%%
%% CORE STORY RANDOM CONTENT
%%
%% 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.
%%

%%
%% *CS_SHIP_DISASTER
%%
%%	The PC wanted to take this ship from the inside. Well, there's a pretty
%%	good chance of encountering something dangerous on board.
%%

Content
	requires <*CS_SHIP_DISASTER (!Ne|!Lo)>
	Element1 <Prefab>
	Team1 <Guards>
	minimap <      ...  .1.  ...      >
	inv
		Monster Androbot
	end

Content
	requires <*CS_SHIP_DISASTER -!Ne -!Lo>
	Element1 <Prefab>
	Team1 <Guards>
	minimap <      ...  .1.  ...      >
	inv
		Monster Sentinel
	end

%%
%% *CS_SHIP_SYSTEMS
%%
%%	Some control systems for a spaceship. You need two teams to go
%%	along with these: GUARDS and SYSTEMS.
%%
%%	Three types: Weapons Control, Engine Control, and Main Computer.
%%	Use Variety to get one of each.
%%

Content
	requires <*CS_SHIP_SYSTEMS>
	Element1 <Prefab>
	Team1 <Systems>
	minimap <      ...  .1.  ...      >
	inv
		STC MACHINE-1
		name <Weapons Control>
		name_I18N <兵器管制システム>
		% V1 = Have disabled device
		use <ifSelfOK Print 1>
		%% Science and CodeBreaking can disable the device easily;
		%% Repair takes a bit more doing.
		CLUE_REPAIR       <if= V1 0 else GoDone ifRepair HardSkillTar StoryDL else GoFail    Print 2  SkillXP NAS_Repair 100        Goto GoWin>
		CLUE_CODEBREAKING <if= V1 0 else GoDone ifCodeBreaking SkillTar StoryDL else GoFail  Print 3  SkillXP NAS_CodeBreaking 100  Goto GoWin>
		CLUE_SCIENCE      <if= V1 0 else GoDone ifScience SkillTar StoryDL else GoFail       Print 4  SkillXP NAS_Science 100       Goto GoWin>
		GoFail <Print 5>
		GoDone <Print 6>
		GoWin <XPV 100  V= 1 1  Trigger nu SelfTeam  SetSelfTeam 0>
		% Msg1_1 <This is the weapons control system.>
		% CMsg1_1 <if= V1 0 Accept>
		% Msg1_2 <This is the weapons control system. It has been deactivated.>
		% CMsg1_2 <if# V1 0 Accept>
		% Msg2 <You glue the controls in place. The only way anyone will access this weapon system is with a sledgehammer.>
		% Msg3 <You hack the terminal and put the weapon system offline.>
		% Msg4 <You reroute the power supply to put the weapon system offline.>
		% Msg5 <You aren't skilled enough to do anything with this system.>
		% Msg6 <You have already disabled this system.>
		Msg1_1 <兵器管制システムがある。>
		CMsg1_1 <if= V1 0 Accept>
		Msg1_2 <兵器管制システムがある。現在は動作していない。>
		CMsg1_2 <if# V1 0 Accept>
		Msg2 <パネルのスイッチ類を接着剤で固定した。これを操作しようと試みるなら、大槌でも持ち出すしかないだろう。>
		Msg3 <端末をハックして兵器システムを停止させた。>
		Msg4 <電源の配線を変えて兵器システムを停止させた。>
		Msg5 <このシステムに手を加えるにはスキルが不足している。>
		Msg6 <このシステムは既に無効化した。>
	end

Content
	requires <*CS_SHIP_SYSTEMS>
	Element1 <Prefab>
	Team1 <Systems>
	minimap <      ...  .1.  ...      >
	inv
		STC MACHINE-1
		name <Engines Control>
		name_I18N <エンジン制御システム>
		% V1 = Have disabled device
		use <ifSelfOK Print 1>
		%% Science and CodeBreaking can disable the device easily;
		%% Repair takes a bit more doing.
		CLUE_REPAIR       <if= V1 0 else GoDone ifRepair HardSkillTar StoryDL else GoFail    Print 2  SkillXP NAS_Repair 100        Goto GoWin>
		CLUE_CODEBREAKING <if= V1 0 else GoDone ifCodeBreaking SkillTar StoryDL else GoFail  Print 3  SkillXP NAS_CodeBreaking 100  Goto GoWin>
		CLUE_SCIENCE      <if= V1 0 else GoDone ifScience SkillTar StoryDL else GoFail       Print 4  SkillXP NAS_Science 100       Goto GoWin>
		GoFail <Print 5>
		GoDone <Print 6>
		GoWin <XPV 100  V= 1 1  Trigger nu SelfTeam  SetSelfTeam 0>
		% Msg1_1 <This is the engine control system.>
		% CMsg1_1 <if= V1 0 Accept>
		% Msg1_2 <This is the engine control system. It has been deactivated.>
		% CMsg1_2 <if# V1 0 Accept>
		% Msg2 <You fiddle with the plasma throttle until the engine burns itself out.>
		% Msg3 <You hack the terminal and shut down the engine.>
		% Msg4 <You desynchronize the plasma capacitor until the power core burns itself out.>
		% Msg5 <You aren't skilled enough to do anything with this system.>
		% Msg6 <You have already disabled this system.>
		Msg1_1 <エンジン制御システムがある>
		CMsg1_1 <if= V1 0 Accept>
		Msg1_2 <エンジン制御システムがある。現在は動作していない。>
		CMsg1_2 <if# V1 0 Accept>
		Msg2 <プラズマスロットルを弄り回し、エンジンを熱で自壊させた。>
		Msg3 <端末をハックしてエンジンを停止させた。>
		Msg4 <プラズマコンデンサの動作タイミングを弄って、動力中枢を焼き付かせた。>
		Msg5 <このシステムに手を加えるにはスキルが不足している。>
		Msg6 <このシステムは既に無効化した。>
	end

Content
	requires <*CS_SHIP_SYSTEMS>
	Element1 <Prefab>
	Team1 <Systems>
	minimap <      ...  .1.  ...      >
	inv
		STC MACHINE-1
		name <Main Computer>
		name_I18N <メインコンピュータシステム>
		% V1 = Have disabled device
		use <ifSelfOK Print 1>
		%% Science and CodeBreaking can disable the device easily;
		%% Repair takes a bit more doing.
		CLUE_REPAIR       <if= V1 0 else GoDone ifRepair HardSkillTar StoryDL else GoFail    Print 2  SkillXP NAS_Repair 100        Goto GoWin>
		CLUE_CODEBREAKING <if= V1 0 else GoDone ifCodeBreaking SkillTar StoryDL else GoFail  Print 3  SkillXP NAS_CodeBreaking 100  Goto GoWin>
		CLUE_SCIENCE      <if= V1 0 else GoDone ifScience SkillTar StoryDL else GoFail       Print 4  SkillXP NAS_Science 100       Goto GoWin>
		GoFail <Print 5>
		GoDone <Print 6>
		GoWin <XPV 100  V= 1 1  Trigger nu SelfTeam  SetSelfTeam 0>
		% Msg1_1 <This is the main computer system.>
		% CMsg1_1 <if= V1 0 Accept>
		% Msg1_2 <This is the main computer system. It has been deactivated.>
		% CMsg1_2 <if# V1 0 Accept>
		% Msg2 <You remove one essential chip, causing the entire computer system to fail.>
		% Msg3 <You release a virus into the system, bringing everything to a halt.>
		% Msg4 <You trap the main AI in a logical paradox, bringing the entire system to a halt.>
		% Msg5 <You aren't skilled enough to do anything with this system.>
		% Msg6 <You have already disabled this system.>
		Msg1_1 <メインコンピュータがある。>
		CMsg1_1 <if= V1 0 Accept>
		Msg1_2 <メインコンピュータがある。現在は動作していない。>
		CMsg1_2 <if# V1 0 Accept>
		Msg2 <主要なチップを取り外し、システム全体を動作不能にした。>
		Msg3 <システムにウイルスを放ち、全機能を停止させた。>
		Msg4 <メインAIを論理矛盾に追い込んでシステム全体を停止させた。>
		Msg5 <このシステムに手を加えるにはスキルが不足している。>
		Msg6 <このシステムは既に無効化した。>
	end


%%
%% *CS_END_Final_Allies Content
%%
%%  The final battle is starting. Load some allies to help the PC. All of these
%%  NPCs should say something upon receiving the RollCall trigger.
%%

Content
	name <Core Ally>
	requires <*CS_END_Final_Allies P:++>

	Element1 <Character !Comrade -3 HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <%name1% , reporting for \FACTION &AllyFac !>
	% Msg%id%01_1 <Don't worry, \PC - \FACTION &AllyFac is here to back you up!>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <%name1% reporting for duty.>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <They say that you're the one who got \FACTION &AllyFac into this mess. Well, never mind... I'm here to back you up, anyhow.>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <For the honor and power of \FACTION &AllyFac , let's win this one!>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Wow! I've never been in a battle this large before... I'll do my best, \PC !>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <The outcome of this battle could spell the end for \FACTION &AllyFac ... Stand firm, we can't afford to lose this one.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	Msg%id%01 <こちら \FACTION &AllyFac の %name1%、手伝わせてもらう%JV_ZO！>
	Msg%id%01_1 <心配ない%JV_ZO、\PC ── \FACTION &AllyFac が%JS2を支援する！>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <%name1%、やれます。>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <%JT_Aらが言うには、\FACTION &AllyFac がこのゴタゴタに巻き込まれたのは%JS2のせいだそうだ%JG_GA。まあ気にしなくていい%JV_F_WA%JV_YO……何だろうが、とりあえず%JF2は%JS2を助けに来た%JV_F_NO。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <\FACTION &AllyFac の力と名誉にかけて……この戦い、勝%JV_TOU！>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <へえ！ こんなデカい戦いに参加するのは初めて%JG_TY%JV_SIL_Rベストを尽くさせてもらう%JV_F_WA%JV_YO、\PC！>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <この戦いの結果次第では、\FACTION &AllyFac は破滅する……気合を入れる%JV_ZO%JV_F_YO、これに負けるわけにはいかない。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Faction Ally>
	requires <*CS_END_Final_Allies ~P:PCFAC>

	Element1 <Faction PCFac>
	Element2 <Character !Comrade 1 !Okay -3 HasMecha !Global>
	Team2 <Allies>
	TeamData2 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %2% %id%01 NPCLevel %2% StoryDL Goto %pop%>

	% Msg%id%01 <This is %name1% reporting for duty, \RANK .>
	% Msg%id%01_1 <They say that you're the one in charge of this mess, \RANK . I await your orders.>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <%name2% reporting for %name1%.>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <Hey, you didn't think that \FACTION %1% would let you take on this fight alone, did you? I've got your back, \RANK .>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <\RANK , \FACTION %1% sent me to help. Let's kick some ass!>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Hey \RANK ! Together there's no way we can lose, right?>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <What kind of mess have you gotten into, \RANK ? Well, live or die, \FACTION %1% is behind you...>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>

	% %name2% を追加して微改変。
	Msg%id%01 <こちら %name1% の %name2%。いつでもやれる%JV_ZO、\RANK殿。>
	Msg%id%01_1 <\RANK殿、%JS2がこのゴタゴタの責任者らしい%JV_F_WA%JV_NA。命令を。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <%name1% の %name2%、戦闘準備完了。>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <%JR_HEY、まさか \FACTION %1% が%JS2を１人で行かせるなんて考えてたわけじゃない%JV_DAROU？ 背中は任せて%JG_R_AGG、\RANK殿。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <\RANK殿、\FACTION %1% の指令で援軍に来た%JV_ZO。さあ暴れる%JV_ZO%JV_F_YO！>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <おーい、\RANK殿！ 一緒にやれば大勝利は間違いなし、%JV_DAROU？>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <何でこんな面倒臭いことになってる%JV_N%JV_M_DAよ、\RANK殿……。まあ、生きるにしても死ぬにしても、\FACTION %1% は後ろに付いてるから%JV_NA……。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Personal Ally>
	requires <*CS_END_Final_Allies Common>

	Element1 <Character LANCEMATE HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <Hey \PC ! I'm ready to provide backup.>
	% Msg%id%01_1 <I heard that you had gotten into some kind of trouble, but they didn't mention just how much. Don't worry; I'm here to help.>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <Looks like a tough situation. Let's go.>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <You were right when you said that hanging around with you would lead to adventure. After this is all over why don't we try something relaxing instead?>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <It looks like this is going to be a fierce battle. Fortunately, you've got me on your side.>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Hey \PC , I'm here to help you out! With the two of us together this should be no problem.>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <I should have known that signing on with you was going to be trouble... but I did sign on, \PC , and I'm here with you to the end.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	Msg%id%01 <\PC！ 支援に来た%JV_ZO%JV_F_YO！>
	Msg%id%01_1 <%JS2が面倒事に巻き込まれてるとは聞かされた%JG_GA……そういや、どのくらい面倒なのかまでは知らされてなかった%JV_F_WA%JV_NA。まあ大丈夫、%JF2が助けに来た%JG_YO。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <しんどそう%JG_DANE%JV_SIL_R行く%JV_YO。>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <%JS2の周りに居れば勝手に冒険が沸いてくる、っていつか言ってたのは本当だった%JV_N%JV_M_DA%JV_NA。これが全部片付いたら、ちょっとくらいは気楽なことでもしない%JV_KA_Q？>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <激しい戦いになりそう%JV_M_DA%JV_NA。この%JF2が味方にいて幸運だった%JG_SY？>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <おーい \PC、助けに来た%JV_ZO%JV_F_YO！ 一緒にやれば楽勝%JV_M_DAよ%JV_NA。>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <%JS2と関わるとロクなことにならないって、もっと早く知っとくべきだった%JG_YO。でもこれは自分で決めたこと%JV_M_DA……\PC、最後まで付き合う%JV_F_WA%JV_YO。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Personal Friend>
	requires <*CS_END_Final_Allies Common>

	Element1 <Character FRIEND HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <How'd you like some backup? I'm here for you.>
	% Msg%id%01_1 <Looks like you could use a friend on your side, \PC ... or maybe a small army of them. Anyhow, here I am.>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <I've never been very good with words, but... um... I thought you might need some help. Let's just defeat them, okay?>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <Wow... did those guys put together that entire army just to fight you? It doesn't look like it's going to be enough.>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <Don't those guys know that you're the famous \PC ? I'm on your side, because I want to win this battle!>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Aren't you happy to see me? I'm going to help you out!>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <I'm here to provide backup... but if you get me killed, \PC , I'm never going to forgive you.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	Msg%id%01 <少しばかりの支援はいかが%JG_KANA？ 助けに来た%JV_ZO%JV_F_YO。>
	Msg%id%01_1 <\PC、友人の手が少しばかり……じゃない、それなりに大勢必要そうに見える%JV_F_WA%JV_NA。とにかく、%JF2が助けに来た%JV_ZO。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <喋るのはずっと苦手なままなんだ%JG_GA、でも……ええと、助けが必要だろうと思ったから。とりあえず、勝てばいい……よ%JV_NA？>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <うわあ……%JT_Aらは%JS2一人のために全軍集めちゃってるの%JV_KA_Q？ あれじゃ足りなさそうだ%JG_GA%JV_NA。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <奴らは%JS2があの \PC だって知らないらしい%JV_F_WA%JV_NA？ %JF2は%JS2に付かせてもらう%JV_ZO、この戦いには勝ちたいから%JV_NA！>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <%JF2が来て嬉しかったりしない%JV_Q？ 手を貸す%JV_F_WA%JV_YO！>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <手を貸しに来た%JG_YO%JV_SIL_Rこれで死ぬ羽目になったら%JV_NA、\PC、もう絶対に許してやらないから%JV_NA。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <I'd love to provide backup>
	requires <*CS_END_Final_Allies Common>

	Element1 <Character LOVER HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <Hey there. I was in the neighborhood and thought I should come round to provide backup.>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_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>
	Msg%id%01 <どうも。ちょうど近くに来てたから、支援にでも回ったほうがいいかと思って%JV_NA。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_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>

Content
	name <Family Backup>
	requires <*CS_END_Final_Allies>

	Element1 <Character FAMILY HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <I'm ready to provide backup.>
	% Msg%id%01_1 <>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_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>
	Msg%id%01 <助けに来た%JV_ZO、\PC。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_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>


%%
%% *CS_END_Final_Enemies Content
%%
%%  The final battle is starting. Load some enemy NPCs to fight. All of these
%%  NPCs should say something upon receiving the RollCall trigger.
%%

Content
	name <Core Enemy>
	requires <*CS_END_Final_Enemies F:++>

	Element1 <Character !Comrade -2 HasMecha !Global>
	Team1 <Enemies>
	TeamData1 <SD Enemy>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <You cannot hope to win... \FACTION &EnemyFac will be victorious!>
	% Msg%id%01_1 <All of \FACTION &EnemyFac stands ready to destroy you. Give up now.>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <%name1% reporting for \FACTION &EnemyFac .>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <They say you're a tough pilot. No way you're tougher than \FACTION &EnemyFac , though.>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <For the glory and power of \FACTION &EnemyFac !!!>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Do you really think you can beat \FACTION &EnemyFac ? That's funny!>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <You've evaded \FACTION &EnemyFac so far, but nobody's luck lasts forever. Prepare to die.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	Msg%id%01 <勝てるなどと夢にも思わないこと%JV_M_DA%JV_NA……勝者となるのは \FACTION &EnemyFac %JG_DA！>
	Msg%id%01_1 <\FACTION &EnemyFac の全てが%JS_AGGを討つ%JV_F_WA。諦める%JV_N%JV_M_DA%JV_NA。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <\FACTION &EnemyFac の %name1%、行く%JV_OJO_WA%JV_YO……。>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <タフなパイロットだって聞いてる%JG_YO。もっとも、\FACTION &EnemyFac には敵うべくもない%JG_GA%JV_NA。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <\FACTION &EnemyFac の力と栄光のために！！！>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <本気で \FACTION &EnemyFac に勝てるつもりなの%JV_Q？ そりゃ傑作%JG_DANE！>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <ここまでは上手く \FACTION &EnemyFac から逃げ延びてきたみたいだ%JG_GA、幸運なんていつまでも続くものじゃない。死ぬ覚悟を決める%JV_N%JV_M_DA%JV_NA。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Faction Enemy>
	requires <*CS_END_Final_Enemies F:++>

	Element1 <Character !Ally -2 ArchEnemy HasMecha !Global>
	Team1 <Enemies>
	TeamData1 <SD Enemy>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <You're going to learn the hard way that we will not be defeated!>
	% Msg%id%01_1 <The allies of \FACTION &EnemyFac will not allow you to succeed.>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <You will be defeated.>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <I'll bet you wish now that you were on our side, huh?>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <You shouldn't have come here. Now I'm gonna be forced to kick your ass.>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <I'm going to enjoy watching \FACTION &EnemyFac crush you.>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <You have no chance to win. Just die right now.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	Msg%id%01 <%JF2%JF_TACHIが無敵だってこと、その身で思い知るがいい%JV_F_WA！>
	Msg%id%01_1 <\FACTION &EnemyFac の友人たちは、%JS2の成功を望んでいない%JV_F_WA。>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <負けるのはそっち%JG_DAYO。>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <この状況、%JS2もそろそろ後悔しはじめてるんじゃない%JV_Q？>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <%JS2はここに来るべきじゃなかった%JG_NDA。これでもう、%JS_AGGを倒すしかなくなった%JV_F_WA。>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <\FACTION &EnemyFac が%JS_AGGを捻り潰すところ、楽しく見物させてもらう%JG_YO。>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <%JS_AGGの勝ち目はゼロ%JG_DAYO。もう今すぐに死んで%JG_R_AGG。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Personal Enemy>
	requires <*CS_END_Final_Enemies>

	Element1 <Character !Okay -2 NEMESIS HasMecha !Global>
	Team1 <Enemies>
	TeamData1 <SD Enemy>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	% Msg%id%01 <I've waited a long time for the chance to finish you off... You wouldn't expect me to turn it down, would you?>
	% Msg%id%01_1 <Hello again, \PC . This time I'm not going to let you survive!>
	% CMsg%id%01_1 <ifNPCSociable Accept>
	% Msg%id%01_2 <Die!!!>
	% CMsg%id%01_2 <ifNPCShy Accept>
	% Msg%id%01_3 <Oh look, it's \PC . Good thing I was in the mood for a fight.>
	% CMsg%id%01_3 <ifNPCEasygoing Accept>
	% Msg%id%01_4 <Heh. Kicking your ass is going to be sweet.>
	% CMsg%id%01_4 <ifNPCPassionate Accept>
	% Msg%id%01_5 <Look at this, my favorite playmate! Come on and let's battle.>
	% CMsg%id%01_5 <ifNPCCheerful Accept>
	% Msg%id%01_6 <I haven't forgotten what you did, \PC . We'll settle things today.>
	% CMsg%id%01_6 <ifNPCMelancholy Accept>
	Msg%id%01 <%JS_AGGを始末できるチャンスをずっと待ってた%JG_NDA%JV_SIL_Rまさか、%JF2が諦めるだなんて思っちゃいなかった%JV_DAROU%JV_NA？>
	Msg%id%01_1 <また会った%JV_F_WA%JV_NA、\PC。今回は生きては帰さない%JV_ZO%JV_F_YO！>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <死ね！！！>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <ああ来た、\PC %JG_DA。ちょうど戦いたい気分だった%JV_N%JV_M_DAよ%JV_NA。>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <ああ、%JS_AGGをブチのめすのは楽しい%JV_DAROUねえ……。>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <来た来た、最高のオモチャが！ さあ、始めようか！>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <%JS_AGGのやったことは忘れてない%JV_ZO%JV_F_YO、\PC。今日ここで、落とし前を付けてもらう%JV_F_WA……。>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

