%% This unit contains persona fragments in which the PC is looking for some kind
%% of information. The NPC involved may or may not be forthcoming with the information.


% TYPE: *QuestionsAboutFaction
%		&IsEnemy	The faction is an enemy of the PC.
%	The PC will ask the NPC about a faction.
%   PARAM1: Exit Label
%   PARAM2: Faction being asked about

	Persona
	requires <*QuestionsAboutFaction>
	START <NewChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	% Msg%id%01 <You look like there's something you want. How can I help?>
	% Msg%id%01_1 <You don't look like you're just dropping round for a social call. What can I do for you?>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <Yes, what is it?>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <Is there something you're looking for?>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <I can tell from your piercing gaze that you didn't just come here to chat. What are you after?>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <You look happy to see me.>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <What are you here for?>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	% Prompt%id%01 <I'm looking for information about \FACTION %2% .>
	% Prompt%id%01_1 <I heard that you know something about \FACTION %2% .>
	% Prompt%id%01_2 <I wanted to ask you about \FACTION %2% .>
	Msg%id%01 <何か用がありそうな目をしてる%JG_NE。どうした%JV_N%JV_M_DA？>
	Msg%id%01_1 <ただ挨拶をして回ってるわけじゃないみたい%JG_DANE。何の用事%JG_KANA？>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <うん……何？>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <何か用事でもあるの%JG_KANA？>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <その鋭い視線……ただのお喋りで来たわけじゃなさそう%JG_DANE。何をしに来た%JG_NDA？>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <%JS2……探し人を見つけた、って顔してる%JG_SY。>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <何の用事で来た%JG_NDA？>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01 <\FACTION %2% についての情報を探してる%JG_NDA。>
	Prompt%id%01_1 <%JS2が \FACTION %2% について何か知ってると聞いて。>
	Prompt%id%01_2 <\FACTION %2% のことが聞きたい%JV_F_NO。>

% TYPE: *IHaveInformation
%		&AboutNPC		The information is about a NPC.
%		&AboutItem		The information is about an item.
%		&AboutScene		The information is about a scene.
%		&AboutFaction		The information is about a faction.
%		&AboutMoney
%	The NPC has information that the PC might find valuable.
%	Note that depending on the NPC, the information may be withheld until
%	the PC pays money or something else.
%   PARAM1: Tell Info Exit Label (no message printed here)
%   PARAM2: ID number of whatever the info's about; must use one of the above subtypes.
%           If no subtype is specified, you can use "na" for this.

Persona
requires <*IHaveInformation &AboutScene>
START <NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %1%>
% Msg%id%01 <I know something about \SCENE %2% ... Interested?>
% Prompt%id%01 <Go on.>
Msg%id%01 <\SCENE %2% のことなら多少は知ってる%JG_YO%JV_SIL_R聞きたい%JV_Q？>
Prompt%id%01 <%JR_YES。>

Persona
requires <*IHaveInformation &AboutItem>
START <NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %1%>
% Msg%id%01 <Ah, you must want to hear about the \ITEM %2% , is that right?>
% Prompt%id%01 <That's right.>
Msg%id%01 <ああ、\ITEM %2% のことが聞きたい%JV_N%JV_M_DA%JV_NA……そう%JV_DAROU？>
Prompt%id%01 <その通り%JG_DA。>

Persona
requires <*IHaveInformation &AboutNPC>
%% V%id%01 = Have already given spiel
START <if= V%id%01 0 else %1% V= %id%01 1 NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %1%>
% Msg%id%01 <I know some things about \PERSONA %2% that you're going to want to hear.>
% Msg%id%01_1 <I've heard that you've been asking about \PERSONA %2% . I know some things about \OPR %2% that might be useful to you.>
% CMsg%id%01_1 <ifNPCSociable Accept>
% Msg%id%01_2 <Hey, I've got some info about \PERSONA %2% .>
% CMsg%id%01_2 <ifNPCShy Accept>
% Msg%id%01_3 <>
% CMsg%id%01_3 <ifNPCEasygoing Accept>
% Msg%id%01_4 <>
% CMsg%id%01_4 <ifNPCPassionate Accept>
% Msg%id%01_5 <>
% CMsg%id%01_5 <ifNPCCheerful Accept>
% Msg%id%01_6 <>
% CMsg%id%01_6 <ifNPCMelancholy Accept>
% Prompt%id%01 <You don't say?>
% Prompt%id%01_1 <Really? This I've got to hear.>
% CPrompt%id%01_1 <ifPCSociable Accept>
% Prompt%id%01_2 <Hurry up with it, then.>
% CPrompt%id%01_2 <ifPCShy Accept>
% Prompt%id%01_3 <Cool. What do you know?>
% CPrompt%id%01_3 <ifPCEasygoing Accept>
% Prompt%id%01_4 <This had better be worth my time.>
% CPrompt%id%01_4 <ifPCPassionate Accept>
% Prompt%id%01_5 <Fantastic. Go on.>
% CPrompt%id%01_5 <ifPCCheerful Accept>
% Prompt%id%01_6 <I'm going to regret asking about this, aren't I?>
% CPrompt%id%01_6 <ifPCMelancholy Accept>
Msg%id%01 <\PERSONA %2% のことなら、%JS2が聞きたいだろう話をいくつか知ってる%JG_YO。>
Msg%id%01_1 <%JS2が \PERSONA %2% のことを尋ねて回ってると聞いた%JG_YO。%JS2の役に立ちそうな話、少しは知ってるかもしれない%JV_F_WA。>
CMsg%id%01_1 <ifNPCSociable Accept>
Msg%id%01_2 <%JR_HEY、\PERSONA %2% についての情報がある%JG_YO。>
CMsg%id%01_2 <ifNPCShy Accept>
Msg%id%01_3 <>
CMsg%id%01_3 <ifNPCEasygoing Accept>
Msg%id%01_4 <>
CMsg%id%01_4 <ifNPCPassionate Accept>
Msg%id%01_5 <>
CMsg%id%01_5 <ifNPCCheerful Accept>
Msg%id%01_6 <>
CMsg%id%01_6 <ifNPCMelancholy Accept>
Prompt%id%01 <詳しく頼む%JV_F_WA。>
Prompt%id%01_1 <本当%JV_KA_Q？ それは聞いておかないと。>
CPrompt%id%01_1 <ifPCSociable Accept>
Prompt%id%01_2 <じゃあ、早く教えて%JG_R_AGG。>
CPrompt%id%01_2 <ifPCShy Accept>
Prompt%id%01_3 <いい%JV_F_WAね。何を知ってる%JV_N%JV_M_DA？>
CPrompt%id%01_3 <ifPCEasygoing Accept>
Prompt%id%01_4 <無駄な話じゃないといい%JG_GAね。>
CPrompt%id%01_4 <ifPCPassionate Accept>
Prompt%id%01_5 <最高%JG_DANE。続きを。>
CPrompt%id%01_5 <ifPCCheerful Accept>
Prompt%id%01_6 <どうせガッカリする羽目になりそうだ%JG_GA……。>
CPrompt%id%01_6 <ifPCMelancholy Accept>


Persona
requires <*IHaveInformation "friend">
%% V%id%01 = Have already given spiel
START <if= V%id%01 0 else %1% V= %id%01 1 NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %1%>
% Msg%id%01 <\PC , I'm glad you're here. I have some important news.>
% Msg%id%01_1 <Glad to see you made it, \PC . I have some information for you.>
% Msg%id%01_2 <Hey \PC . I've got some information that you're probably going to find very useful.>
% Prompt%id%01 <Tell me about it.>
% Prompt%id%01_1 <Sounds interesting. What is it?>
% CPrompt%id%01_1 <ifPCSociable Accept>
% Prompt%id%01_2 <Go on.>
% CPrompt%id%01_2 <ifPCShy Accept>
% Prompt%id%01_3 <Really? Neat.>
% CPrompt%id%01_3 <ifPCEasygoing Accept>
% Prompt%id%01_4 <Could you go straight to the important part?>
% CPrompt%id%01_4 <ifPCPassionate Accept>
% Prompt%id%01_5 <Great! What is it?>
% CPrompt%id%01_5 <ifPCCheerful Accept>
% Prompt%id%01_6 <This sounds like trouble...>
% CPrompt%id%01_6 <ifPCMelancholy Accept>
Msg%id%01 <\PC、会えてよかった%JV_F_WA。大事なニュースを持ってきた%JG_NDA。>
Msg%id%01_1 <\PC、無事でよかった%JG_YO。%JS2に情報を持ってきた%JG_NDA。>
Msg%id%01_2 <\PC。情報を持ってきた%JG_NDA%JV_SIL_Rとても%JS2の役に立つはずの。>
Prompt%id%01 <どんな話%JV_M_DA？>
Prompt%id%01_1 <興味深い%JG_NE。何%JG_KANA？>
CPrompt%id%01_1 <ifPCSociable Accept>
Prompt%id%01_2 <うん。>
CPrompt%id%01_2 <ifPCShy Accept>
Prompt%id%01_3 <本当？ 素晴らしい%JV_NA。>
CPrompt%id%01_3 <ifPCEasygoing Accept>
Prompt%id%01_4 <大事なところだけ聞かせてくれない%JV_KA_Q？>
CPrompt%id%01_4 <ifPCPassionate Accept>
Prompt%id%01_5 <凄い%JV_OJO_WA%JV_NA！ どんなの%JV_M_DA？>
CPrompt%id%01_5 <ifPCCheerful Accept>
Prompt%id%01_6 <面倒事の臭いが……。>
CPrompt%id%01_6 <ifPCMelancholy Accept>

Persona
requires <*IHaveInformation>
%% V%id%01 = Have already given spiel
START <if= V%id%01 0 else %1% V= %id%01 1 NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %1%>
% Msg%id%01 <I heard you've been asking around... I have some information you might want to hear, \PC .>
% Msg%id%01_1 <They say you've been asking a lot of questions. Well, I know something you might want to hear.>
% Msg%id%01_2 <You've been asking a lot of difficult questions, \PC ... fortunately, I may have some of the answers.>
% Msg%id%01_11 <The word on the street is that you've been asking a lot of questions, \PC . It's not just what you ask but who you ask that's important, you know. I've got some information that you might find useful.>
% CMsg%id%01_11 <ifNPCSociable Accept>
% Msg%id%01_12 <\PC , I have some information you'll want to know.>
% CMsg%id%01_12 <ifNPCShy Accept>
% Msg%id%01_13 <Hey, if you've got a minute, let me tell you about something. I think you'll like it.>
% CMsg%id%01_13 <ifNPCEasygoing Accept>
% Msg%id%01_14 <Information is power. Whoever has the best information will usually win, while those who live in ignorance are doomed to fail. I know some things that you'll want to hear.>
% CMsg%id%01_14 <ifNPCPassionate Accept>
% Msg%id%01_15 <It's lucky that you bumped into me, \PC . I happen to know some things that could be very useful to you.>
% CMsg%id%01_15 <ifNPCCheerful Accept>
% Msg%id%01_16 <Right now you are wandering around in ignorance, but I know some things that could help you out.>
% CMsg%id%01_16 <ifNPCMelancholy Accept>
% Prompt%id%01 <I'm listening.>
% Prompt%id%01_1 <Well, go on, tell me what it is.>
% CPrompt%id%01_1 <ifPCSociable Accept>
% Prompt%id%01_2 <Go on.>
% CPrompt%id%01_2 <ifPCShy Accept>
% Prompt%id%01_3 <You don't say? Cool.>
% CPrompt%id%01_3 <ifPCEasygoing Accept>
% Prompt%id%01_4 <Hurry up and get to the point.>
% CPrompt%id%01_4 <ifPCPassionate Accept>
% Prompt%id%01_5 <Lucky I ran into you, then.>
% CPrompt%id%01_5 <ifPCCheerful Accept>
% Prompt%id%01_6 <Let me hear it.>
% CPrompt%id%01_6 <ifPCMelancholy Accept>
Msg%id%01 <あちこち尋ねて回ってるらしい%JV_F_WA%JV_NA、\PC ……%JS2が聞きたがってること、%JF2なら少しは知ってる%JG_YO。>
Msg%id%01_1 <あちこちで質問を投げて回ってるらしい%JV_F_WA%JV_NA。%JR_YES、%JS2が聞きたがるだろう話、知ってる%JG_YO。>
Msg%id%01_2 <難しい質問を聞いて回ってるらしい%JV_F_WA%JV_NA、\PC ……幸運なことに、%JF2は答えの一部を知ってるかもしれない%JG_YO。>
Msg%id%01_11 <%JS2がいろいろ質問をして回ってる、って噂になってる%JV_ZO%JV_F_YO、\PC。質問するなら、内容だけじゃなくてそれを聞く相手が重要%JV_DAROU？ %JF2なら%JS2の役に立ちそうな情報をいくつか持ってる%JV_ZO。>
CMsg%id%01_11 <ifNPCSociable Accept>
Msg%id%01_12 <\PC。%JS2の知りたい情報、持ってる%JG_YO。>
CMsg%id%01_12 <ifNPCShy Accept>
Msg%id%01_13 <%JR_YES、もしちょっと時間があるなら、伝えたいことがある%JG_NDA。たぶん気に入ってくれる話だと思う%JG_YO。>
CMsg%id%01_13 <ifNPCEasygoing Accept>
Msg%id%01_14 <情報は力%JG_DA。だいたい勝つのは一番の情報を持ってる奴で、ものを知らずに生きてる奴には破滅しかない%JV_F_NO。%JS2が聞きたがってる話、%JF2ならいくらか知ってる%JV_ZO%JV_F_YO。>
CMsg%id%01_14 <ifNPCPassionate Accept>
Msg%id%01_15 <%JF2に出くわしてラッキーだった%JV_F_WA%JV_NA、\PC。%JS2にはかなり役立つかもしれない話、何でか%JF2が知ってる%JG_NDA。>
CMsg%id%01_15 <ifNPCCheerful Accept>
Msg%id%01_16 <何も分からずうろつき回ってるみたいだ%JG_GA、そんな%JS2に教えてやれることが少しばかりある%JG_YO。>
CMsg%id%01_16 <ifNPCMelancholy Accept>
Prompt%id%01 <聞%JV_KOUか。>
Prompt%id%01_1 <%JR_YES、教えて%JG_R。>
CPrompt%id%01_1 <ifPCSociable Accept>
Prompt%id%01_2 <教えて%JG_R。>
CPrompt%id%01_2 <ifPCShy Accept>
Prompt%id%01_3 <本当%JV_Q？ いい%JV_F_WA%JV_NA。>
CPrompt%id%01_3 <ifPCEasygoing Accept>
Prompt%id%01_4 <大事なところだけさっさと教えて%JG_R_AGG。>
CPrompt%id%01_4 <ifPCPassionate Accept>
Prompt%id%01_5 <じゃあ、会えてラッキーだった%JV_F_WA%JV_NA。>
CPrompt%id%01_5 <ifPCCheerful Accept>
Prompt%id%01_6 <聞かせて%JG_R。>
CPrompt%id%01_6 <ifPCMelancholy Accept>

% TYPE: *LookingForScene
%	The PC is looking for a scene. In this fragment, he'll be able to interview
%	the NPC and hopefully learn something. If the NPC refuses to tell, this PFrag
%	will terminate here.
%   PARAM1: Identity of Scene
%   PARAM2: Success Exit Label (no message printed here)

Persona
requires <*LookingForScene>
START <NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %2%>
% Msg%id%01 <Yes, may I help you?>
% Msg%id%01_1 <>
% CMsg%id%01_1 <ifNPCSociable Accept>
% Msg%id%01_2 <What?>
% CMsg%id%01_2 <ifNPCShy Accept>
% Msg%id%01_3 <Oh, hi. Are you looking for something?>
% CMsg%id%01_3 <ifNPCEasygoing Accept>
% Msg%id%01_4 <>
% CMsg%id%01_4 <ifNPCPassionate Accept>
% Msg%id%01_5 <>
% CMsg%id%01_5 <ifNPCCheerful Accept>
% Msg%id%01_6 <What do you want?>
% CMsg%id%01_6 <ifNPCMelancholy Accept>
% Prompt%id%01 <I'm looking for \SCENE %1% .>
% Prompt%id%01_1 <Tell me about \SCENE %1% .>
Msg%id%01 <%JR_YES、何か用%JG_KANA？>
Msg%id%01_1 <>
CMsg%id%01_1 <ifNPCSociable Accept>
Msg%id%01_2 <何%JV_SIL？>
CMsg%id%01_2 <ifNPCShy Accept>
Msg%id%01_3 <ああ、どうも。何か御用%JG_KANA？>
CMsg%id%01_3 <ifNPCEasygoing Accept>
Msg%id%01_4 <>
CMsg%id%01_4 <ifNPCPassionate Accept>
Msg%id%01_5 <>
CMsg%id%01_5 <ifNPCCheerful Accept>
Msg%id%01_6 <何の用%JV_M_DA%JV_SIL？>
CMsg%id%01_6 <ifNPCMelancholy Accept>
Prompt%id%01 <\SCENE %1% を探してる%JG_NDA。>
Prompt%id%01_1 <\SCENE %1% のことが聞きたい%JV_F_NO。>

% TYPE: *LookingForItem
%	The PC is looking for an item. In this fragment, he'll be able to interview
%	the NPC and hopefully learn something. If the NPC refuses to tell, this PFrag
%	will terminate here.
%   PARAM1: Identity of Item
%   PARAM2: Success Exit Label (no message printed here)

Persona
requires <*LookingForItem>
START <NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %2%>
% Msg%id%01 <Yes, may I help you?>
% Prompt%id%01 <I'm looking for the \ITEM %1% .>
Msg%id%01 <%JR_YES、何か用%JG_KANA？>
Prompt%id%01 <\ITEM %1% を探してる%JG_NDA。>


% TYPE: *LookingForNPC
%		&NoFailure	It's not possible to fail the test
%	The PC is looking for a NPC. In this fragment, he'll be able to interview
%	the NPC and hopefully learn something.
%   PARAM1: Identity of NPC
%   PARAM2: Success Exit Label
%   PARAM3: Failure Exit Label

Persona
requires <*LookingForNPC>
START <NewChat Say %id%01 AddChat %id%01>
Result%id%01 <Goto %2%>
% Msg%id%01 <Yes, may I help you?>
% Msg%id%01_1 <>
% CMsg%id%01_1 <ifNPCSociable Accept>
% Msg%id%01_2 <What?>
% CMsg%id%01_2 <ifNPCShy Accept>
% Msg%id%01_3 <Oh, hi. Are you looking for someone?>
% CMsg%id%01_3 <ifNPCEasygoing Accept>
% Msg%id%01_4 <>
% CMsg%id%01_4 <ifNPCPassionate Accept>
% Msg%id%01_5 <>
% CMsg%id%01_5 <ifNPCCheerful Accept>
% Msg%id%01_6 <What do you want?>
% CMsg%id%01_6 <ifNPCMelancholy Accept>
% Prompt%id%01 <I'm looking for \PERSONA %1% .>
% Prompt%id%01_1 <What do you know about \PERSONA %1% ?>
% CPrompt%id%01_1 <ifPCSociable Accept>
% Prompt%id%01_2 <Tell me about \PERSONA %1% .>
% CPrompt%id%01_2 <ifPCShy Accept>
% Prompt%id%01_3 <Ever hear of someone called \PERSONA %1% ?>
% CPrompt%id%01_3 <ifPCEasygoing Accept>
% Prompt%id%01_4 <I know that you know about \PERSONA %1% .>
% CPrompt%id%01_4 <ifPCPassionate Accept>
% Prompt%id%01_5 <I hope you can tell me about \PERSONA %1% .>
% CPrompt%id%01_5 <ifPCCheerful Accept>
% Prompt%id%01_6 <I don't suppose you know \PERSONA %1% , do you?>
% CPrompt%id%01_6 <ifPCMelancholy Accept>
Msg%id%01 <%JR_YES、何か用%JG_KANA？>
Msg%id%01_1 <>
CMsg%id%01_1 <ifNPCSociable Accept>
Msg%id%01_2 <何%JV_SIL？>
CMsg%id%01_2 <ifNPCShy Accept>
Msg%id%01_3 <ああ、どうも。何か御用%JG_KANA？>
CMsg%id%01_3 <ifNPCEasygoing Accept>
Msg%id%01_4 <>
CMsg%id%01_4 <ifNPCPassionate Accept>
Msg%id%01_5 <>
CMsg%id%01_5 <ifNPCCheerful Accept>
Msg%id%01_6 <何の用%JV_M_DA%JV_SIL？>
CMsg%id%01_6 <ifNPCMelancholy Accept>
Prompt%id%01 <\PERSONA %1% を探してる%JG_NDA。>
Prompt%id%01_1 <\PERSONA %1% のこと、何か知ってる%JV_Q？>
CPrompt%id%01_1 <ifPCSociable Accept>
Prompt%id%01_2 <\PERSONA %1% のことを教えて%JG_R。>
CPrompt%id%01_2 <ifPCShy Accept>
Prompt%id%01_3 <\PERSONA %1% って人を聞いたことはある%JV_Q？>
CPrompt%id%01_3 <ifPCEasygoing Accept>
Prompt%id%01_4 <%JS2が \PERSONA %1% のことを知ってるって聞いた%JV_ZO。>
CPrompt%id%01_4 <ifPCPassionate Accept>
Prompt%id%01_5 <\PERSONA %1% のことを教えてくれると嬉しい%JG_YO。>
CPrompt%id%01_5 <ifPCCheerful Accept>
Prompt%id%01_6 <\PERSONA %1% のことなんて知らないはず……%JV_M_DAよ%JV_NA？>
CPrompt%id%01_6 <ifPCMelancholy Accept>

