%%
%% *:CS_MIX_Confrontation Content
%%     &NoDerailment   May not derail the plot; just straight combat please!
%%
%%  Y'know how to get more randomness in your random story generator? Mix things
%%  up a bit.
%%
%%  The core story enemy is doing something. The PC is trying to prevent it.
%%  Now, the two of them are gonna fight. It doesn't really matter what kind of
%%  fight we're dealing with- whatever's going on, we can work in some character
%%  development.
%%
%%  At the start of combat, this subplot will be activated.
%%  The combat encounter can then send the following triggers, both of which
%%  must have scripts in this subplot:
%%
%%    .%id%_%plotid%_GoCombatWin
%%    .%id%_%plotid%_GoCombatLoss
%%
%%  The confrontation will send back the following triggers:
%%
%%    .%id%_%plotid%_GoWin
%%    .%id%_%plotid%_GoLoss
%%
%%  The combat encounter requires the following teams:
%%
%%    Enemies
%%    EnemyNPC
%%
%%  Note that this subplot may completely derail combat by issuing a RETURN
%%  command. The parent subplot must wait for one of the above responses before
%%  concluding.
%%
%%  An encounter to which a confrontation has been attached automatically
%%  becomes a MAIN COURSE.
%%
%% PARAM1: The Enemy NPC, who should be in the encounter scene + ready to fight
%% PARAM2: The outdoors scene where the encounter is
%%

Content
	name <Adam Smith's Invisible Backhand>
	requires <*:CS_MIX_Confrontation 1:M.mer (1:A.tha|1:A.equ|1:A.adm|1:A.obs) ~E:TRADE ~E:CORPO ~E:LABOR ~E:FAITH ~F:CORPO>
	% desc <The NPC will explain how the two of you are like yin and yang, making the economy go round.>
	desc <NPC は自分たち２人が陰陽の関係で経済を回していると説明する。>
	changes <E:M>
	results <E:M.com>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%02>

	% Msg%id%01 <You defeated %name1%.>
	% Msg%id%02 <You were defeated by %name1%.>
	Msg%id%01 <%name1% に勝利した。>
	Msg%id%02 <%name1% に敗北した。>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02 SetXXRMotivation %1% XXR_M_Competition History %id%02>
		.%id%_GoThemeExpo <EndChat Say %id%03>
		result%id%01 <AddReact  d10     Goto .%id%_GoThemeExpo>
		result%id%02 <AddEasygoing -d6  Goto .%id%_GoThemeExpo>
		% Msg%id%01 <You know, \PC , without you around I'd be out of the job... and without me, you would be too. Our endless battle is what keeps the cavalier economy going. I guess you could say that each one of us profits the other.>
		% Msg%id%01_1 <Did you know that our battle is good for the economy? I get paid to fight you, you get paid to fight me, we both pay for repairs and upgrades afterwards... So long as neither one of us get killed, everybody profits.>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%01_11 <I really have to thank you, \PC . Fighting you has earned me loads of cash... and I'll bet that fighting me has been pretty good to you as well. This is the way our crazy cavalier economy keeps on moving.>
		% CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_Thankful Accept>
		% Msg%id%01_12 <>
		% CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_Admire Accept>
		% Msg%id%01_13 <\PC ... You and I are yin and yang, two sides of the same coin. Just as I get paid to stop you, you get paid to stop me, and in this way our eternal battle profits us both...>
		% CMsg%id%01_13 <ifNPCAttitude %1% XXR_A_Obsession Accept>
		% Msg%id%01_14 <It seems to me that the two of us are in the same boat. I get paid to fight you, and you get paid to fight me... as long as neither one of us gives up, it's a pretty sweet situation for us both.>
		% CMsg%id%01_14 <ifNPCAttitude %1% XXR_A_IsEqual Accept>
		% Msg%id%02 <%name1% opined that your battle is a source of profit to you both.>
		% Msg%id%03 <Of course, I'll earn a lot more if I'm the one who wins. Meet my \CHATNPCMECHA !>
		% Msg%id%03_1 <This time around I'm going to increase my dividends by smashing you with my \CHATNPCMECHA . Prepare to battle!>
		% Msg%id%03_2 <I plan to increase my earnings by kicking your arse with this \CHATNPCMECHA . Are you ready to get down to business?>
		% Prompt%id%01 <That's a nice way of looking at things.>
		% Prompt%id%01_1 <I never thought of it like that. Thanks, %name1%.>
		% Prompt%id%01_2 <You're right, this is a sweet racket we have here.>
		% Prompt%id%02 <You think I'm just doing this for the money!?>
		% Prompt%id%02_1 <Shut up about your stupid money and let's fight!>
		% Prompt%id%02_2 <This isn't about money, %name1%.>
		Msg%id%01 <分かる%JV_DAROU、\PC。%JS_AGGがいなければ%JF2は仕事がなくなり……そして%JF2なしでは、%JS_AGGも同じことになる。%JF2%JF_TACHIの戦いが終わらないことこそが、メック乗りの経済を回している%JG_NDA。互いに利益を与えあっていると、%JS_AGGも思う%JV_DAROU？>
		Msg%id%01_1 <%JF2%JF_TACHIの争いは、経済にとってプラスであることを知っていた%JV_Q%JV_SIL？ %JF2は金を貰って%JS_AGGと戦い、%JS_AGGも金を貰って%JF2と戦う。互いに修理と新調に金を使い……つまりどちらかが死なない限り、皆が利益を得続ける%JG_SK。>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%01_11 <%JS_AGGには本当に感謝しないと%JV_NA、\PC。%JS_AGGとの戦いは%JF2に大金をもたらしてくれた%JV_F_WA……%JS_AGGも間違いなく同じ%JV_DAROUよ。これこそが、%Jf2%JF_TACHIメック乗りの狂った経済の在り方な%JG_SK。>
		CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_Thankful Accept>
		Msg%id%01_12 <>
		CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_Admire Accept>
		Msg%id%01_13 <\PC ……%JF2と%JS_AGGは陰と陽、１枚のコインの表と裏%JG_DA。%JF2が%JS_AGGを止めるために金を貰い、%JS_AGGも%JF2を止めるために金を貰い……こうして戦いが続く限り、%JF2%JF_TACHIはどちらも利益を得続ける%JG_NDA。>
		CMsg%id%01_13 <ifNPCAttitude %1% XXR_A_Obsession Accept>
		Msg%id%01_14 <%JF2%JF_TACHI２人は同じ境遇にいるよう%JV_M_DA%JV_NA。%JF2は%JS_AGGと戦うために金を貰い、%JS_AGGも%JF2と戦うために金を貰う……どちらかが諦めるまで、この儲け話は続くというわけ%JV_M_DA%JV_F_NE。>
		CMsg%id%01_14 <ifNPCAttitude %1% XXR_A_IsEqual Accept>
		Msg%id%02 <%name1% が、この戦いがあなたと彼の双方にとって利益の源であると述べた。>
		Msg%id%03 <もちろん、勝つ側であればさらに稼ぎは増える%JG_GA%JV_NA。この \CHATNPCMECHA の力を見ていくがいい%JV_F_WA！>
		Msg%id%03_1 <今回のところは、この \CHATNPCMECHA で%JS_AGGをぶっ飛ばして手取りを増やしていくとし%JV_YOU。さあ行く%JV_ZO%JV_F_YO！>
		Msg%id%03_2 <ひとまず、この \CHATNPCMECHA で%JS_AGGを叩き伏せて稼ぎを増やしていくとし%JV_YOU。さあ商売を始める準備はできている%JV_Q？>
		Prompt%id%01 <それはなかなか上手い捉え方%JG_DANE。>
		Prompt%id%01_1 <その発想はなかった%JG_NE。ありがとう、%name1%。>
		Prompt%id%01_2 <%JR_YES、まったく都合のいい状況%JG_DANE。>
		Prompt%id%02 <%JF2が金のためにやってると思ってるの%JV_KA_Q！？>
		Prompt%id%02_1 <%JS_AGGの金なんかどうでもいい%JV_F_WA……行く%JV_ZO%JV_F_YO！>
		Prompt%id%02_2 <これは金の問題じゃない%JV_ZO、%name1%。>
	end


Content
	name <Suffering Leads to the Dark Side>
	requires <*:CS_MIX_Confrontation 1:A.obs 1:M.com -!Ne -!Lo ~1:MILIT ~1:FAITH -1:nemesis -1:evil_  ~C:FAITH>
	% desc <The enemy, desperate for a victory, is calling out all the stops.>
	desc <勝利にしがみ付き続けていた敵がすべて諦めることを宣言する。>
	% Stop Three on the Disciple Path
	changes <E:++ E:M>
	results <E:M.see>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is
	% E3 is a public scene in case the PC wins this fight
	Element3 <Scene (Building|Meeting) Public !Near -7>

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1% WMecha EnemyNPCTeam StoryDL 50  ifG PCRenown StoryDL NPCLevel %1% PCRenown>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1% Monologue %1% %id%01 Monologue %1% %id%07 &SetEnemyNPC 0  MoveAndPacifyNPC %1% %3%  SetNPCFaction %1% 0  PCAlly %1%  SetNPCBio %1% Msg%id%05 History %id%06>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%04  ifNPCOK %1% SetXXRMotivation %1% XXR_M_Seeker    Monologue %1% %id%03>

	% Msg%id%01 <Incredible! \PC , please forgive me, I was a fool to think I could challenge your ultimate mecha technique...>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%02_1 <You defeated %name1%.>
	% CMsg%id%02_1 <ifNPCOK %1% Accept>
	% Msg%id%02_2 <You killed %name1% in combat.>
	% CMsg%id%02_2 <ifNPCDead %1% Accept>
	% Msg%id%03 <Bwa-ha! I have defeated the great \PC ... but what am I supposed to do next?>
	% Msg%id%03_1 <>
	% CMsg%id%03_1 <ifNPCHeroic Accept>
	% Msg%id%04 <You were defeated by %name1%.>
	% Msg%id%05 <%name1% was originally your enemy, but after failing to defeat you gave up to become your disciple.>
	% Msg%id%06 <%name1% quit being your enemy and pledged to be your disciple.>
	% Msg%id%07 <From this day forth I am no longer your enemy, but instead your disciple. If you would consent to train me I'll be waiting at \EXACT_SCENE %3% .>
	Msg%id%01 <そんなまさか！ \PC、どうか許して%JV_KUDASAI……%JS2のとてつもない腕と渡り合えると考えていたなんて、%JF2はただの馬鹿だった%JG_NDA%JV_SIL_R。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%02_1 <%name1% を撃破した。>
	CMsg%id%02_1 <ifNPCOK %1% Accept>
	Msg%id%02_2 <%name1% を戦闘により死亡させた。>
	CMsg%id%02_2 <ifNPCDead %1% Accept>
	Msg%id%03 <ふははっ！ あの \PC を倒した%JV_ZO！ ……でもこの後は何をすればいい%JV_N%JV_M_DA？>
	Msg%id%03_1 <>
	CMsg%id%03_1 <ifNPCHeroic Accept>
	Msg%id%04 <%name1% に敗北した。>
	Msg%id%05 <%name1% は元はあなたを殺そうとしていたが、あなたに敗れたことでそれを諦め、弟子となった。>
	Msg%id%06 <%name1% はあなたの敵であることをやめ、弟子となることを願い出た。>
	Msg%id%07 <今日この日から、%JF2はもう%JS2の敵ではなく弟子%JV_DESU。もしこの%JF2を鍛えてくれるのであれば、%JF2は \EXACT_SCENE %3% で待ってい%JV_MASU。>

	sub
		Persona 1
		%% A mostly generic battle challenge.
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*BattleChallenge .%id%_GoThemeExpo na>
		.%id%_GoThemeExpo <EndChat Say %id%01>
		% Msg%id%01 <This time, I've called out all the stops! You have no chance to survive!!!>
		Msg%id%01 <これには%JF2のすべてを賭けて臨んでる%JG_NDA！ %JS_AGGに勝ち目はない%JV_ZO！！！>
	end

Content
	name <Hate Leads to Suffering>
	requires <*:CS_MIX_Confrontation 1:A.hat 1:M.com -!Ne -!Lo ~1:MILIT ~1:FAITH -1:nemesis -1:evil_  ~C:FAITH>
	% desc <The enemy, desperate for a victory, is calling out all the stops.>
	desc <勝利にしがみ付き続けていた敵がすべて諦めることを宣言する。>
	% Stop Two on the Disciple Path
	changes <E:A E:M>
	results <E:A.obs E:M.see>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1% SetXXRAttitude %1% XXR_A_Obsession   Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%04  ifNPCOK %1% SetXXRMotivation %1% XXR_M_Seeker    Monologue %1% %id%03>

	% Msg%id%01 <How is it that I keep losing all the time!? You can't be unbeatable... I swear, our next battle will be the last!!!>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%02_1 <You defeated %name1%, who swore that your next battle would be the last.>
	% CMsg%id%02_1 <ifNPCOK %1% Accept>
	% Msg%id%02_2 <You killed %name1% in combat.>
	% CMsg%id%02_2 <ifNPCDead %1% Accept>
	% Msg%id%03 <Bwa-ha! I have defeated the great \PC ... but what am I supposed to do next?>
	% Msg%id%03_1 <>
	% CMsg%id%03_1 <ifNPCHeroic Accept>
	% Msg%id%04 <You were defeated by %name1%.>
	Msg%id%01 <どうして%JF2がこんなにも負け続ける%JG_NDA！？ %JS_AGGが無敵であるはずはない%JV_F_WA……次こそ、次こそは最後の戦いにしてやる%JV_ZO%JV_F_YO！！！>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%02_1 <%name1% を撃破すると、\SPR %1%は次の戦いこそは最後になると誓った。>
	CMsg%id%02_1 <ifNPCOK %1% Accept>
	Msg%id%02_2 <%name1% を戦闘により死亡させた。>
	CMsg%id%02_2 <ifNPCDead %1% Accept>
	Msg%id%03 <ふははっ！ あの \PC を倒した%JV_ZO！ ……でもこの後は何をすればいい%JV_N%JV_M_DA？>
	Msg%id%03_1 <>
	CMsg%id%03_1 <ifNPCHeroic Accept>
	Msg%id%04 <%name1% に敗北した。>

	sub
		Persona 1
		%% An entirely generic battle challenge.
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*BattleChallenge .%id%_GoThemeExpo na>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
	end


Content
	name <Anger Leads To Hate>
	requires <*:CS_MIX_Confrontation 1:A.env 1:M.com -!Ne ~1:MILIT ~1:FAITH ~C:FAITH>
	% desc <The enemy, envious of your abilities, challenges you once more.>
	desc <あなたの能力を羨み、敵は再び立ち向かってくる。>
	% Stop One on the Disciple Path
	changes <E:A>
	results <E:A.dis E:A.hat>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1% SetXXRAttitude %1% XXR_A_HatesPC     Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%04  ifNPCOK %1% SetXXRAttitude %1% XXR_A_Disrespect  Monologue %1% %id%03>

	% Msg%id%01 <No!!! Why won't you just lie down and die, already!? There's no way you can keep on winning!>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%02_1 <You defeated %name1%, who didn't take the loss well.>
	% CMsg%id%02_1 <ifNPCOK %1% Accept>
	% Msg%id%02_2 <You killed %name1% in combat.>
	% CMsg%id%02_2 <ifNPCDead %1% Accept>
	% Msg%id%03 <Just as I thought... You're nothing but a fraud.>
	% Msg%id%03_1 <>
	% CMsg%id%03_1 <ifNPCHeroic Accept>
	% Msg%id%04 <You were defeated by %name1%.>
	Msg%id%01 <嘘%JG_DA！！！ どうして%JS_AGGはさっさと倒れて死んでくれない%JV_F_NO！？ %JS_AGGが勝ち続けていられる筈などないのに%JV_SIL！>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%02_1 <%name1% を撃破したが、\SPR %1%は負けを受け入れなかった。>
	CMsg%id%02_1 <ifNPCOK %1% Accept>
	Msg%id%02_2 <%name1% を戦闘により死亡させた。>
	CMsg%id%02_2 <ifNPCDead %1% Accept>
	Msg%id%03 <思った通りだった%JV_F_WA……所詮、%JS_AGGなど張りボテに過ぎなかった%JG_NDA。>
	Msg%id%03_1 <>
	CMsg%id%03_1 <ifNPCHeroic Accept>
	Msg%id%04 <%name1% に敗北した。>

	sub
		Persona 1
		%% An entirely generic battle challenge.
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*BattleChallenge .%id%_GoThemeExpo na>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
	end

Content
	name <Enthusiastic Recruit>
	requires <*:CS_MIX_Confrontation 1:M.--- (1:A.---|1:A.jr_) F:++ ~1:MILIT ~1:POLIC ~F:MILIT ~F:POLIC ~F:CORPO>
	% desc <The NPC is enthusiastic about their faction, thereby marking them as Professional.>
	desc <NPC は所属勢力を熱狂的に支持し、それにより生き方パラメータが Professional に定義される。>
	changes <E:M>
	results <E:M.pro>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%02>

	% Msg%id%01 <You defeated %name1%.>
	% Msg%id%02 <You were defeated by %name1%.>
	Msg%id%01 <%name1% を撃破した。>
	Msg%id%02 <%name1% に敗北した。>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02  SetXXRMotivation %1% XXR_M_Professional History %id%02>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
		result%id%01 <AddCheerful -d10   Goto .%id%_GoThemeExpo>
		result%id%02 <Goto .%id%_GoThemeExpo>
		% Msg%id%01 <In the name of \FACTION &ENemyFac , I will defeat you!>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%01_11 <>
		% CMsg%id%01_11 <>
		% Msg%id%02 <%name1% fought you for the glory of \FACTION &EnemyFac .>
		% Prompt%id%01 <Ashes, they must be desperate for recruits...>
		% Prompt%id%01_1 <Quit being so enthusiastic! It's annoying.>
		% Prompt%id%02 <Don't be so sure about that.>
		% Prompt%id%02_1 <You're welcome to try.>
		Msg%id%01 <\FACTION &ENemyFac の名において、%JS_AGGを倒す！>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%01_11 <>
		CMsg%id%01_11 <>
		Msg%id%02 <%name1% は \FACTION &EnemyFac の栄光のためにあなたと戦った。>
		Prompt%id%01 <やれやれ、よっぽど人手不足らしい%JV_F_WA%JV_NA%JV_SIL。>
		Prompt%id%01_1 <暑苦しいのはやめて%JG_R_AGG%JV_SIL_R小煩い%JV_F_WA。>
		Prompt%id%02 <あんまり自身は持たないほうがいい%JV_ZO%JV_F_YO。>
		Prompt%id%02_1 <試してみる分には自由%JG_DANE。>
	end

Content
	name <Thanks From An Enemy>
	requires <*:CS_MIX_Confrontation 1:A.tha>
	% desc <In thanks to the PC, this enemy won't fight.>
	desc <PC への感謝の印として、この敵は戦おうとしない。>
	changes <E:A>
	results <E:A.equ>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 Monologue %1% %id%01 Retreat EnemyNPCTeam  SetXXRAttitude %1% XXR_A_IsEqual>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%03>

	% Msg%id%01 <Hey \PC , I guess I still owe you one. In thanks, I'll sit out this battle... guess that makes us even now, huh?>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%01_2 <>
	% CMsg%id%01_2 <ifNPCVillainous Accept>
	% Msg%id%02 <You defeated %name1%'s forces.>
	% Msg%id%03 <You were defeated by %name1%'s forces.>
	Msg%id%01 <\PC、%JS2には１つ借りがある%JV_F_WA%JV_SIL。それを返すために、この戦いからは抜けてお%JV_KOU……これで帳消しにさせてもらうから%JV_NA？>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCVillainous Accept>
	Msg%id%02 <%name1% の手勢を撃破した。>
	Msg%id%03 <%name1% の手勢に敗北した。>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat SayAnything>
	end

Content
	name <Sympathy for Ramba Ral>
	requires <*:CS_MIX_Confrontation 1:A.sr_ (1:M.pro|1:M.com) -!Ne ~1:MILIT ~1:ADVEN ~1:FAITH ~1:LABOR ~1:GOOD_>
	% desc <The enemy is weary, but won't back down.>
	desc <敵は消耗しているが、それでも引き下がらない。>
	changes <E:A>
	results <E:A.equ E:A.ant>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	% P%id%02 = E1 retreated
	% P%id%03 = Pissed off E1
	update <if= P%id%01 0 P= %id%01 1 Alert %id%01 ForceChat %1%>
	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   if= P%id%02 0 History %id%02  if= P%id%03 0  ifNPCOK %1%  Monologue %1% %id%04  SetXXRAttitude %1% XXR_A_IsEqual>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%03>

	% Msg%id%01 <From the look of %name1%'s forces, they've already seen more than their fair share of combat today.>
	% Msg%id%02 <You defeated %name1%.>
	% Msg%id%03 <You were defeated by %name1%.>
	% Msg%id%04 <You're a better pilot than I've given you credit for. I concede the battle to you, \PC .>
	% Msg%id%04_1 <>
	% CMsg%id%04_1 <ifNPCHeroic Accept>
	% Msg%id%04_2 <Much as I hate to admit it, I have to admit that you're a magnificent pilot. You get to live another day \PC .>
	% CMsg%id%04_2 <ifNPCVillainous Accept>
	Msg%id%01 <どこかで戦闘を行った後なのか、%name1% の部隊は既にそれなりの損耗を抱えているようだ。>
	Msg%id%02 <%name1% を撃破した。>
	Msg%id%03 <%name1% に敗北した。>
	Msg%id%04 <%JS_AGGは%JF2が考えていたよりも優れたパイロットのよう%JG_DANE。この戦いは%JS_AGGに譲る%JV_ZO、\PC。>
	Msg%id%04_1 <>
	CMsg%id%04_1 <ifNPCHeroic Accept>
	Msg%id%04_2 <認めたくはない%JG_GA、%JS_AGGが凄まじいパイロットであることを認めるしかない%JG_NE。勝負は預けておく%JV_ZO、\PC。>
	CMsg%id%04_2 <ifNPCVillainous Accept>

	sub
		Persona 1
		special <UNLISTED NOESCAPE>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		*result%id%01 <*THEME_EXPO&Enemy na>
		result%id%02 <P= %id%03 1 SetXXRAttitude %1% XXR_A_Antagonistic Goto result%id%01>
		result%id%03 <AddReact d10  ifG PCHeroism ChatNPCHeroism else .%id%_GoR3Fail EndChat Say %id%02 History %id%03 P= %id%02 1 SetXXRAttitude %1% XXR_A_IsEqual  Retreat EnemiesTeam  Retreat EnemyNPCTeam>
		.%id%_GoR3Fail <EndChat Say %id%04 AddChat %id%04>
		result%id%04 <Goto result%id%01>
		% Msg%id%01 <Blazes, it's another one... Don't think we're going to just roll over for you, \PC . My lance has plenty of fight left in it yet.>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%02 <I guess there wouldn't be much point in us trying to fight... I concede the battle to you today, \PC . You are truly a worthy opponent.>
		% Msg%id%03 <You allowed %name1% to leave the battlefield.>
		% Msg%id%04 <I've got a job to do, and I can't back down while there's even a slight chance of success... You won't be getting rid of me that easily.>
		% Prompt%id%01 <Alright, let's get started.>
		% Prompt%id%01_1 <Show me what you can do.>
		% Prompt%id%02 <Woo-hoo! This is gonna be an easy battle!>
		% Prompt%id%02_1 <I don't mind kicking you when you're down.>
		% Prompt%id%03 <I can't fight you like this. It's not sporting.>
		% CPrompt%id%03 <ifG PCHeroism 0 ifG ChatNPCHeroism 0 Accept>
		% Prompt%id%03_1 <How can I fight you like that? It's not fair.>
		% Prompt%id%04 <[Continue]>
		Msg%id%01 <こんな時に現れる%JV_KA_Q%JV_F_NO……%JF2が大人しく逃げ帰るなどとは思わないこと%JV_M_DA%JV_NA、\PC。%JF2の部隊はまだ十分に戦う力を残している%JV_ZO……。>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%02 <ここで戦う意味は薄い%JV_KA_Q%JV_F_WA%JV_F_NE……この戦いは%JS_AGGに譲る%JV_ZO、\PC。敵ながら本当に素晴らしい奴だ%JV_F_WA。>
		Msg%id%03 <%name1% が戦場から離脱するのを許した。>
		Msg%id%04 <%JF2にはやるべき仕事がある%JV_N%JV_M_DA%JV_F_YO。僅かでも成功のチャンスがあるなら、引き下がるわけにはいかない……%JF2はそう簡単に消されはしない%JV_ZO。>
		Prompt%id%01 <結構なこと%JV_M_DA%JV_NA、始め%JV_YOU。>
		Prompt%id%01_1 <お手並みを拝見……。>
		Prompt%id%02 <そりゃいい%JV_F_WA%JV_NA！ 楽な戦いになりそう%JG_DA！>
		Prompt%id%02_1 <弱った%JS_AGGを叩いたって卑怯だとは思わない%JG_NE。>
		Prompt%id%03 <こんな条件の戦いは駄目%JV_M_DA%JV_F_NE、楽しめない%JV_F_WA。>
		CPrompt%id%03 <ifG PCHeroism 0 ifG ChatNPCHeroism 0 Accept>
		Prompt%id%03_1 <こんな状態の相手と戦えって？ フェアじゃない%JG_NE。>
		Prompt%id%04 <[続ける]>
	end

Content
	name <Do You Like Tactics?>
	requires <*:CS_MIX_Confrontation 1:A.sr_ 1:M.--- ~1:MILIT ~1:ACADE ~1:POLIT ~1:MEDIC ~1:GOOD_>
	% desc <This enemy won't bother to fight, but will just sit back and direct the action.>
	desc <敵は自分では戦おうとせず、指示だけ出して見物する。>
	changes <E:M>
	results <E:M.pro>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1%  Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%03  ifNPCOK %1%  Monologue %1% %id%04>

	% Msg%id%01 <I didn't see that coming... I'll have to adjust my strategy for next time.>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%01_2 <>
	% CMsg%id%01_2 <ifNPCVillainous Accept>
	% Msg%id%02 <You defeated %name1%'s forces.>
	% Msg%id%03 <You were defeated by %name1%'s forces.>
	% Msg%id%04 <You see? This is what happens when you rush in without a real plan... you didn't even put up an interesting fight.>
	% Msg%id%04_1 <>
	% CMsg%id%04_1 <ifNPCHeroic Accept>
	% Msg%id%04_2 <>
	% CMsg%id%04_2 <ifNPCVillainous Accept>
	Msg%id%01 <この結果は……%JF2は戦術を練り直さないといけないよう%JV_M_DA%JV_NA。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCVillainous Accept>
	Msg%id%02 <%name1% の手勢を撃破した。>
	Msg%id%03 <%name1% の手勢に敗北した。>
	Msg%id%04 <分かった%JV_Q？ 無計画に突っ込むとこういう結果になる%JG_SK%JV_SIL_Rまるで面白味も何もない戦いだった%JG_NE。>
	Msg%id%04_1 <>
	CMsg%id%04_1 <ifNPCHeroic Accept>
	Msg%id%04_2 <>
	CMsg%id%04_2 <ifNPCVillainous Accept>

	sub
		Persona 1
		special <UNLISTED NOESCAPE>
		% This NPC will flee the board, and instead send extra henchmen after you.
		% V%id%01 = Renown Thingie
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02 SetXXRMotivation %1% XXR_M_Professional Retreat EnemyNPCTeam WMecha EnemiesTeam StoryDL 100>
		result%id%01 <EndChat Say %id%02>
		% <> の外にコマンドがある。greeting で既出なのを再び出すような台詞でもないし、消しても進行に支障はないはずなので削除。
		% result%id%02 <AddEasygoing -d10  V= %id%01 StoryDL V+ %id%01 10  ifG PCRenown V%id%01 else .%id%_GoR2Fail EndChat Say %id%04 NPCLevel %1% PCRenown DeployNPC %1% EnemyNPCTeam>  ifNPCOK %1%  Monologue %1% %id%01
		result%id%02 <AddEasygoing -d10  V= %id%01 StoryDL V+ %id%01 10  ifG PCRenown V%id%01 else .%id%_GoR2Fail EndChat Say %id%04 NPCLevel %1% PCRenown DeployNPC %1% EnemyNPCTeam>
		.%id%_GoR2Fail <EndChat Say %id%03  AddEasygoing -d10>
		% Msg%id%01 <Tell me, \PC , have you ever studied tactics? In general it is not the fastest pilot who wins, but the smartest one.>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%02 <Let the battle commence!>
		% Msg%id%02_1 <>
		% CMsg%id%02_1 <ifNPCHeroic Accept>
		% Msg%id%02_2 <>
		% CMsg%id%02_2 <ifNPCVillainous Accept>
		% Msg%id%03 <You see, this is why you will never be a great pilot- you're far too simpleminded. Maybe you should try reading a book once in a while.>
		% Msg%id%03_1 <>
		% CMsg%id%03_1 <ifNPCHeroic Accept>
		% Msg%id%03_2 <>
		% CMsg%id%03_2 <ifNPCVillainous Accept>
		% Msg%id%04 <I will admit, you are a worthy opponent... I accept your challenge.>
		% Prompt%id%01 <I'll show you some tactics.>
		% Prompt%id%01_1 <I know enough to defeat your lance.>
		% Prompt%id%02 <Come here and fight me yourself!>
		% Prompt%id%02_1 <You coward, why don't you fight me yourself!?>
		Msg%id%01 <%JR_HEY \PC、%JS_AGGは戦術を学んだことはあるの%JV_Q？ 知略は拙速に勝るもの%JG_DAYO%JV_SIL_R。>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%02 <戦いを始め%JV_YOU！>
		Msg%id%02_1 <>
		CMsg%id%02_1 <ifNPCHeroic Accept>
		Msg%id%02_2 <>
		CMsg%id%02_2 <ifNPCVillainous Accept>
		Msg%id%03 <分かった%JV_DAROU、これが%JS_AGGが平凡止まりのパイロットに過ぎない理由……%JS_AGGは単純に過ぎる%JV_N%JV_M_DA%JV_F_YO。たまには本の一冊でも読んでみること%JG_DANE。>
		Msg%id%03_1 <>
		CMsg%id%03_1 <ifNPCHeroic Accept>
		Msg%id%03_2 <>
		CMsg%id%03_2 <ifNPCVillainous Accept>
		Msg%id%04 <認め%JV_YOU……%JS_AGGは強敵%JG_DA。その挑戦、受けて立つ%JV_ZO。>
		Prompt%id%01 <なら%JF2がそれを見せてや%JV_ROU。>
		Prompt%id%01_1 <%JS_AGGの手下を倒すのに十分なくらいは知ってる%JG_YO。>
		Prompt%id%02 <隠れてないで自分で戦え！>
		Prompt%id%02_1 <臆病者め、自分では戦わないの%JV_KA_Q！？>
	end

Content
	name <I'll Get You This Time!>
	requires <*:CS_MIX_Confrontation (1:A.jr_|1:A.ant) 1:M.com -!Ne ~1:MILIT ~1:FAITH>
	% desc <Who's better now, you or the NPC? Let's see!>
	desc <あなたと NPC 、どちらが上か？ 見てみよう！>
	changes <E:A>
	results <E:A.equ E:A.env>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1% SetXXRAttitude %1% XXR_A_EnviesPC  Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%04  ifNPCOK %1% SetXXRAttitude %1% XXR_A_IsEqual   Monologue %1% %id%03>

	% Msg%id%01 <Impossible! How did you learn to be so good!? I'll never accept that you're a better pilot... from now on I'll just double my efforts to beat you!!!>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%01_2 <>
	% CMsg%id%01_2 <ifNPCVillainous Accept>
	% Msg%id%02 <You defeated %name1%, who seemed to be rather disappointed.>
	% Msg%id%03 <There, now we're even. I'm gonna go buy myself a drink.>
	% Msg%id%03_1 <There, now we're even. I'm gonna go take my lance out to celebrate.>
	% CMsg%id%03_1 <ifNPCHeroic Accept>
	% Msg%id%03_2 <There, now we're even. I'm gonna go kick a puppy to celebrate.>
	% CMsg%id%03_2 <ifNPCVillainous Accept>
	% Msg%id%04 <You were defeated by %name1%, who seemed rather pleased about it.>
	Msg%id%01 <不可能%JV_M_DA%JV_F_YO！ %JS_AGGはどこでそんな技術を学んだ%JV_F_NO！？ %JS_AGGが%JF2より優れているなんて認めない%JV_ZO……これからは努力を倍にして、%JS_AGGを超えてやるだけ%JV_M_DA%JV_F_YO！！！>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCVillainous Accept>
	Msg%id%02 <%name1% を撃破した。\SPR %1%はこの敗北にかなり落胆したようだ。>
	Msg%id%03 <よし、これでイーブン%JV_M_DA%JV_F_NE。帰ったら一杯飲むとし%JV_YOU。>
	Msg%id%03_1 <よし、これでイーブン%JV_M_DA%JV_F_NE。帰ったら部隊の皆で祝勝会%JG_DA。>
	CMsg%id%03_1 <ifNPCHeroic Accept>
	Msg%id%03_2 <よし、これでイーブン%JV_M_DA%JV_F_NE。子犬でも蹴り飛ばして祝うとし%JV_YOU。>
	CMsg%id%03_2 <ifNPCVillainous Accept>
	Msg%id%04 <%name1% に敗北した。\SPR %1%はその勝利に歓喜した。>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
		*result%id%01 <*THEME_EXPO&Enemy na>
		result%id%02 <AddEasygoing -d10 Goto result%id%01>
		% Msg%id%01 <Ready for another battle? This time, I'm the one who's going to come out on top!>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%01_11 <Don't think I'm afraid of you, \PC ! I've been practicing a lot... this time, I'm gonna defeat you!>
		% CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		% Msg%id%01_12 <Seems you always show up to antagonize me, \PC ... well, this time I'm going to give you the arse-kicking you deserve.>
		% CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_Antagonistic Accept>
		% Prompt%id%01 <Let's see what you can do.>
		% Prompt%id%01_1 <You think so? We'll see.>
		% Prompt%id%02 <Ha, don't make me laugh!>
		% Prompt%id%02_1 <You can't compete with my skills.>
		Msg%id%01 <もう一戦する覚悟はできてる%JV_Q？ 今度はこの%JF2が直々に相手をしてやる%JV_ZO！>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%01_11 <%JF2が%JS_AGGを恐れているなどと思わないこと%JV_M_DA%JV_NA、\PC！ %JF2はずっと努力を重ねている……今度こそ、%JS_AGGを討ち果たしてやる%JV_ZO！>
		CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		Msg%id%01_12 <%JS_AGGはいつも%JF2の前に現れて邪魔をするの%JV_M_DA%JV_NA、\PC ……そろそろ一度、痛い目に遭ってもら%JV_OUか。>
		CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_Antagonistic Accept>
		Prompt%id%01 <お手並み拝見と行%JV_KOU%JV_SIL。>
		Prompt%id%01_1 <そう%JV_KA_Q、やってみれば分かること%JV_M_DA%JV_F_YO。>
		Prompt%id%02 <笑わせてくれる%JG_NE！>
		Prompt%id%02_1 <%JF2に敵うと思わないこと%JG_DANE。>
	end

Content
	name <Let's See How You Like It!>
	requires <*:CS_MIX_Confrontation 1:A.ant (1:M.mer|1:M.pro) ~1:ADVEN ~1:THIEF -!Ne>
	% desc <The PC has been bothering the NPC; now the tables are turned!>
	desc <PC は NPC を邪魔し続けてきた。今度は相手の番だ！>
	changes <E:M>
	results <E:M.com>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 Alert %id%06 TeamMonologue EnemiesTeam %id%01 Monologue %1% %id%02  SetXXRMotivation %1% XXR_M_Competitor  WMecha EnemyNPCTeam StoryDL 20  History %id%03>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%04>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%05  ifNPCOK %1%  Monologue %1% %id%07>

	% Msg%id%01 <Thanks for your help, %name1%.>
	% Msg%id%01_1 <I really appreciate your backup, %name1%.>
	% Msg%id%02 <It's my pleasure. \PC has been a persistent thorn in my side; I'll take any chance I can to beat \OPR 0 .>
	% Msg%id%02_1 <>
	% CMsg%id%02_1 <ifNPCHeroic Accept>
	% Msg%id%02_2 <>
	% CMsg%id%02_2 <ifNPCVillainous Accept>
	% Msg%id%02_3 <I'm just doing my job for \FACTION &EnemyFac ... and if I get to make \PC 's life harder in the process, so much the better.>
	% CMsg%id%02_3 <ifFactionExists &EnemyFac Accept>
	% Msg%id%03 <%name1% came on this mission just for a chance to fight you.>
	% Msg%id%04 <You defeated %name1%.>
	% Msg%id%05 <You were defeated by %name1%.>
	% Msg%id%06 <%name1% and \PPR %1% lance are here supporting another team.>
	% Msg%id%07 <Hey \PC - It's not so much fun when I show up to ruin your missions, is it?>
	Msg%id%01 <助けてくれて感謝%JV_S_SIMASU、%name1%。>
	Msg%id%01_1 <支援は本当にありがたい%JV_F_WA、%name1%。>
	Msg%id%02 <気にしなくていい%JV_F_WA%JV_F_YO。\PC は%JF2%JF_TACHIにとって目の上の瘤%JV_M_DA……奴を叩けるチャンスを逃すつもりはない%JV_F_WA。>
	Msg%id%02_1 <>
	CMsg%id%02_1 <ifNPCHeroic Accept>
	Msg%id%02_2 <>
	CMsg%id%02_2 <ifNPCVillainous Accept>
	Msg%id%02_3 <%JF2はただ \FACTION &EnemyFac としての仕事をこなしているだけ%JG_DA%JV_SIL_Rそのついでに \PC を苦しめることができるのなら、それ以上のことはない%JG_GA%JV_NA。>
	CMsg%id%02_3 <ifFactionExists &EnemyFac Accept>
	Msg%id%03 <%name1% はただあなたと戦うためだけにこの任務に姿を現した。>
	Msg%id%04 <%name1% を撃破した。>
	Msg%id%05 <%name1% に敗北した。>
	Msg%id%06 <%name1% とその部隊が、他の敵部隊の支援に現れた。>
	Msg%id%07 <\PC。こうやって%JF2に仕事を台無しにされる気分はどう%JV_M_DA？>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat SayAnything>
	end


Content
	name <Until Someone Loses an Eye>
	requires <*:CS_MIX_Confrontation 1:M.com (1:A.sr_|1:A.equ) -!Ne ~1:LABOR ~1:CRAFT ~1:MEDIA ~1:FAITH -1:ADVEN -1:MILIT>
	% desc <It was all fun and games before, now it's getting serious.>
	desc <それまでは全て楽しいお遊びだったが、ここからが本番だ。>
	changes <E:A>
	results <E:A.env>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1% SetXXRAttitude %1% XXR_A_EnviesPC  Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%03>

	% Msg%id%01 <Hmph... Your skills have really improved, \PC . Next time I'll stop holding back.>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%01_2 <>
	% CMsg%id%01_2 <ifNPCVillainous Accept>
	% Msg%id%02 <You defeated %name1%, who seemed upset about it.>
	% Msg%id%03 <You were defeated by %name1%.>
	Msg%id%01 <むむ……本当に腕を上げた%JV_F_WA%JV_NA、\PC。次からは手加減は無し%JG_DA%JV_SIL_R。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCVillainous Accept>
	Msg%id%02 <%name1% を撃破した。\SPR %1%は敗北に怒りを覚えたようだ。>
	Msg%id%03 <%name1% に敗北した。>

	sub
		Persona 1
		%% An entirely generic battle challenge.
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*BattleChallenge .%id%_GoThemeExpo na>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
	end


Content
	name <Wealth is a Phallic Symbol>
	requires <*:CS_MIX_Confrontation 1:M.mer (1:A.---|1:A.sr_|1:A.ant) ~E:CORPO ~E:TRADE ~E:POLIT ~E:MEDIA ~F:CORPO -!Ne>
	% desc <Before fighting, the NPC will compare earnings with the PC.>
	desc <戦いの前に、NPC は PC と収入を比べる。>
	changes <E:A>
	results <E:A.equ E:A.env>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%02>

	% Msg%id%01 <You defeated %name1%.>
	% Msg%id%02 <You were defeated by %name1%.>
	Msg%id%01 <%name1% を撃破した。>
	Msg%id%02 <%name1% に敗北した。>

	sub
		Persona 1
		special <UNLISTED NOESCAPE>
		% V%id%01 = Enemy Earning Counter
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*BattleChallenge .%id%_GoAsk na>
		.%id%_GoAsk <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 History %id%02>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
		result%id%01 <V= %id%01 StoryDL V+ %id%01 d10 AddSociable d10  ifG PCRenown v%id%01 else .%id%_GoR1Fail EndChat Say %id%03 AddChat %id%03  SetXXRAttitude %1% XXR_A_EnviesPC History %id%04>
		.%id%_GoR1Fail <EndChat Say %id%05 AddChat %id%03  SetXXRAttitude %1% XXR_A_IsEqual>
		result%id%02 <EndChat Say %id%06 AddChat %id%03  ifG PCRenown StoryDL else .%id%_GoR2Fail NPCLevel %1% PCRenown SetXXRAttitude %1% XXR_A_EnviesPC>
		.%id%_GoR2Fail <SetXXRAttitude %1% XXR_A_IsEqual>
		result%id%03 <Goto .%id%_GoThemeExpo>
		% Msg%id%01 <Say, \PC , before we start this battle I was just wondering... how much do you make for an average mission?>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%01_12 <>
		% CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_IsSenior Accept>
		% Msg%id%01_13 <>
		% CMsg%id%01_13 <ifNPCAttitude %1% XXR_A_Antagonistic Accept>
		% Msg%id%02 <Before fighting, %name1% asked about your wages.>
		% Msg%id%03 <What!? That's ridiculous... you can't possibly be worth that kind of money.>
		% Msg%id%04 <%name1% was jealous over how much you make.>
		% Msg%id%05 <That sounds about right. Thanks.>
		% Msg%id%06 <If you know how much someone earns, that's a pretty good indication of how skilled they are. Of course there are other ways to tell.>
		% Prompt%id%01 <I make around $ \VAL Reward PCRenown 120 per battle.>
		% Prompt%id%01_1 <I get about $ \VAL Reward PCRenown 120 a mission.>
		% Prompt%id%02 <None of your business, \CHATNPC .>
		% Prompt%id%02_1 <This is a weird time for a question like that...>
		% Prompt%id%03 <[Continue]>
		Msg%id%01 <\PC、戦う前に聞きたいことがある%JV_F_WA……%JS_AGGは１回の任務でおおよそ幾ら稼いでる%JV_F_NO？>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%01_12 <>
		CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_IsSenior Accept>
		Msg%id%01_13 <>
		CMsg%id%01_13 <ifNPCAttitude %1% XXR_A_Antagonistic Accept>
		Msg%id%02 <戦いの前に、%name1% はあなたの収入について問いかけてきた。>
		Msg%id%03 <！？ あり得ない%JV_ZO……%JS_AGGがそんなに貰っていいわけがない！>
		Msg%id%04 <%name1% はあなたの収入に嫉妬した。>
		Msg%id%05 <まあそんなもん%JV_KA%JV_F_NE%JV_SIL。回答に感謝する%JV_F_WA。>
		Msg%id%06 <稼ぎは腕を測るのに絶好の指標だから%JG_DAYO。もちろん、他のやり方でも分かる%JG_GA%JV_NA。>
		Prompt%id%01 <１回の戦闘でだいたい $ \VAL Reward PCRenown 120 くらい%JG_KANA。>
		Prompt%id%01_1 <任務１回でだいたい $ \VAL Reward PCRenown 120 くらい%JG_KANA。>
		Prompt%id%02 <%JS_AGGの知ったことじゃない%JV_F_WA%JV_NA、\CHATNPC。>
		Prompt%id%02_1 <こんな時にいきなり何%JG_DA%JV_SIL_R？>
		Prompt%id%03 <[続ける]>
	end

Content
	name <You Are The Enemy Of Capitalism!!!>
	requires <*:CS_MIX_Confrontation 1:M.mer (1:A.---|1:A.nme|1:A.jr_) ~E:CORPO ~E:TRADE ~F:CRIME ~F:CORPO>
	% desc <The NPC is fed up of the PC's interference.>
	desc <NPC は PC の妨害についに堪忍袋の緒が切れた。>
	changes <E:A>
	results <E:A.ant E:A.equ>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	% P%id%02 = E1's proposal
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  if= P%id%02 0  History %id%02>

	% Msg%id%01 <You defeated %name1%.>
	% Msg%id%02 <You were defeated by %name1%.>
	Msg%id%01 <%name1% を撃破した。>
	Msg%id%02 <%name1% に敗北した。>

	sub
		Persona 1
		special <UNLISTED NOESCAPE>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat ifNPCCheerful else .%id%_GoNoCheer ifG React 0 else .%id%_GoNoCheer Say %id%03 AddChat %id%02 AddChat %id%03 if= v%id%01 0 V= %id%01 1 History %id%04>
		.%id%_GoNoCheer <Say %id%01 AddChat %id%01 if= v%id%01 0 V= %id%01 1 SetXXRAttitude %1% XXR_A_Antagonistic History %id%02>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
		result%id%01 <Goto .%id%_GoThemeExpo>
		result%id%02 <EndChat Say %id%05 CashPrize Reward StoryDL 100 Retreat 1  AddEasygoing 10  AddSociable -10  AddLawful -2  LoseRenown  SetXXRAttitude %1% XXR_A_IsEqual  History %id%06 P= %id%02 1>
		result%id%03 <EndChat Say %id%07 AddChat %id%04 if= v%id%01 0 V= %id%01 1 SetXXRAttitude %1% XXR_A_Antagonistic>
		result%id%04 <Goto .%id%_GoThemeExpo>
		% Msg%id%01 <Why can't I ever have a mission go smoothly, without some jerk butting \PPR 0 nose in where it doesn't belong!? It's your fault that I'm broke, \PC ... and I'm gonna make you pay for it.>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%01_11 <>
		% CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		% Msg%id%01_12 <>
		% CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_NeverMet Accept>
		% Msg%id%02 <%name1% blamed you for \PPR %1% current lack of money.>
		% Msg%id%03 <Just what I need, it's \PC ... I always seem to lose money when you're around. Why don't we make a deal? I'll pay you $ \VAL Reward StoryDL 100 to throw this mission.>
		% Msg%id%03_1 <>
		% CMsg%id%03_1 <ifNPCHeroic Accept>
		% Msg%id%03_2 <>
		% CMsg%id%03_2 <ifNPCVillainous Accept>
		% Msg%id%03_11 <>
		% CMsg%id%03_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		% Msg%id%03_12 <>
		% CMsg%id%03_12 <ifNPCAttitude %1% XXR_A_NeverMet Accept>
		% Msg%id%04 <%name1% offered you a bribe to just go away.>
		% Msg%id%05 <Ha, I knew you were a money-grubbing scoundrel, too! Now we've both made a profit. See you around, \PC .>
		% Msg%id%06 <You accepted the bribe.>
		% Msg%id%07 <What's the matter, my money's not good enough for you!? I should have known that you were one of those serious cavaliers... guess there's only one thing left for us to do.>
		% Msg%id%07_1 <>
		% CMsg%id%07_1 <ifNPCHeroic Accept>
		% Msg%id%07_2 <>
		% CMsg%id%07_2 <ifNPCVillainous Accept>
		% Msg%id%07_11 <>
		% CMsg%id%07_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		% Msg%id%07_12 <>
		% CMsg%id%07_12 <ifNPCAttitude %1% XXR_A_NeverMet Accept>
		% Prompt%id%01 <Don't blame me for your failures.>
		% Prompt%id%01_1 <Yeah, you have a job to do, and so do I.>
		% Prompt%id%01_2 <Stop whining. Let's see how you fight.>
		% Prompt%id%02 <Earn money for not working? I'm all for that.>
		% Prompt%id%02_1 <Sounds like a fair deal. Let's do it.>
		% Prompt%id%03 <No deal, \CHATNPC .>
		% Prompt%id%03_1 <I don't work that cheap, \CHATNPC .>
		% Prompt%id%04 <[Continue]>
		Msg%id%01 <どうして%JF2はいつもいつも、あの馬鹿に仕事を邪魔されなきゃならない%JG_NDA！？ 金が回らなくなったのは%JS_AGGのせいだ%JV_ZO、\PC ……%JS_AGGには責任を取ってもらうから%JV_NA。>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%01_11 <>
		CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		Msg%id%01_12 <>
		CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_NeverMet Accept>
		Msg%id%02 <%name1% は資金繰りの苦しさをあなたのせいにした。>
		Msg%id%03 <またこんな時に現れるの%JV_KA_Q%JV_F_NE、\PC ……%JS_AGGが来るといつも金が失われる%JV_F_NO%JV_F_YO。取引をしない%JV_Q？ $ \VAL Reward StoryDL 100 を渡すから、%JS_AGGは任務を放棄して%JG_R_AGG。>
		Msg%id%03_1 <>
		CMsg%id%03_1 <ifNPCHeroic Accept>
		Msg%id%03_2 <>
		CMsg%id%03_2 <ifNPCVillainous Accept>
		Msg%id%03_11 <>
		CMsg%id%03_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		Msg%id%03_12 <>
		CMsg%id%03_12 <ifNPCAttitude %1% XXR_A_NeverMet Accept>
		Msg%id%04 <%name1% はあなたを買収して任務を放棄させようとした。>
		Msg%id%05 <はっ、所詮は%JS_AGGも金の亡者だった%JV_KA_Q%JV_F_NO%JV_F_NE！ これでお互い利益を得た%JV_F_WA……じゃあ%JV_NA、\PC。>
		Msg%id%06 <あなたは買収に応じた。>
		Msg%id%07 <どうして%JV_M_DA%JV_F_YO、これでは足りなかったの%JV_KA_Q！？ %JS_AGGがそういう類のメック乗りだったとは%JV_NA……なら、やることはただ１つだけ%JG_DA。>
		Msg%id%07_1 <>
		CMsg%id%07_1 <ifNPCHeroic Accept>
		Msg%id%07_2 <>
		CMsg%id%07_2 <ifNPCVillainous Accept>
		Msg%id%07_11 <>
		CMsg%id%07_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		Msg%id%07_12 <>
		CMsg%id%07_12 <ifNPCAttitude %1% XXR_A_NeverMet Accept>
		Prompt%id%01 <失敗を人のせいにしないで%JG_R_AGG。>
		Prompt%id%01_1 <%JR_YES、そっちもこっちも仕事だから%JV_NA%JV_SIL。>
		Prompt%id%01_2 <つべこべ言わずに戦う%JG_NDA。>
		Prompt%id%02 <働かずに金が貰える%JV_F_NO？ 最高%JG_DANE。>
		Prompt%id%02_1 <悪くない話%JG_DANE。応じ%JV_YOU。>
		Prompt%id%03 <お断り%JV_M_DA%JV_F_YO、\CHATNPC。>
		Prompt%id%03_1 <そんなはした金では動かない%JV_ZO%JV_F_YO、\CHATNPC。>
		Prompt%id%04 <[続ける]>
	end

Content
	name <You're Cutting Into My Profits>
	requires <*:CS_MIX_Confrontation 1:M.--- (1:A.---|1:A.jr_|1:A.sr_|1:A.ant|1:A.equ|1:A.pch) ~E:THIEF ~E:CORPO ~E:TRADE ~F:CRIME ~F:CORPO -F:POLIC>
	% desc <The NPC will accuse the PC of cutting into their profits, thereby setting attitude as Mercenary.>
	desc <NPC は自分の利益を PC が食い潰していると批難し、それにより生き方パラメータが Mercenary に設定される。>
	changes <E:M>
	results <E:M.mer>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%02>

	% Msg%id%01 <You defeated %name1%.>
	% Msg%id%02 <You were defeated by %name1%.>
	Msg%id%01 <%name1% を撃破した。>
	Msg%id%02 <%name1% に敗北した。>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02 if= v%id%01 0 V= %id%01 1 SetXXRMotivation %1% XXR_M_Mercenary History %id%02>
		*.%id%_GoThemeExpo <*THEME_EXPO&Enemy na>
		result%id%01 <AddCheerful  d10   Goto .%id%_GoThemeExpo>
		result%id%02 <Goto .%id%_GoThemeExpo>
		% Msg%id%01 <You need to stop interfering with my missions, \PC ... it's really starting to cut into my profits.>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%01_11 <Aw, blazes... \PC , could you just let me do one mission in peace? All this fighting is messing up my profits.>
		% CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		% Msg%id%01_12 <Hm, what's this? Men, remove this distraction... \PC , your presence here is cutting into my profit.>
		% CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_IsSenior Accept>
		% Msg%id%01_13 <\PC , why do you always show up at the worst possible times!? I won't let you ruin this mission... your presence here is cutting into my profit.>
		% CMsg%id%01_13 <ifNPCAttitude %1% XXR_A_Antagonistic Accept>
		% Msg%id%01_14 <I'm in no mood to duel today, \PC . Profit is on the line and your presence is likely to screw it up.>
		% CMsg%id%01_14 <ifNPCAttitude %1% XXR_A_IsEqual Accept>
		% Msg%id%02 <%name1% accused you of cutting into \PPR %1% profits.>
		% Prompt%id%01 <On the plus side, it's really helping mine!>
		% Prompt%id%01_1 <Don't be glum. Think of the fun we'll have!>
		% Prompt%id%01_2 <Don't worry, some mecha combat will cheer you right up!>
		% Prompt%id%02 <I don't care about your profits.>
		% Prompt%id%02_1 <You won't need money where you're going, \CHATNPC .>
		% Prompt%id%02_2 <Is money all you care about?>
		Msg%id%01 <いい加減に邪魔をするのはやめてもらいたいもの%JV_M_DA%JV_NA、\PC ……%JF2の稼ぎに影響が出ている%JG_SK。>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%01_11 <ああ、このっ…… \PC、どうして素直に任務を片付けさせてくれない%JG_NDA？ 戦闘続きのおかげで稼ぎが台無し%JG_DA。>
		CMsg%id%01_11 <ifNPCAttitude %1% XXR_A_IsJunior Accept>
		Msg%id%01_12 <ん……これは何%JV_M_DA？ 全員、あの虫を潰す%JV_N%JV_M_DA%JV_F_YO……%JS_AGGは%JF2の利益を侵害している%JV_ZO、\PC。>
		CMsg%id%01_12 <ifNPCAttitude %1% XXR_A_IsSenior Accept>
		Msg%id%01_13 <\PC、どうして％JS_AGGはいつも最悪のタイミングで現れる%JG_NDA？ この任務を邪魔させるわけにはいかない%JV_F_WA……%JS_AGGは%JF2の稼ぎの邪魔な%JG_SK。>
		CMsg%id%01_13 <ifNPCAttitude %1% XXR_A_Antagonistic Accept>
		Msg%id%01_14 <今日は%JS_AGGと戦う気分ではない%JV_ZO%JV_F_YO、\PC。こちらも懐事情が厳しくて%JV_NA、%JS_AGGがいては赤字な%JG_SK。>
		CMsg%id%01_14 <ifNPCAttitude %1% XXR_A_IsEqual Accept>
		Msg%id%02 <%name1% はあなたが\SPR %1%の利益を削っていると苛立ちを露わにした。>
		Prompt%id%01 <おかげでこっちは儲かってる%JG_YO！>
		Prompt%id%01_1 <そう膨れないで%JG_R_AGG。これからがお楽しみ%JV_DAROU？>
		Prompt%id%01_2 <大丈夫、メックで暴れ回れば気分も上向く%JV_ZO%JV_SIL！>
		Prompt%id%02 <%JS_AGGの利益なんて知ったことじゃない%JV_F_WA。>
		Prompt%id%02_1 <すぐに金の要らないところに行ける%JV_ZO、\CHATNPC。>
		Prompt%id%02_2 <金のことしか頭にないの%JV_KA_Q？>
	end

Content
	name <Nemesis Application>
	requires <*:CS_MIX_Confrontation 1:A.nme (1:M.---|1:M.pro|1:M.com|1:M.nih) ~1:MILIT ~1:ADVEN ~F:POLIT>
	% desc <This enemy won't bother to fight, but will just sit back and evaluate your battle prowress.>
	desc <この敵は自分では戦おうとせず、あなたの腕を見定めるために後方で見物する。>
	changes <E:A>
	results <E:A.sr_>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1%  Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%03>

	% Msg%id%01 <Impressive. Your technique is primitive, but shows some potential. I'll concede the field of battle today... it would be a waste to kill such an interesting new rival.>
	% Msg%id%01_1 <Clearly I underestimated you. I concede the field of battle today... next time we meet, I'll give you a demonstration of my own.>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%01_2 <You're better than I thought. Don't worry, I don't intend to finish you off, not yet... It may be interesting to play with you a bit before then.>
	% CMsg%id%01_2 <ifNPCVillainous Accept>
	% Msg%id%02 <You defeated %name1%'s forces.>
	% Msg%id%03 <You were defeated by %name1%'s forces.>
	Msg%id%01 <大したもの%JG_DANE。技術は稚拙だ%JG_GA、可能性を感じる%JV_F_WA。今日のところは勝利を譲%JV_ROU……こんなところで殺してしまうには惜しい敵だから%JV_NA。>
	Msg%id%01_1 <確かに%JS_AGGを侮っていたよう%JG_DANE。今日のところは勝利を譲%JV_ROU……次に会った時は、この%JF2の腕を味わってもらう%JV_ZO%JV_F_YO。>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%01_2 <思ってたよりも腕が立つらしい%JV_F_WA%JV_NA%JV_SIL。大丈夫%JV_M_DA、%JS_AGGを始末するつもりはない%JV_F_WA……今はまだ%JV_NA。少しは遊んでやったほうが楽しめそうじゃない%JV_KA_Q。>
	CMsg%id%01_2 <ifNPCVillainous Accept>
	Msg%id%02 <%name1% の手勢を撃破した。>
	Msg%id%03 <%name1% の手勢に敗北した。>

	sub
		Persona 1
		special <UNLISTED NOESCAPE>
		% This NPC will flee the board, and instead send extra henchmen after you.
		% V%id%01 = First time counter
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 if= V%id%01 0 V= %id%01 1 SetXXRAttitude %1% XXR_A_IsSenior Retreat EnemyNPCTeam WMecha EnemiesTeam StoryDL 100>
		result%id%01 <EndChat Say %id%02>
		% Msg%id%01 <You must be \PC ... My men tell me that you're a pretty good pilot. Personally, I have my doubts.>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Msg%id%02 <Don't flatter yourself; my time's too valuable to fight nobodies like you. Let's see how well you do against my lancemates.>
		% Msg%id%02_1 <>
		% CMsg%id%02_1 <ifNPCHeroic Accept>
		% Msg%id%02_2 <How amusing, the mouse thinks it can challenge the cat. I'm not in the mood to kill you right now... that's what my lancemates are for.>
		% CMsg%id%02_2 <ifNPCVillainous Accept>
		% Prompt%id%01 <Prepare to defend yourself.>
		% Prompt%id%01_1 <I'll show you how good I am.>
		% Prompt%id%01_2 <I can take you.>
		Msg%id%01 <%JS_AGGが \PC %JV_KA_Q%JV_F_NE……かなりの腕だと部下から聞いている%JV_ZO%JV_F_YO。%JF2としては、疑ってる%JG_GA%JV_NA。>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Msg%id%02 <自惚れないこと%JV_M_DA%JV_F_NE……%JS_AGGのような有象無象の相手をする価値はない%JV_F_WA。%JF2の部下を相手にどこまでやれるのか、見せてもら%JV_OU。>
		Msg%id%02_1 <>
		CMsg%id%02_1 <ifNPCHeroic Accept>
		Msg%id%02_2 <面白い%JV_F_WA%JV_F_NE、ネズミが猫に挑もうと？ 今は%JS_AGGを殺したい気分ではない%JV_F_WA……そのために部下を連れてきた%JG_NDA。>
		CMsg%id%02_2 <ifNPCVillainous Accept>
		Prompt%id%01 <%JS_AGGも覚悟する%JV_N%JV_M_DA%JV_NA%JV_SIL。>
		Prompt%id%01_1 <%JF2の腕を見せてやる%JG_YO。>
		Prompt%id%01_2 <%JS_AGGになら勝てる%JV_ZO%JV_SIL。>
	end

Content
	name <Sorting Confrontation>
	requires <*:CS_MIX_Confrontation (1:A.---|1:A.nme)>
	% desc <Who's better, you or the NPC? Let's decide!>
	desc <あなたと NPC、どちらが上か？ 結論を出そう！>
	changes <E:A>
	results <E:A.sr_ E:A.jr_>

	% E1 is the Enemy NPC
	% E2 is the outdoors scene where this encounter is

	% P%id%01 = ForceChat Counter
	update <if= P%id%01 0 P= %id%01 1 ForceChat %1%>

	.%id%_%plotid%_GoCombatWin  <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoWin   History %id%02  ifNPCOK %1% SetXXRAttitude %1% XXR_A_IsJunior  Monologue %1% %id%01>
	.%id%_%plotid%_GoCombatLoss <CancelSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLoss  History %id%04  ifNPCOK %1% SetXXRAttitude %1% XXR_A_IsSenior  Monologue %1% %id%03>

	% Msg%id%01 <I guess that answers the question of which one of us is stronger... Woah.>
	% Msg%id%01_1 <Wow, you're really good... It's too bad that we couldn't be on the same team.>
	% CMsg%id%01_1 <ifNPCHeroic Accept>
	% Msg%id%01_2 <No way! You must have cheated, you jerk!>
	% CMsg%id%01_2 <ifNPCVillainous Accept>
	% Msg%id%02 <You defeated %name1%.>
	% Msg%id%03 <Just as I thought, you're nothing but a rookie...>
	% Msg%id%03_1 <Your skills are lacking. Do us both a favor and stay out of my way from now on.>
	% CMsg%id%03_1 <ifNPCHeroic Accept>
	% Msg%id%03_2 <This is what happens to idiots who challenge me.>
	% CMsg%id%03_2 <ifNPCVillainous Accept>
	% Msg%id%04 <You were defeated by %name1%.>
	Msg%id%01 <強者はどちらか、これが答えなの%JV_KA_Q%JV_F_NE……うぐっ。>
	Msg%id%01_1 <むむ、本当に強い%JG_NE%JV_SIL_R%JS_AGGが味方にならなかったのが残念%JG_DAYO。>
	CMsg%id%01_1 <ifNPCHeroic Accept>
	Msg%id%01_2 <嘘%JV_M_DA%JV_F_YO！ イカサマでもしたに決まってる%JV_F_WA%JV_SIL！>
	CMsg%id%01_2 <ifNPCVillainous Accept>
	Msg%id%02 <%name1% に勝利した。>
	Msg%id%03 <思った通り%JV_M_DA、%JS_AGGはただの素人だった%JG_NDA%JV_SIL_R。>
	Msg%id%03_1 <腕が足りてない%JG_NE。お互いのために、これからは%JF2の邪魔はしないこと%JG_DAYO。>
	CMsg%id%03_1 <ifNPCHeroic Accept>
	Msg%id%03_2 <%JF2に挑むような間抜けはこうなる%JG_SK。>
	CMsg%id%03_2 <ifNPCVillainous Accept>
	Msg%id%04 <%name1% に敗北した。>

	sub
		Persona 1
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
		*result%id%01 <*THEME_EXPO&Enemy na>
		result%id%02 <AddEasygoing d10 Goto result%id%01>
		% Msg%id%01 <Ah, \PC ... so we finally meet in combat. I wonder which one of us is the better pilot?>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCHeroic Accept>
		% Msg%id%01_2 <>
		% CMsg%id%01_2 <ifNPCVillainous Accept>
		% Prompt%id%01 <I'll show you who the best pilot is!>
		% Prompt%id%01_1 <There's only one way to find out.>
		% Prompt%id%01_2 <You'll see who it is in a minute!>
		% Prompt%id%02 <I have no idea.>
		% Prompt%id%02_1 <Good question. I dunno.>
		% Prompt%id%02_2 <Meh. Is it really that important?>
		Msg%id%01 <ああ、\PC ……ついにこの時が来た%JV_KA_Q%JV_F_NO%JV_F_NE。果たしてどちらがより優れたパイロット%JG_KANA？>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCHeroic Accept>
		Msg%id%01_2 <>
		CMsg%id%01_2 <ifNPCVillainous Accept>
		Prompt%id%01 <最高のパイロットが誰なのか教えてやる%JG_YO！>
		Prompt%id%01_1 <確かめる方法は１つだけ%JG_DA。>
		Prompt%id%01_2 <１分もかからず答えは出る%JV_DAROU%JV_SIL！>
		Prompt%id%02 <分かんない%JV_F_WA%JV_NA。>
		Prompt%id%02_1 <いい質問%JG_DANE%JV_SIL_R知らない。>
		Prompt%id%02_2 <ん……そんなに大事%JV_KA_Q、そういうの？>
	end

