%%
%% *NC_Duel Content
%%
%%  The PC is about to duel someone. This component will move the opponent from
%%  their current location to the duel scene, then move the opponent back to
%%  the original scene at the end of the battle.
%%
%%  Unlike the Core Story duel, this one will only level the NPC if they are
%%  currently lower than the PC.
%%
%% Param1: The Challenger
%% Param2: The Challenger's home scene, for the purpose of this component
%% Param3: The outdoor scene where the duel will take place
%%
%% NEEDED SCRIPTS: To deal with the ending, the parent plot must define two
%% scripts:
%%	.%id%_%plotid%_GoWin
%%	.%id%_%plotid%_GoLose
%% These scripts should set story memos.
%% %id% is the ID of the duel layer; so, if it was generated as subplot 1,
%% the calling plot would use %id1%.

Content
	name <Regular Duel>
	% desc <The PC and the NPC will fight. Nothing special happens.>
	desc <PC と NPC が戦う。特別なことは何も起こらない。>
	requires <*NC_Duel>
	Size 5

	% E1 is the challenger
	% E2 is the challenger's home scene
	% E3 is the outdoor scene where the duel will take place
	% E4 is the duel encounter
	Element4 <Prefab>
	Place4 <3>

	% P%id%01 = Initialization Counter
	update <if= P%id%01 0 MoveNPC %1% %4% SetNPCTeam %1% 2 P= %id%01 1  ifG %threat% NPCRenown %1% NPCLevel %1% %threat%>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop%  ifChatNPCInPlay else .%id%_GoNotInPlay Goto .%id%_GoChallenge>
		*.%id%_GoChallenge <*ArenaChallenge .%id%_GoThemeInfo>
		*.%id%_GoThemeInfo <*THEME_EXPO&Enemy NA>
		*.%id%_GoNotInPlay <*WaitingForDuel %3%>

		MetaScene 4 2
		% L1 = Encounter Over Counter
		% L2 = Initialization Counter
		% L4 = Identity of enemy NPC
		MapWidth 30
		MapHeight 30

		special <ARENA SOLO>

		Start <if= L2 0 L= 2 1   ForceChat %1%>
		nu1 <if= T1 0  Return   if= L1 0 L= 1 1   MoveNPC %1% %2%  Print 2 LoseRenown  Trigger0 .%id%_%plotid%_GoLose>
		nu2 <if= T2 0           if= L1 0 L= 1 2   MoveNPC %1% %2%  Print 2 AddRenown 1   XPV 100   Trigger0 .%id%_%plotid%_GoWin>

		% Msg2 <%name1% returns to %name2%.>
		Msg2 <%name1% は %name2% に戻っていった。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			ParaX 25
			ParaY 25
		end
	end
	inv
		STC ENCOUNTER-DUEL
		name <%name1%'s Mecha>
		name_I18N <%name1% のメック>
		update <if= PlotStatus %plotid% %id% else GoHide ShowEncounter SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
	end

%%
%% *:NC_TournamentMatch Content
%%
%%  Non-Core Tournament Match
%%  There's apparently a tournament going on. The PC will be able to challenge a NPC
%%  to a duel, which will be handled by the above subplot type.
%%
%% NEEDED SCRIPTS: To deal with the ending, the parent plot must define two
%% scripts:
%%	.%id%_%plotid%_GoWin
%%	.%id%_%plotid%_GoLose
%%
%% PARAM1: The NPC to be challenged
%% PARAM2: The home scene for this NPC

Content
	name <Basic Non-Core Tournament Match>
	% desc <You're going to challenge some guy.>
	desc <どこかの誰かに戦いを挑む。>
	requires <*:NC_TournamentMatch>

	% E1 is the NPC to be challenged
	% E2 is the home scene for the NPC
	% E3 is a location for the duel.
	Element3 <Scene Environs>

	% As long as we're still at the first phase, the NPC's death will end the plot.
	start <ifNPCDead %1% Goto .%id1%_%plotid%_GoLose>

	% Resolution Scripts
	.%id1%_%plotid%_GoWin  <WinSubPlot %plotid%   Trigger0 .%id%_%plotid%_GoWin>
	.%id1%_%plotid%_GoLose <LoseSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLose>

	% SubPlot1 is the duel itself
	SubPlot1 <*NC_Duel 1 2 3>

	sub
		Persona 1
		% v%id%01 = Renown Counter
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoFirstTime>
		*.%id%_GoFirstTime <*PCChallengeNPC .%id%_GoAttemptChallenge .%id%_GoWussOut>
		.%id%_GoAttemptChallenge <v= %id%01 PCRenown V+ %id%01 PCRenown ifG ChatNPCRenown v%id%01 else .%id%_GoMakeChallenge Goto .%id%_GoQuestionChallenge>
		*.%id%_GoQuestionChallenge <*SmallFryChallenge .%id%_GoMakeChallenge .%id%_GoGiveUp .%id%_GoGiveUp>
		.%id%_GoGiveUp <LoseSubPlot %plotid%  Trigger0 .%id%_%plotid%_GoLose  Goto .%id%_GoWussOut>
		.%id%_GoMakeChallenge <PMemo %plotid% %id%01 SetPlotStatus %plotid1% %id1% Goto .%id%_GoAcceptChallenge>
		*.%id%_GoAcceptChallenge <*IAcceptYourChallenge %3%>
		*.%id%_GoWussOut <*GodImBored>
		% Msg%id%01 <You challenged %name1% to a duel in \EXACT_SCENE %3% .>
		Msg%id%01 <%name1% に対して \EXACT_SCENE %3% でのデュエルを申し入れた。>
	end


%%
%% *InformalChallenge Content
%%
%%  The PC will challenge an NPC to a duel.
%%
%% PARAM1: The NPC to be challenged
%% PARAM2: The home scene for this NPC
%%

Content
	name <Basic Informal Challenge>
	% desc <You're going to challenge some guy.>
	desc <どこかの誰かに戦いを挑む。>
	requires <*InformalChallenge>

	% E1 is the NPC to be challenged
	% E2 is the home scene for the NPC
	% E3 is a location for the duel.
	Element3 <Scene Environs !Near 2>

	% P%id%01 = The Pot. Earn double this on a win.
	% P%id%02 = Time Limit

	% As long as we're still at the first phase, the NPC's death will end the plot.
	end <ifNPCDead %1% Goto .%id1%_%plotid%_GoLose>
	update <if= P%id%02 0 P= %id%02 ComTime P+ %id%02 86400>
	start <if# P%id%02 0 ifG ComTime P%id%02 EndPlot>

	% Resolution Scripts
	.%id1%_%plotid1%_GoWin  <CashPrize * 2 p%id%01 EndPlot ifNPCOK %1% Monologue %1% %id%01>
	.%id1%_%plotid1%_GoLose <EndPlot ifNPCOK %1% ifPCOK Monologue %1% %id%02>

	% Msg%id%01 <I concede defeat... Here's your take.>
	% Msg%id%02 <Thanks for the money, \PC ... I'll be happy to take it from you anytime.>
	Msg%id%01 <負けを認める%JG_YO%JV_SIL_Rこれが%JS2の取り分%JV_M_DA%JV_F_YO。>
	Msg%id%02 <賭け金はありがたく貰っていく%JV_ZO%JV_F_YO、\PC ……またいつでも大歓迎だから%JV_NA。>

	% SubPlot1 is the duel itself
	SubPlot1 <*NC_Duel 1 2 3>

	sub
		Persona 1
		% v%id%01 = Renown Counter
		% v%id%02 = Made it through renown check
		&%id%_BigAmount <Reward %threat% 350>
		&%id%_MediumAmount <Reward %threat% 150>
		&%id%_SmallAmount <Reward %threat% 75>
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoFirstTime>
		*.%id%_GoFirstTime <*PCChallengeNPC .%id%_GoAttemptChallenge .%id%_GoWussOut>
		.%id%_GoAttemptChallenge <if= v%id%02 0 else .%id%_GoMakeChallenge v= %id%01 PCRenown V+ %id%01 PCRenown ifG ChatNPCRenown v%id%01 else .%id%_GoMakeChallenge Goto .%id%_GoQuestionChallenge>
		*.%id%_GoQuestionChallenge <*SmallFryChallenge .%id%_GoMakeChallenge .%id%_GoGiveUp .%id%_GoGiveUp>
		.%id%_GoGiveUp <EndPlot Goto .%id%_GoGoodbye>
		*.%id%_GoWussOut <*GodImBored>
		*.%id%_GoGoodbye <*BrushOff>
		.%id%_GoMakeChallenge <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04  V= %id%02 1>
		.%id%_GoStartDuel <PMemo %plotid% %id%02 SetPlotStatus %plotid1% %id1% Goto .%id%_GoAcceptChallenge>
		*.%id%_GoAcceptChallenge <*IAcceptYourChallenge %3%>
		result%id%01 <Cash+ -&%id%_BigAmount P= %id%01 &%id%_BigAmount Goto .%id%_GoStartDuel>
		result%id%02 <Cash+ -&%id%_MediumAmount P= %id%01 &%id%_MediumAmount Goto .%id%_GoStartDuel>
		result%id%03 <Cash+ -&%id%_SmallAmount P= %id%01 &%id%_SmallAmount Goto .%id%_GoStartDuel>
		result%id%04 <NewChat Say %id%03 EndPlot>
		% Msg%id%01 <Are you ready to put your money where your mouth is? It won't be a proper match unless there's a bet riding on it. How much are you willing to risk?>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCSociable Accept>
		% Msg%id%01_2 <Dueling is no fun unless there's money involved. How much do you want to bet?>
		% 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%02 <You challenged %name1% to a duel in \EXACT_SCENE %3% .>
		% Msg%id%03 <Oh well. Maybe next time.>
		% Msg%id%03_1 <Too bad if you can't afford to play.>
		% Msg%id%03_2 <So that's how it is...>
		% Prompt%id%01 <I'll put down $ \VAL &%id%_BigAmount .>
		% CPrompt%id%01 <ifG PC$ &%id%_BigAmount Accept>
		% Prompt%id%02 <I'll put down $ \VAL &%id%_MediumAmount .>
		% CPrompt%id%02 <ifG PC$ &%id%_MediumAmount Accept>
		% Prompt%id%03 <I'll put down $ \VAL &%id%_SmallAmount .>
		% CPrompt%id%03 <ifG PC$ &%id%_SmallAmount Accept>
		% Prompt%id%04 <On second thought, I don't want to duel.>
		Msg%id%01 <その自信を金で証明する気はある%JV_Q？ 何も賭けない勝負なんて勝負じゃないから%JV_NA。さあ、いくら捧げる気がある%JG_NDA？>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCSociable Accept>
		Msg%id%01_2 <お金が絡んでないと勝負は面白くない%JG_YO。いくら賭ける%JV_SIL？>
		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%02 <\EXACT_SCENE %3% で %name1% に対してデュエルを申し入れた。>
		Msg%id%03 <そう%JV_KA_Q、まあまた今度にでも。>
		Msg%id%03_1 <残念、金がない%JV_N%JV_M_DA%JV_NA%JV_SIL。>
		Msg%id%03_2 <まあ、そんなもん%JV_KA_Q%JV_F_NE……。>
		Prompt%id%01 <$ \VAL &%id%_BigAmount 賭ける%JV_F_WA。>
		CPrompt%id%01 <ifG PC$ &%id%_BigAmount Accept>
		Prompt%id%02 <$ \VAL &%id%_MediumAmount 賭ける%JV_F_WA。>
		CPrompt%id%02 <ifG PC$ &%id%_MediumAmount Accept>
		Prompt%id%03 <$ \VAL &%id%_SmallAmount 賭ける%JV_F_WA。>
		CPrompt%id%03 <ifG PC$ &%id%_SmallAmount Accept>
		Prompt%id%04 <よく考えたら、別にやりたくなかった%JV_F_WA。>
	end


%%
%%  *NC_WinDuelReturn
%%
%% The PC has just won a duel against this character. There will likely be some
%% kind of reward, then the NPC will return to their home scene.
%%
%% PARAM1: The NPC in question
%% PARAM2: The home scene
%%

Content
	name <Duel Reward>
	requires <*NC_WinDuelReturn>

	% E1 is the NPC
	% E2 is their home scene

	end <ifNPCDead %1% EndPlot>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop%  EndChat Say %id%01  CashPrize Reward %threat% 100  MoveNPC %1% %2%  EndPlot>
		% Msg%id%01 <That was a pretty good fight... As the victor, I guess you're entitled to this.>
		Msg%id%01 <とてもいい戦いだった%JG_YO%JV_SIL_R勝者である%JS2に、これを贈%JV_ROU。>
	end


%%
%%  *NC_LoseDuelReturn
%%
%% The PC has just lost a duel against this character. There will likely be some
%% taunting, then the NPC will return to their home scene.
%%
%% PARAM1: The NPC in question
%% PARAM2: The home scene
%%

Content
	name <Default Loss>
	requires <*NC_LoseDuelReturn>

	% E1 is the NPC
	% E2 is their home scene

	% P%id%01 = Timer

	update <if= P%id%01 0 P= %id%01 ComTime P+ %id%01 21600>
	start <if# P%id%01 0 ifG ComTime P%id%01 ifNPCOK %1% else end MoveNPC %1% %2% EndPlot>
	end <ifNPCDead %1% EndPlot>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else %pop%  EndChat Say %id%01  MoveNPC %1% %2%  EndPlot>
		% Msg%id%01 <You lost that match... Maybe someday I'll allow you to try again.>
		Msg%id%01 <%JS2の負け%JG_DAYO%JV_SIL_Rいつかまた、挑戦させてやっても構わない%JV_F_WA%JV_YO。>
	end

