%%
%% *CombatSideStory Plots
%%
%%  A mission has just spawned something else. This plot must be spawned
%%  from within the combat scene, which itself needs to have teams marked
%%  "Enemies" and "Allies".
%%
%%  Param1: The location where combat is taking place
%%  Param2: The enemy faction being fought
%%

Plot
	name <Join Criminal Faction>
	requires <*CombatSideStory 2:CRIME 2:ENEMY -!Ne>
	% desc <A previously antagonized thief joins this faction.>
	desc <以前に敵に回った盗賊がある勢力に加入した。>

	% E1 = The combat location
	% E2 = The faction being fought
	% E3 = The new member
	Element3 <Character !Global (THIEF|Criminal) (@:A.ant|@:A.hat|@:A.mut) NoFac Recharged>

	update <if= P1 0 P= 1 1 SetNPCFaction %3% %2% DeployNPC %3% EnemiesTeam  ForceChat %3%>

	sub
		Persona 3
		special <Unlisted NoEscape>
		% V%id%01 = PCRenown + d10
		greeting <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 V= %id%01 PCRenown V+ %id%01 d10 AddChat %id%04 EndPlot>
		*result%id%01 <*THEME_EXPO&Enemy na>
		result%id%02 <AddCheerful d10 Goto result%id%01>
		result%id%03 <EndChat Say %id%02 Retreat 1>
		result%id%04 <EndChat Say %id%03 Retreat EnemiesTeam>
		% Msg%id%01_10 <Hey \PC , look at this! I joined %name2% and now my friends are going to make you pay!>
		% CMsg%id%01_10 <ifG PCRenown ChatNPCRenown Accept>
		% Msg%id%01_20 <I told you that you shouldn't have crossed me, \PC . Now that I've joined %name2% I have even more ways to make you pay. You have no chance to survive.>
		% CMsg%id%01_20 <ifG ChatNPCRenown PCRenown Accept>
		% Msg%id%01_30 <So we meet again... Which one of us is stronger? It might be tough finding out since all my new friends from %name2% are going to skew the odds.>
		% CMsg%id%01_30 <if= PCRenown ChatNPCRenown Accept>
		% Msg%id%02_1 <Yeah that's right, just run away.>
		% Msg%id%02_2 <Smart decision. You'll survive to get beaten by me again.>
		% Msg%id%02_3 <Well, I guess I can't refuse an easy victory. Catch you later.>
		% Msg%id%03_1 <Um... I see your point. We'll clear out for now, \PC , but we'll be back again someday! Somedaaaay!!!>
		% Prompt%id%01 <Your new friends can't protect you.>
		% Prompt%id%01_1 <>
		% Prompt%id%01_2 <>
		% Prompt%id%02 <You mean you're no longer unemployed? Congratulations!>
		% Prompt%id%02_1 <Wow, their standards are lower than I thought...>
		% Prompt%id%02_2 <>
		% Prompt%id%03 <Why don't I just go away quietly?>
		% CPrompt%id%03 <ifG ChatNPCRenown PCRenown Accept>
		% Prompt%id%04 <You really want me to humiliate you again?>
		% CPrompt%id%04 <ifG V%id%01 ChatNPCRenown ifIntimidation HardSkillTar ChatNPCRenown Accept>
		Msg%id%01_10 <どう%JV_M_DA、\PC？ %JF2は %name2% に入った%JV_ZO……これから%JF2の仲間が%JS_AGGに借りを返してやるから%JV_NA！>
		CMsg%id%01_10 <ifG PCRenown ChatNPCRenown Accept>
		Msg%id%01_20 <%JF2の前に立つなと言っておいたはず%JV_M_DA%JV_F_YO、\PC。%name2% に入ったことで、%JF2が%JS_AGGに代償を払わせる方法はさらに増えた%JV_F_WA。%JS_AGGが生き残るチャンスはゼロ%JG_DA。>
		CMsg%id%01_20 <ifG ChatNPCRenown PCRenown Accept>
		Msg%id%01_30 <また会うことになった%JV_KA_Q%JV_F_NO%JV_F_NE……%JS_AGGと%JF2、強いのはどちら%JV_DAROU%JV_NA？ もっとも、%name2% の新しい友人たちの横槍の中では、答えを得るのは難しいだろう%JG_GA%JV_NA。>
		CMsg%id%01_30 <if= PCRenown ChatNPCRenown Accept>
		Msg%id%02_1 <その通り%JV_M_DA%JV_F_YO……さっさと逃げ帰るがいい%JV_F_WA。>
		Msg%id%02_2 <賢い選択%JV_M_DA%JV_F_NE……%JS_AGGは叩き潰されるためだけ生き延びる%JV_F_NO%JV_F_YO。>
		Msg%id%02_3 <ふむ、楽な勝利も悪くない%JV_F_WA%JV_NA。始末は後に延ばしてやる%JG_YO。>
		Msg%id%03_1 <むむ……そう来る%JV_N%JV_KA。今回のところは譲ってやる%JV_ZO、\PC ……だ%JG_GA、%JF2は必ず戻ってくる！ 戻ってくる%JV_ZO%JV_F_YOおぉォッ！！！>
		Prompt%id%01 <その仲間も身を守る役には立たない%JV_DAROUよ。>
		Prompt%id%01_1 <>
		Prompt%id%01_2 <>
		Prompt%id%02 <つまり、就職できたってこと%JV_KA_Q？ おめでとう！>
		Prompt%id%02_1 <それはまた、思ってたよりヌルい採用基準な%JV_N%JV_M_DA%JV_NA……。>
		Prompt%id%02_2 <>
		Prompt%id%03 <なら、静かにお暇させてもら%JV_OUか。>
		CPrompt%id%03 <ifG ChatNPCRenown PCRenown Accept>
		Prompt%id%04 <また恥をかかせて欲しいって意味なの%JV_KA_Q？>
		CPrompt%id%04 <ifG V%id%01 ChatNPCRenown ifIntimidation HardSkillTar ChatNPCRenown Accept>
	end


Plot
	name <Lancemate Side Story>
	requires <*CombatSideStory>
	% desc <Selects a lancemate and then calls the character development subplot.>
	desc <仲間を一人選び、そのキャラクタの成長サブプロットを呼び出す。>

	%% E3 = Lancemate
	Element3 <Character !Lancemate Recharged>

	% Upon activation, call the subplot.
	update <if= P1 0 P= 1 1 SetPlotStatus %plotid1% %id1%>

	% SubPlot1 is the character development.
	SubPlot1 <*LM_CombatCharDev 1 2 3>

