Plot
	name <POLIC: Versus Smugglers Job>
	% The PC is off to capture a smuggler's vessel.
	% As a police job, this misssion doesn't offer salvage but it will
	% give a point of Lawful reputation.
	% This job will result in the PC making an enemy.
	requires <*GENERAL -!Ne -!Lo (sleazy|tradehub)>
	PayRate 250

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	Element1 <Scene Town>
	Element2 <Character POLIC !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction CRIME !Enemy 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*POLICEMISSION_Capture 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= P2 0  if= PCFac NPCFac %2%  if= RootSceneID %1% if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you. Give me a call.>
	% Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// \RANK \PC , report to \EXACT_SCENE NPCSCene %2% for a mission at once.>
	% Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac %2% . Come see me for mission briefing.>
	% Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// I've got a mission for you. Come to \EXACT_SCENE NPCSCene %2% for the briefing.>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// \RANKさん、%JS2に任務ができた%JV_ZO。連絡を寄越して%JG_R。>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// \PC、任務%JV_M_DA%JV_F_YO。ただちに \EXACT_SCENE NPCScene %2% へ出頭せよ。>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// \FACTION NPCFac %2% が%JS2の貢献を必要としている%JV_F_WA。%JF2のところへブリーフィングに来るように。>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// %JS2に任務%JV_M_DA%JV_F_YO。ブリーフィングを受けに \EXACT_SCENE NPCScene %2% に来るように。>

	sub
		Persona 2
		% rumor0 <%name2% needs a pilot to aprehend some smugglers.>
		rumor0 <%name2% は密輸グループの摘発のためにパイロットを探している>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac %4%>
		GoR1Final <PMemo %plotid% 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <There's a gang of smugglers affiliated with %name4% moving through \EXACT_SCENE %3%  . I want you to capture their vessel; for this, you'll earn $ \VAL Reward %threat% PayRate .>
		% Msg1_1 <We've been tracking some smugglers through \EXACT_SCENE %3% , and have determined that they work for %name4%. Your job will be to capture their vessel. Succeed, and you'll get $ \VAL Reward %threat% PayRate  .>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <There are smugglers working for %name4% in \EXACT_SCENE %3% . Capture their vessel and earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <The smugglers of %name4% think they can ignore the law and get away with it. Well, we've found their ship in \EXACT_SCENE %3% , and it's time to prove them wrong. Capture it for $ \VAL Reward %threat% PayRate .>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name2% in \SCENE NPCSCene %2% hired you to stop some smugglers in \EXACT_SCENE %3% .>
		% Prompt1 <I'll be back when I'm finished.>
		% Prompt1_1 <I'd love to do that.>
		% Prompt1_2 <No worries, I'll get them.>
		% Prompt2 <Why? I've got nothing against smugglers.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <You better find someone else for this mission.>
		% Prompt2_2 <Sorry, but I don't want to do this.>
		Msg1 <%name4% と関係のある密輸グループが \EXACT_SCENE %3% を通過している%JG_NDA。%JS2には奴らの船を拿捕してもらいたい%JV_F_NO。報酬には $ \VAL Reward %threat% PayRate を用意してある%JV_ZO。>
		Msg1_1 <我々は \EXACT_SCENE %3% を通過中のある密輸グループを追跡していて、彼らが %name4% の手の者であることを突き止めた%JV_F_WA。%JS2には奴らの船を拿捕してもらいたい%JV_F_NO。成功すれば、$ \VAL Reward %threat% PayRate を支払%JV_OU。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%name4% の密輸グループが \EXACT_SCENE %3% にいる%JG_NDA。そいつらの船を捕まえれば、$ \VAL Reward %threat% PayRate を支給する%JG_YO。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <%name4% の密輸人どもが、法を無視して逃げおおせるつもりでいる%JV_F_NO。その考えが間違いだということを、\EXACT_SCENE %3% で確認された奴らの船に教えてやる必要がある%JV_F_WA。報酬は $ \VAL Reward %threat% PayRate、船を拿捕してきて%JG_R。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCSCene %2% の %name2% は、\EXACT_SCENE %3% に現れた密輸グループを摘発するためにあなたを雇った。>
		Prompt1 <任務を達成して戻ってくる%JV_F_WA。>
		Prompt1_1 <喜んで引き受ける%JG_YO。>
		Prompt1_2 <大丈夫、捕まえてみせる%JG_YO。>
		Prompt2 <何で%JV_M_DA？ ここの管轄の話なら%JF2には関係ない%JG_NE。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <誰か他を当たって%JG_R。>
		Prompt2_2 <悪い%JG_GA、やりたくない%JV_F_WA。>
	end

Plot
	name <Basic Police Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% As a police job, this misssion doesn't offer salvage but it will
	% give a point of Lawful reputation.
	% This job will not result in the PC making any enemies.
	requires <*GENERAL -Lawless>
	PayRate 90

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	Element1 <Scene Town>
	Element2 <Character POLIC !Ally 1 RECHARGED>
	Element3 <Scene Environs>

	% SubPlot1 is the combat encounter
	SubPlot1 <*POLICEMISSION_Basic 2 3>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= P2 0  if= PCFac NPCFac %2%  if= RootSceneID %1% if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you in %name1%.>
	% Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// Report to \EXACT_SCENE NPCSCene %2% for a mission at once.>
	% Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac %2% . Come see me for mission briefing.>
	% Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// I've got a mission for you. Come to \EXACT_SCENE NPCSCene %2% for the briefing.>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// \RANK殿、%name1% で%JS2に任務%JV_M_DA%JV_F_YO。>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// 任務のため、ただちに \EXACT_SCENE NPCSCene %2% へ出頭せよ。>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// \FACTION NPCFac %2% は%JS2の貢献を必要としている%JV_F_WA。ブリーフィングを受けに%JF2のところまで来るように。>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// %JS2にミッション%JV_M_DA%JV_F_YO。ブリーフィングに \EXACT_SCENE NPCSCene %2% まで来るように。>

	sub
		Persona 2
		% rumor0 <%name2% needs a pilot to fight some criminals.>
		rumor0 <%name2% は犯罪者グループと戦うパイロットを探している>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac na>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac na %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission&NoEnemyFac GoR1Final ChatNPCFac na>
		GoR1Final <PMemo %plotid% 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <There's a mecha gang operating in \EXACT_SCENE %3% . I want you to locate them and disable their machines; for this, you'll earn $ \VAL Reward %threat% PayRate .>
		% Msg1_1 <My sources have tipped us off to a meeting of mecha thieves that's going to happen in \EXACT_SCENE %3%  later on today. I want you to go there, and defeat them all. If you can do that, you'll earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <We've traced some mecha criminals to \EXACT_SCENE %3% . Defeat them and you'll earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <There's a gang of criminals hanging out in \EXACT_SCENE %3% . If you can defeat them, I'll give you $ \VAL Reward %threat% PayRate . What do you say?>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <The criminals I'm after are holed up in \EXACT_SCENE %3% . I need you to locate them and eliminate every last one. Do this, and you'll earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <We've located a mecha gang in \EXACT_SCENE %3% . Go defeat them, and you'll earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <I need you to eliminate a gang of mecha thieves. You'll earn $ \VAL Reward %threat% PayRate for this job; there's no salvage, since we're going to need that for evidence.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name2% in \SCENE NPCSCene %2% hired you to fight some mecha criminals in \EXACT_SCENE %3% .>
		% Prompt1 <I'll be back when I'm finished.>
		% Prompt1_1 <I'd love to do that.>
		% Prompt1_2 <You can count on me.>
		% Prompt2 <This isn't my kind of work.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <You can find someone else for this mission.>
		% Prompt2_2 <Really, I don't want to do this.>
		Msg1 <\EXACT_SCENE %3% にてメックのギャング団が活動中%JG_DA。%JS2には、奴らを見つけ出してその機体を無力化してもらいたい%JV_F_NO。この仕事の報酬は $ \VAL Reward %threat% PayRate %JG_DA。>
		Msg1_1 <情報が示すところによると、今日遅くに、とあるメック盗賊団のミーティングが \EXACT_SCENE %3% で開かれる予定らしい%JG_NDA。%JS2には、そこへ行って奴らを全機撃破してもらいたい%JV_F_NO。任務が達成できれば、$ \VAL Reward %threat% PayRate の報酬が出せる%JG_YO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <メック犯罪者のグループが \EXACT_SCENE %3% にいることを突き止めた%JG_NDA。そいつらを蹴散らせば、$ \VAL Reward %threat% PayRate の報酬が出る%JG_YO。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <犯罪者の一団が \EXACT_SCENE %3% にたむろしているらしい%JG_NDA。そいつらを撃破できれば、$ \VAL Reward %threat% PayRate の報酬を支払%JV_OU。どう%JG_KANA？>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <%JF2が追いかけている犯罪者どもが \EXACT_SCENE %3% に集まっている%JV_F_WA。奴らを追い詰めて、一人残らず殲滅してやってほしい%JV_F_NO。これを片付ければ、%JS2には $ \VAL Reward %threat% PayRate の報酬が出る%JV_ZO。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <\EXACT_SCENE %3% にメックギャングがいるのを確認した%JG_NDA。奴らをやっつけてくれれば、$ \VAL Reward %threat% PayRate の稼ぎになる%JG_YO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <%JS2にメック盗賊団の一味を殲滅してきてほしい%JG_NDA。報酬は $ \VAL Reward %threat% PayRate だ%JG_GA、サルベージ権はないから注意して%JG_R。証拠に必要だから%JV_NA。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCScene %2% の %name2% は、\EXACT_SCENE %3% にいるメック犯罪グループと戦うためにあなたを雇った。>
		Prompt1 <片付けたら戻ってくる%JV_F_WA。>
		Prompt1_1 <喜んで引き受け%JV_YOU。>
		Prompt1_2 <当てにして待ってて%JG_R_AGG。>
		Prompt2 <それは%JF2のやる仕事じゃない%JG_NE。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <誰か他を当たって%JG_R。>
		Prompt2_2 <正直、やりたくない%JV_F_WA。>
	end

Plot
	name <Versus Police Patrol Job>
	% The basic patrol job is a fight against some generic enemy mecha.
	% As a police job, this misssion doesn't offer salvage but it will
	% give a point of Lawful reputation.
	% This job will result in the PC making an enemy.
	requires <*GENERAL -!Ne -Lawless -Lawful>
	PayRate 135

	% E1 is the town itself
	% E2 is a character who will offer the mission
	% E3 is a scene where the encounter will take place
	% E4 is the enemy faction
	Element1 <Scene Town>
	Element2 <Character POLIC !Ally 1 RECHARGED>
	Element3 <Scene Environs>
	Element4 <Faction !Enemy 2>

	% SubPlot1 is the combat encounter
	SubPlot1 <*POLICEMISSION_Versus 2 3 4>

	% P1 = Time Limit
	% P2 = Email Indicator
	start <if= PlotStatus %plotid% 0 ifNPCOK %2% else GoDelete ifG ComTime P1 EndPlot>
	GoDelete <EndPlot>
	update <if= PlotStatus %plotid% 0 if= P1 0 P= 1 ComTime P+ 1 86400>

	% Insert email here
	5min <if= PlotStatus %plotid% 0 if= P2 0  if= PCFac NPCFac %2%  if= RootSceneID %1% if= d4 1  ifG PCCharm d40  SetNPC %2% Email 1 P= 2 1>
	% Msg1   <%name2%@ \SCENE NPCSCene %2% :// Hey \RANK , I've got a mission for you in %name1%.>
	% Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// Report to \SCENE NPCSCene %2% for a mission at once.>
	% Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// Your services are required by \FACTION NPCFac %2% . Come see me for mission briefing.>
	% Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// I've got a mission for you. Come to \SCENE NPCSCene %2% for the briefing.>
	Msg1   <%name2%@ \SCENE NPCSCene %2% :// \RANK殿、%name1% で%JS2に任務%JV_M_DA%JV_F_YO。>
	Msg1_1 <%name2%@ \SCENE NPCSCene %2% :// 任務のため、ただちに \SCENE NPCSCene %2% へ出頭せよ。>
	Msg1_2 <%name2%@ \SCENE NPCSCene %2% :// \FACTION NPCFac %2% は%JS2の貢献を必要としている%JV_F_WA。ブリーフィングを受けに%JF2のところまで来るように。>
	Msg1_3 <%name2%@ \SCENE NPCSCene %2% :// %JS2にミッション%JV_M_DA%JV_F_YO。ブリーフィングに \SCENE NPCSCene %2% まで来るように。>

	sub
		Persona 2
		% rumor0 <%name2% needs a pilot to fight %name4%.>
		rumor0 <%name2% は %name4% と戦うためにパイロットを必要としている>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckOffer Goto GoRemind>
		*GoRemind <*MechaMissionReminder %3%>
		GoCheckOffer <if# PlotStatus %plotid% 0 else GoCheckEnemy NewChat SayAnything>
		*GoCheckEnemy <*ENEMY_CHECK GoCheckEmail ChatNPCFac GoEnd>
		GoCheckEmail <if= P2 1 else GoCheckMember Goto GoGotEmail>
		*GoGotEmail <*DidYouGetEmail GoMissionBriefing>
		GoCheckMember <if= PCFac ChatNPCFac else GoCheckAuto  Goto GoIsMember>
		*GoIsMember <*IHaveAJobForYou GoMissionBriefing>
		*GoCheckAuto <*AutoMissionTest&Mecha GoMissionBriefing GoRejectMission GoCheckSkill ChatNPCFac %4%>
		*GoCheckSkill <*GenericMissionTest&Mecha  GoMissionBriefing GoEnd GoRejectMission ChatNPCFac %4% %threat%>
		*GoRejectMission <*RejectMission GoEnd>
		GoEnd <EndPlot>
		GoMissionBriefing <NewChat Say 1  AddChat 1 AddChat 2>
		*result1 <*GoodLuckOnMission GoR1Final ChatNPCFac %4%>
		GoR1Final <PMemo %plotid% 2 SetPlotStatus %plotid% %id1%>
		result2 <Goto GoRejectMission>
		% Msg1 <There's a gang of criminals affiliated with %name4% operating in \EXACT_SCENE %3%  . I want you to locate them and disable their mecha; for this, you'll earn $ \VAL Reward %threat% PayRate .>
		% Msg1_1 <There's been a lot of talk about %name4% in the underground. They're planning a big operation in \EXACT_SCENE %3% ; I want you to go stop them. Disable all of their mecha and you'll earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <There are some mecha from %name4% in \EXACT_SCENE %3% . Stop them and you'll earn $ \VAL Reward %threat% PayRate .>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <There's a gang of mecha from %name4% hanging out in \EXACT_SCENE %3% . I'd like for you to bring them in; you'll earn $ \VAL Reward %threat% PayRate for this mission.>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <Justice can never afford to sleep; we've traced some criminals belonging to %name4% to \EXACT_SCENE %3% . I need you to confront these punks and get rid of them. Pay for this mission is $ \VAL Reward %threat% PayRate .>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <We've had a lucky break- a mecha gang affiliated with %name4% has been spotted in \EXACT_SCENE %3%  before they could do any damage. I'd like for you to go drive them away from town; this mission pays $ \VAL Reward %threat% PayRate .>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <Crime is up, and it's all the fault of %name4%. A gang of their mecha is operating in \EXACT_SCENE %3% . I need you to locate and eliminate them; do this and you'll get $ \VAL Reward %threat% PayRate .>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name2% in \SCENE NPCSCene %2% hired you to fight %name4% in \EXACT_SCENE %3% .>
		% Prompt1 <I'll be back when I'm finished.>
		% Prompt1_1 <I'd love to do that.>
		% Prompt1_2 <You can count on me.>
		% Prompt2 <This isn't my kind of work.>
		% CPrompt2 <if# PCFac ChatNPCFac Accept>
		% Prompt2_1 <You can find someone else for this mission.>
		% Prompt2_2 <Really, I don't want to do this.>
		Msg1 <%name4% と関係している犯罪者の一団が \EXACT_SCENE %3% で活動している%JV_F_NO。%JS2はそこへ行き、彼らのメックを無力化して%JG_R。この仕事の報酬は $ \VAL Reward %threat% PayRate %JG_DA。>
		Msg1_1 <裏の社会で %name4% についての噂が盛んになっている%JV_F_WA。\EXACT_SCENE %3% で何か大きな行動を起こす計画らしく、%JS2にはこれを阻止してほしい%JG_NDA。彼らのメックをすべて無力化すれば、$ \VAL Reward %threat% PayRate の報酬を出%JV_SOU。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%name4% のメック部隊が \EXACT_SCENE %3% にいる%JV_N%JV_M_DA。それを片付けてくれたら、$ \VAL Reward %threat% PayRate の報酬を出%JV_SOU。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <%name4% が \EXACT_SCENE %3% に来て遊んでるらしい%JV_F_NO。%JS2にはちょっとそこに行って、彼らを歓迎してやってほしい%JG_NDA。この仕事の報酬は $ \VAL Reward %threat% PayRate %JG_DAYO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <正義には心を休める時間もない%JV_F_WA%JV_NA。%name4% に所属している犯罪者どもが \EXACT_SCENE %3% にいることを突き止めた%JV_F_NO。このチンピラどもと戦って、蹴散らしてきて%JG_R。仕事の報酬は $ \VAL Reward %threat% PayRate %JG_DA。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <%name4% と関係しているメックのギャングが \EXACT_SCENE %3% で見つかった%JV_F_WA。幸運なことに、被害を出させる前に%JV_NA。%JS2には、彼らを街から追い払ってきてほしい%JG_NDA。この仕事では $ \VAL Reward %threat% PayRate の報酬が出る%JG_YO。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <犯罪が起きようとしてる%JV_ZO……また何もかも %name4% のせいで%JV_NA。奴らのメックの一味が \EXACT_SCENE %3% で活動しているから、%JS2にはこれを見つけ出して殲滅してほしい%JG_NDA。やってくれれば、$ \VAL Reward %threat% PayRate の報酬を出%JV_SOU。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <\SCENE NPCScene %2% の %name2% は、\EXACT_SCENE %3% にいる %name4% と戦うためにあなたを雇った。>
		Prompt1 <片付けたら戻ってくる%JV_F_WA。>
		Prompt1_1 <喜んで引き受ける%JG_YO。>
		Prompt1_2 <当てにして待ってて%JG_R_AGG。>
		Prompt2 <それは%JF2のやる仕事じゃない%JG_NE。>
		CPrompt2 <if# PCFac ChatNPCFac Accept>
		Prompt2_1 <誰か他を当たって%JG_R。>
		Prompt2_2 <正直、やりたくない%JV_F_WA。>
	end

