.o1.o1.o1.o1">
                              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.o1.o1.o1.c1" endconversation="true" />
                              <SetDataAction identifier="pathofthebikehorn" value="7" />
                            </Option>
                          </ConversationAction>
                        </Option>
                      </ConversationAction>
                    </Option>
                  </ConversationAction>
                </Option>
              </ConversationAction>              
            </Success>
          </CheckDataAction>
          <Label name="moreadvicepls" />
          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
          <TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
          <NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
          <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.c1.c1" eventsprite="Jestmaster">
            <Option text="EventText.pathofthebikehorn5.c1.o1">
              <ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.c1.o1.c1">
                <Option text="EventText.pathofthebikehorn5.c1.o1.o1" endconversation="true">
                  <Goto name="moreadvicepls" />
                </Option>
              </ConversationAction>
            </Option>
          </ConversationAction>
        </Success>
      </CheckDataAction>
    </ScriptedEvent>
  </EventPrefabs>

</RandomEvents>