%%
%% CORE STORY PERSONA FRAGMENTS
%%
%% These fragments are used by the core story. Therefore, they can use all the story
%% context descriptors in their REQUIRES blocks, and can access the XRan palette freely.
%%
%% In addition, some of these fragments are tied to specific components, and may not
%% be readily reusable in other components.

% TYPE: *CS_PEA_DiscussTerms
%	The PC has come to negotiate a peace agreement. To do so they need to
%	get past a little bit of negotiation. There will usually be a way for
%	the PC to grease the wheels a little bit if the skill rolls don't work
%	out. This conversation snippet will lead into the NPC asking to perform
%	some task as a show of good faith.
%   PARAM1: Difficulty Rating
%   PARAM2: Success Exit Label
%   PARAM3: Give Up Exit Label

	Persona
	requires <*CS_PEA_DiscussTerms>
	% V%id%01 = Have gotten through the diplomacy
	START <if= v%id%01 0 else %2%  NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04>
	.%id%_GoFailRoll <NewChat Say %id%02 AddChat %id%05 AddChat %id%06 AddChat %id%07 AddChat %id%08>
	result%id%01 <ifConversation SkillTar %1% else .%id%_GoFailRoll V= %id%01 1  AddReact d10  Goto %2%>
	result%id%02 <ifIntimidation SkillTar %1% else .%id%_GoFailRoll V= %id%01 1  AddReact d10  Goto %2%>
	result%id%03 <V= %id%01 1  Goto %2%>
	result%id%04 <V= %id%01 1  Goto %2%>
	result%id%05 <NewChat Say %id%03>
	result%id%06 <Goto %3%>
	result%id%07 <V= %id%01 1  Cash+ -100  Goto %2%>
	result%id%08 <V= %id%01 1  Goto %2%>
	% Msg%id%01 <So you've come here to negotiate for peace... Why should we bother to listen to you?>
	% Msg%id%02 <Is that all you can say? I'm afraid my time is too valuable to waste it on this...>
	% Msg%id%03 <Think about it for as long as you need.>
	% Prompt%id%01 <Peace is in all of our interests.>
	% Prompt%id%02 <Because if you don't, you'll be destroyed.>
	% Prompt%id%03 <This fighting hasn't been easy on your side, either.>
	% CPrompt%id%03 <ifInsight SkillTar %1% Accept>
	% Prompt%id%04 <You know that it's the right thing to do.>
	% CPrompt%id%04 <ifG PCHeroism %1% Accept>
	% Prompt%id%05 <Let me think about this for a bit.>
	% Prompt%id%06 <Fine. I didn't want to negotiate peace anyhow.>
	% Prompt%id%07 <I offer you $100 in tribute to your peaceful nature.>
	% CPrompt%id%07 <ifG PC$ 99 ifShopping SkillTar %1% Accept>
	% Prompt%id%08 <Come on, just give me a chance.>
	% CPrompt%id%08 <ifG React %1% Acccept>
	Msg%id%01 <で、わざわざ和平交渉に来たらしい%JG_GA……どうして%JF2%JF_TACHIが%JS_AGGの話に耳を傾ける必要がある%JV_F_NO？>
	Msg%id%02 <たったそれだけ%JV_KA_Q？ そんな話に時間を割くのは無駄でしかない%JG_SY%JV_SIL_R。>
	Msg%id%03 <いつまででも考えてればいい%JV_F_WA%JV_SIL。>
	Prompt%id%01 <平和は皆の望んでいるもの%JV_M_DA%JV_F_YO%JV_SIL。>
	Prompt%id%02 <そうしなかったら、%JS_AGGは滅びることになるから%JV_M_DA%JV_F_YO。>
	Prompt%id%03 <この戦い、そちらにとっても苦しいはず%JV_DAROU？>
	CPrompt%id%03 <ifInsight SkillTar %1% Accept>
	Prompt%id%04 <%JS2も分かっているはず%JV_M_DA%JV_F_YO、それが正しいことだと。>
	CPrompt%id%04 <ifG PCHeroism %1% Accept>
	Prompt%id%05 <もう少し考えさせて%JG_R_AGG。>
	Prompt%id%06 <上等%JV_M_DA%JV_F_YO。こっちも和平交渉なんてしたくなかった%JG_SK。>
	Prompt%id%07 <%JS2の平和的な対応に敬意を表して、$100 あげ%JV_YOU。>
	CPrompt%id%07 <ifG PC$ 99 ifShopping SkillTar %1% Accept>
	Prompt%id%08 <いいから、一度だけでもチャンスを。>
	CPrompt%id%08 <ifG React %1% Acccept>

% TYPE: *CS_BASEPS_CaptainSurrenders
%	The captain of the ship which the PC is plundering has just surrendered.
%	Give a comment, and maybe alter the captain's attitude.
%    PARAM1: Exit Label

Persona
	requires <*CS_BASEPS_CaptainSurrenders>
	START <EndCHat Say %id%01 Goto %1%>
	% Msg%id%01 <Stop, stop, we surrender! Take whatever you're looking for!>
	Msg%id%01 <待って、待って%JG_R_AGG%JV_SIL_R降伏する%JV_F_WA！ 欲しいものがあるなら何でも持って行って%JG_R_AGG！>

% TYPE: *CS_BASEPS_CaptainNegotiates
%	The PC has just struck up a coversation with the captain of the ship
%	which they are currently plundering. Maybe a surrender can be forced
%	without actually doing anything.
%    PARAM1: Captain surrenders exit label
%    PARAM2: Captain attacks exit label
%    PARAM3: Nothing much happens exit label

Persona
	requires <*CS_BASEPS_CaptainNegotiates>
	START <EndCHat Say %id%01 AddCHat %id%01 AddChat %id%02>
	.%id%_GoAttack <EndChat Say %id%02 Goto %2%>
	result%id%01 <ifIntimidation HardSkillTar StoryDL else .%id%_GoAttack EndChat Say %id%03 Goto %1%>
	result%id%02 <ifStealth 3 else .%id%_GoR2Fail EndChat Say %id%04 Goto %3%>
	.%id%_GoR2Fail <EndChat Say %id%05 Goto %2%>
	% Msg%id%01 <Yes, what do you want? I've got a ship to run.>
	% Msg%id%02 <I thought you looked suspicious... No matter though, I won't be handing this ship over to the likes of you.>
	% Msg%id%03 <Alright, I'll surrender, just calm down...>
	% Msg%id%04 <Alright. Get back to work, then...>
	% Msg%id%05 <Hey, you're not part of the crew... We've got an intruder on board!>
	% Prompt%id%01 <Surrender now, or face my wrath!>
	% Prompt%id%02 <Never mind me, just passing through...>
	Msg%id%01 <%JR_YES、何か用%JG_KANA？ %JF2にはこの船の仕事がある%JV_Nだ%JG_GA。>
	Msg%id%02 <怪しい奴だと思ってた%JG_NDA%JV_SIL_Rまあいい%JV_F_WA、%JS_AGGのような輩にこの船を渡したりはしない%JV_ZO%JV_F_YO！>
	Msg%id%03 <分かった%JV_F_WA、降伏するから落ち着いて%JG_R_AGG%JV_SIL_R。>
	Msg%id%04 <そう%JV_KA_Q。なら仕事に戻%JV_ROU。>
	Msg%id%05 <んん、%JS_AGGはこの船の乗員じゃない%JV_ZO%JV_F_NE……船内に侵入者%JV_M_DA%JV_F_YO！>
	Prompt%id%01 <降伏する%JV_N%JV_M_DA%JV_F_YO、でなければ痛い目を見る%JV_ZO！>
	Prompt%id%02 <お構いなく、ただの通りすがり%JG_DAYO。>


% TYPE: *CS_WarZone_Greeting
%	The PC has just entered a warzone. This NPC will brief the PC on what
%	happened. The PC can either sound concerned or shrug it off.
%    PARAM1: Offer help label
%    PARAM2: Noncommital label

	Persona
	requires <*CS_WarZone_Greeting>
	START <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	% Msg%id%01 <The fighting appears to be over, for now... It's going to take a while to repair this damage though.>
	% Msg%id%01_1 <Many lives were lost here today. Now it's time for the rest of us to repair the damage, and start preparing for the next attack...>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <The battle's over, for now. Time to start cleaning up.>
	% 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 <It's going to take the rescue squad another couple of hours to count up all the casulties. Good thing this was just a minor skirmish, eh \PC ?>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	% Prompt%id%01 <What can I do to help?>
	% Prompt%id%01_1 <Is there anything I can do?>
	% Prompt%id%02 <No kidding.>
	% Prompt%id%02_1 <Yeah.>
	Msg%id%01 <戦闘は終わったらしい%JG_YO%JV_SIL_R今のところは%JV_NA。被害の復旧には時間が掛かりそうだ%JG_GA……。>
	Msg%id%01_1 <今日はここで多くの命が失われた%JG_YO。残った%JF2%JF_TACHIでこれから被害を修復して、また次の攻撃への備えを進める%JG_NDA%JV_SIL_R。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <戦闘は終わった%JG_YO%JV_SIL_Rひとまずは。後片付けの時間%JG_DA。>
	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 <死者の数を調べるだけでも、この救護班であと２時間はかかる%JV_DAROU。この程度の小競り合いでまだ幸いだった……そう思わない%JV_Q、\PC？>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01 <何か手伝えることは？>
	Prompt%id%01_1 <何か%JF2にできることは？>
	Prompt%id%02 <とんでもない%JV_F_WA%JV_NA。>
	Prompt%id%02_1 <まったく%JV_M_DA%JV_F_NE%JV_SIL_R。>



% TYPE: *CS_ForcedInduction_Greeting
%	The PC has just been shangheid into joining a faction.
%   PARAM1: Exit label (no message printed here)
%   PARAM2: Faction that's been joined

	Persona
	requires <*CS_ForcedInduction_Greeting>
	START <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
	result%id%01 <AddReact d10 Goto %1%>
	result%id%02 <AddEasygoing -d10 Goto %1%>
	% Msg%id%01 <You are now in the employ of \FACTION %2% ; I will expect you to act accordingly.>
	% Msg%id%01_1 <Congratulations, you're one of us now. Know that as long as you're loyal to \FACTION %2% we'll be looking out for you as well.>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <You're now in the employ of \FACTION %2% . I trust you can figure out the details on your own.>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <So, you are the latest addition to the \FACTION %2% team. It's not a bad job once you get the hang of it.>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <You don't know how lucky you are to be granted membership in \FACTION %2% , \PC , but you'll learn soon enough...>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <It's so much better to join forces than to fight. I know that you'll enjoy being a member of \FACTION %2% , at least once you get used to it.>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <I hope I'm not going to regret bringing you here. It's true that \FACTION %2% needs help, but I'm not convinced that you're up to our standards.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	% Prompt%id%01 <I'll do my best.>
	% Prompt%id%01_1 <You can count on me.>
	% Prompt%id%02 <As soon as I can find a way out, I'm gone.>
	% Prompt%id%02_1 <I'll do the job, but I don't like it.>
	Msg%id%01 <これで%JS2も \FACTION %2% の一員%JG_DA。その名に恥じない行動を期待している%JV_ZO。>
	Msg%id%01_1 <おめでとう、これで%JS2も%JF2%JF_TACHIの仲間%JG_DANE。%JS2が \FACTION %2% に忠実であり続ける限り、%JF2%JF_TACHIも%JS2を見捨てはしないから%JV_NA。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <%JS2もこれで \FACTION %2% の一員%JG_DANE。細かいことは自力で察してくれると信じてる%JG_YO。>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <%JS2が \FACTION %2% 軍団の新顔くん%JG_DANE。コツさえ掴めば悪くない仕事%JG_DAYO。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <\FACTION %2% の一員として迎え入れられたことがどれだけ幸運なことなのか、まだ知らないん%JV_DAROU%JV_NA、\PC。まあ、すぐに学ぶことになる%JV_DAROU……。>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <組織というのは、敵に回すよりも仲間にしたほうがずっといい。\FACTION %2% の一員になったこと、%JS2もすぐに良かったと思うようになる%JV_DAROU……慣れてさえしまえば%JV_NA。>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <%JS2をここに連れてきたのを後悔する羽目にならないことを期待してる%JG_YO。\FACTION %2% が助けを必要としてるのは真実だ%JG_GA、%JS2が%JF2%JF_TACHIの仲間に相応しい腕であると、まだ納得したわけじゃないから%JV_NA。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01 <ベストを尽くす%JG_YO。>
	Prompt%id%01_1 <当てにしといて%JG_R_AGG。>
	Prompt%id%02 <目処が立ったらいつでも出て行く%JV_F_WA%JV_YO。>
	Prompt%id%02_1 <仕事はする%JV_F_WA%JV_YO、気に入らない%JG_GA%JV_NA%JV_SIL。>


% TYPE: *COMP_Pme_MFH_Greeting
%	The PC has just run into his friend and a bunch of hostile mecha.
%	Friend runs off, leaving PC to fight the mecha.
%   PARAM1: Exit label (no message printed here)

	Persona
	requires <*COMP_Pme_MFH_Greeting>
	START <NewChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <What are you doing here!?>
	% Msg%id%01_1 <\PC , what in the world are you doing here!? How much do you know?>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <Why did you come here?>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <Oh, it's you. What are you doing here?>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <I can't believe it! What are you doing here?>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Well, this is a surprise. What are you doing here?>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <Oh no... What are you doing in this place!?>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	% prompt%id%01 <I could ask you the same question.>
	% prompt%id%01_1 <What are YOU doing here?>
	% prompt%id%01_2 <The bigger question is, why are you here?>
	Msg%id%01 <%JS2はここで何をしてる%JG_NDA！？>
	Msg%id%01_1 <\PC、ここでいったい何をしてる%JG_NDA！？ どこまで知ってる%JG_SK？>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <どうしてここに来た%JG_NDA？>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <ああ、%JS2なの%JV_KA_Q。ここで何をしてる%JG_NDA。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <何てこと%JV_M_DA！ %JS2はここで何をしてる%JG_NDA！？>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <ええ……これは驚いた%JG_SY。%JS2はここで何をしてる%JG_NDA？>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <そんな……%JS2はこの場所で何をしてる%JG_NDA！？>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	prompt%id%01 <こっちもそれを聞きたい%JG_NE。>
	prompt%id%01_1 <%JS2こそ何をしてる%JG_SK？>
	prompt%id%01_2 <もっと重要な質問は、何で%JS2がここにいるのか%JG_DAYO。>


% TYPE: *COMP_Pun_MAE_Greeting
%	The PC is meeting his new arch-enemy for the first time. Yay!
%   PARAM1: Exit label (no message printed here)

	Persona
	requires <*COMP_Pun_MAE_Greeting E:Friend>
	start <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <\PC ! What are you doing here? You shouldn't be in this place... you shouldn't even be in \SCENE &EpisodeScene . I don't want to fight you but I will if I have to.>
	% Prompt%id%01 <It's you who shouldn't have come here.>
	% Prompt%id%01_1 <Sorry, my friend, but I won't back down either.>
	Msg%id%01 <\PC！ ここで何をしてる%JG_NDA？ %JS2はここに居るべきじゃなかった…… \SCENE &EpisodeScene にさえ来るべきじゃなかった。%JS2とは戦いたくない%JG_GA、他に選択肢がないなら……%JF2はやる%JV_ZO%JV_F_YO。>
	Prompt%id%01 <ここに来るべきじゃなかったのは、%JS2のほう%JG_DAYO。>
	Prompt%id%01_1 <%JS2には悪い%JG_GA、%JF2も引き下がるわけにはいかない%JG_NDA。>

	Persona
	requires <*COMP_Pun_MAE_Greeting F:++>
	start <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <You, there! Leave this area at once or suffer the full wrath of \FACTION &EnemyFac !>
	% Prompt%id%01 <I'm not afraid of \FACTION &EnemyFac .>
	Msg%id%01 <そこの%JS_AGG！ 今すぐここを去るか、さもなければ \FACTION &EnemyFac の力を思い知っていくがいい%JV_F_WA！>
	Prompt%id%01 <\FACTION &EnemyFac なんて怖くない。>

	Persona
	requires <*COMP_Pun_MAE_Greeting>
	start <EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
	result%id%01 <Goto %1%>
	result%id%02 <EndChat Say %id%02 AddChat %id%03>
	result%id%03 <Goto %1%>
	% Msg%id%01 <What do you think you're doing here? Anyone who gets in our way is going to get killed.>
	% Msg%id%02 <I have no time to waste explaining things to you. The only thing you need to know is that you have no chance of defeating me.>
	% Prompt%id%01 <I'm here to stop you.>
	% Prompt%id%02 <Wait! I just want to know what you're doing.>
	% Prompt%id%03 <I intend to prove you wrong about that.>
	Msg%id%01 <ここで自分が何をしているのか分かっているの%JV_KA_Q？ 邪魔をする者は全員死んでもらう%JV_ZO。>
	Msg%id%02 <%JS_AGGに教えて聞かせるような無駄な時間はない%JV_F_WA%JV_NA。知っておくべきなのは、%JS_AGGが%JF2に勝てる可能性なんて無いってことだけ%JG_DAYO。>
	Prompt%id%01 <%JS2%JS_TACHIを止めに来た%JG_SK。>
	Prompt%id%02 <待って%JG_R_AGG！ ここで何をしているのかが知りたいだけな%JG_NDA。>
	Prompt%id%03 <それが間違いだって証明してや%JV_ROU%JV_SIL。>


% TYPE: *CORE_Pme_MEIB_Greeting
%	The PC is meeting someone he's met before, but this time in battle.
%   PARAM1: Exit label (no message printed here)

	Persona
	requires <*CORE_Pme_MEIB_Greeting E:Friend>
	start <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <What are you doing here, \PC ? I've got a job to do... if you get in my way, I won't hold back just because we're friends.>
	% Prompt%id%01 <Neither will I.>
	% Prompt%id%01_1 <I wouldn't expect you to.>
	Msg%id%01 <ここで何をしている%JV_N%JV_M_DA、\PC？ %JF2には仕事がある%JV_N%JV_M_DA%JV_F_YO……邪魔をするのなら、友人だからって見逃しはしない%JV_ZO。>
	Prompt%id%01 <%JF2も%JV_M_DAよ。>
	Prompt%id%01_1 <そんな期待はしてない%JG_YO。>

	Persona
	requires <*CORE_Pme_MEIB_Greeting -E:Friend>
	start <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <Hello again \PC . We seem to keep bumping into each other... This time, though, will most probably be our last meeting.>
	% Prompt%id%01 <You think you can take me? Come on.>
	Msg%id%01 <また会った%JV_F_WA%JV_NA、\PC。どうもお互い縁があるよう%JV_M_DA%JV_NA……しかし今回が、%JS_AGGとの最後の顔合わせになる%JV_DAROUよ。>
	Prompt%id%01 <やれる気でいるの%JV_KA_Q？ 面白い%JV_F_WA%JV_F_NE。>

