%%
%% *:CS_PeacefulEntry_Location Content
%%		&Ship	The location is a ship.
%%
%% The PC will be able to gain peaceful entry to an otherwise hostile location.
%%
%% Upon completing this task, the following trigger will be set:
%%       .%id%_%plotid%_GoPeacefulEntry
%%
%% PARAM1: The base in question
%%

Content
	name <You can buy anything these days.>
	% desc <An NPC will sell the PC the passcode for the base.>
	desc <ある NPC が基地へのパスコードを PC に売りつける。>
	requires <*:CS_PeacefulEntry_Location>

	% E1 is the location in question
	% E2 is a local public scene
	% E3 is the info merchant
	% E4 is a datakey that can be stolen from the merchant
	Element2 <Scene Public !Near -7>
	Element3 <Character Criminal -NEMESIS !Xclude -2 !Near 3 NeverFail>
	NeverFail3 <Thief>
	Place3 <2 (Citizens) pass ally>
	Element4 <Prefab>
	Place4 <3>

	% This subplot will fail if E4 is destroyed
	start <ifItemDestroyed %4% LoseSubPlot %plotid%>

	Get%4% <Alert %id%01 History %id%02 DeleteItem %4% XPV 100 Trigger0 .%id%_%plotid%_GoPeacefulEntry WinSubPlot %plotid%>

	% Msg%id%01 <The codes on this key will allow you to enter %name1%.>
	% Msg%id%02 <You found the passkey to %name1%.>
	Msg%id%01 <このキーに含まれているコードがあれば、%name1% に入ることができる。>
	Msg%id%02 <%name1% に入るための鍵を手に入れた。>

	sub
		Persona 3
		% rumor%id% <%name3% knows how to get into dangerous places.>
		rumor%id% <%name3% は危険な場所へ侵入する方法を知っている>
		%% V%id%01 = Asking Price
		%% V%id%02 = Stupid Question Counter
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*IHaveInformation&AboutScene .%id%_GoOffer %1%>
		.%id%_GoOffer <V= %id%01 Threat StoryDL 7 NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		result%id%01 <EndChat Say %id%02 History %id%03 Cash+ -V%id%01 DeleteItem %4% Trigger0 .%id%_%plotid%_GoPeacefulEntry WinSubPlot %plotid%>
		*result%id%02 <*HurryBackWithMoney>
		result%id%03 <NewChat Say %id%04 AddChat %id%01 AddChat %id%02 V= %id%02 1>
		% Msg%id%01 <You see this data key right here? It contains the security code for %name1%, and it can be yours for the low low price of $ \VAL V%id%01 .>
		% Msg%id%01_1 <>
		% CMsg%id%01_1 <ifNPCSociable Accept>
		% Msg%id%01_2 <This data key I'm holding contains the security code for %name1%. It can be yours for $ \VAL V%id%01 .>
		% CMsg%id%01_2 <ifNPCShy Accept>
		% Msg%id%01_3 <If you're planning to storm %name1%, this security key will make things much easier. I'm willing to part with it for $ \VAL V%id%01 .>
		% CMsg%id%01_3 <ifNPCEasygoing Accept>
		% Msg%id%01_4 <If you want to get into %name1%, there's only one way you're gonna do it- this security key. I'll sell it to you for $ \VAL V%id%01 .>
		% CMsg%id%01_4 <ifNPCPassionate Accept>
		% Msg%id%01_5 <I've got something here that you're just going to love- the security key for %name1%. If you want to have it, it's going to be $ \VAL V%id%01 .>
		% CMsg%id%01_5 <ifNPCCheerful Accept>
		% Msg%id%01_6 <You already know that %name1% is heavily guarded, and they don't take prisoners... unless, of course, you have the codes on this key. I'll sell it to you for $ \VAL V%id%01 .>
		% CMsg%id%01_6 <ifNPCMelancholy Accept>
		% Msg%id%02 <Here you go. This should give you free access to %name1%... just don't do anything stupid while you're in there and everything should be okay.>
		% Msg%id%02_1 <It's been a pleasure doing business with you. This code will get you into %name1% safely, but I make no promises about what happens after that.>
		% Msg%id%02_2 <Thank you very much. The code should allow you to enter %name1%, but it's up to you what happens inside.>
		% Msg%id%03 <You bought the security codes to %name1%.>
		% Msg%id%04 <No way. If you're willing to duel for this info then you apparently don't need it too badly.>
		% Msg%id%04_1 <No deal. The only way you're getting this key is by paying for it.>
		% Prompt%id%01 <It's a deal. [Give Money]>
		% CPrompt%id%01 <ifG PC$ V%id%01 Accept>
		% Prompt%id%01_1 <This better be worth it. [Give Money]>
		% Prompt%id%02 <I'll think about your offer.>
		% Prompt%id%02_1 <Maybe I'll come back for that later.>
		% Prompt%id%03 <Why don't we duel for the key?>
		% CPrompt%id%03 <if= V%id%02 0 Accept>
		% Prompt%id%03_1 <I tell you what- I'll duel you for it!>
		Msg%id%01 <このデータ・キーが見える%JG_KANA？ これには %name1% のセキュリティ・コードが含まれてる%JG_NDA%JV_SIL_Rこれがたったの $ \VAL V%id%01 で%JS2のものになる%JV_ZO%JV_F_YO。>
		Msg%id%01_1 <>
		CMsg%id%01_1 <ifNPCSociable Accept>
		Msg%id%01_2 <%JF2の持ってるこのデータ・キーには、%name1% のセキュリティ・コードが入ってる%JG_NDA。$ \VAL V%id%01 で%JS2に売ってあげる%JG_YO。>
		CMsg%id%01_2 <ifNPCShy Accept>
		Msg%id%01_3 <もし %name1% を荒らしに行くつもりなら、このセキュリティ・キーがあればずっと楽になる%JG_YO。$ \VAL V%id%01 でこれを手放しても構わない%JV_ZO%JV_YO。>
		CMsg%id%01_3 <ifNPCEasygoing Accept>
		Msg%id%01_4 <もし %name1% の中に入り込むつもりなら、方法はただ１つ……このセキュリティ・キー%JV_M_DA%JV_F_YO。これを $ \VAL V%id%01 で%JS2に売ってやる%JV_ZO。>
		CMsg%id%01_4 <ifNPCPassionate Accept>
		Msg%id%01_5 <%JS2が大喜びしそうなものが手元にある%JV_N%JV_M_DA…… %name1% のセキュリティ・キー%JV_M_DAよ。もし欲しいのなら、$ \VAL V%id%01 %JG_DANE。>
		CMsg%id%01_5 <ifNPCCheerful Accept>
		Msg%id%01_6 <%name1% の警備の厳重さはもう知ってる%JV_DAROU……あいつらは捕虜を作らないし%JV_NA。それでも、このキーに含まれてるコードがあるなら話は別%JG_DA。$ \VAL V%id%01 で%JS2に売ってあげる%JG_YO。>
		CMsg%id%01_6 <ifNPCMelancholy Accept>
		Msg%id%02 <じゃあこれを。これで自由に %name1% に出入りできるようになる%JG_YO%JV_SIL_R中でバカな真似さえしなければ、何もかも上手くいくはず%JG_DA。>
		Msg%id%02_1 <いい取引ができて嬉しい%JG_YO。そのコードがあれば安全に %name1% に入れるはずだ%JG_GA、その後のことは一切保障しかねるから%JV_NA。>
		Msg%id%02_2 <どうもありがとう。そのコードで %name1% には入れる%JG_GA、中で何が起こるかは%JS2次第だから%JV_NA。>
		Msg%id%03 <%name1% のセキュリティ・コードを買った。>
		Msg%id%04 <お断り%JG_DANE。デュエルでこれを手に入れようと思うなら、それは%JS2にとって大して必要なものじゃないってこと%JG_DAYO。>
		Msg%id%04_1 <駄目%JG_DANE。このキーを手に入れる方法は、金を払うことだけ%JG_DAYO。>
		Prompt%id%01 <取引成立%JV_M_DA%JV_F_NE。[金を渡す]>
		CPrompt%id%01 <ifG PC$ V%id%01 Accept>
		Prompt%id%01_1 <それだけの価値があるといい%JG_GA。[金を渡す]>
		Prompt%id%02 <もう少し考えてみる%JG_YO。>
		Prompt%id%02_1 <また今度にしてみる%JV_F_WA。>
		Prompt%id%03 <デュエルで決めるのはどう%JV_M_DA？>
		CPrompt%id%03 <if= V%id%02 0 Accept>
		Prompt%id%03_1 <なら──それを賭けてデュエルを申し込む%JV_ZO！>
	end
	inv
		Treasure
		name <Datakey>
		name_I18N <データ・キー>
		SDL_PORTRAIT <item_datakey.png>
	end


%%
%% *:CS_PeacefulEntry_NPCBase Content
%%		&PirateShip	The base is a pirate ship. Arr!
%%
%% The PC will be able to gain peaceful entry to an otherwise hostile location.
%%
%% Upon completing this task, the following trigger will be set:
%%       .%id%_%plotid%_GoPeacefulEntry
%%
%% PARAM1: The base in question
%% PARAM2: The NPC in charge
%%

Content
	name <You can buy anything these days.>
	% desc <An NPC will sell the PC the passcode for the base.>
	desc <ある NPC が基地へのパスコードを PC に売りつける。>
	requires <*:CS_PeacefulEntry_NPCBase>

	% E1 is the location in question
	% E2 is the NPC in charge of the base
	% E3 is a local public scene
	% E4 is the info merchant
	% E5 is a datakey that can be stolen from the merchant
	Element3 <Scene Public !Near -7>
	Element4 <Character Criminal -NEMESIS !Xclude -2 !Near 3 NeverFail>
	NeverFail4 <Thief>
	Place4 <3 (Citizens) pass ally>
	Element5 <Prefab>
	Place5 <4>

	% This subplot will fail if E5 is destroyed
	start <ifItemDestroyed %5% LoseSubPlot %plotid%>

	Get%5% <Alert %id%01 History %id%02 DeleteItem %5% XPV 100 Trigger0 .%id%_%plotid%_GoPeacefulEntry WinSubPlot %plotid%>

	% Msg%id%01 <The codes on this key will allow you to enter %name2%'s %name1%.>
	% Msg%id%02 <You found the key to %name2%'s %name1%.>
	Msg%id%01 <このキーに含まれているコードがあれば、%name2% の %name1% に入ることができる。>
	Msg%id%02 <%name2% の %name1% に入るための鍵を手に入れた。>

	sub
		Persona 4
		% rumor%id% <%name4% has been to %name2%'s %name1%.>
		rumor%id% <%name4% は %name2% の %name1% に行ったことがある>
		%% V%id%01 = Asking Price
		%% V%id%02 = Stupid Question Counter
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*IHearYouAreFightingNPC %2% .%id%_GoOffer>
		.%id%_GoOffer <V= %id%01 Threat StoryDL 7 NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		result%id%01 <EndChat Say %id%02 History %id%03 Cash+ -V%id%01 DeleteItem %5% Trigger0 .%id%_%plotid%_GoPeacefulEntry WinSubPlot %plotid%>
		*result%id%02 <*HurryBackWithMoney>
		result%id%03 <NewChat Say %id%04 AddChat %id%01 AddChat %id%02 V= %id%02 1>
		% Msg%id%01 <You see this data key right here? It contains the security code for %name2%'s %name1%, and it can be yours for the low low price of $ \VAL V%id%01 .>
		% Msg%id%01_1 <%name2% is paranoid about security, but \PPR %2% %name1% has a fatal flaw- this key, which contains all of its security codes. If you want it I can sell it to you for a mere $ \VAL V%id%01 .>
		% CMsg%id%01_1 <ifNPCSociable Accept>
		% Msg%id%01_2 <This data key I'm holding contains the security code for %name2%'s %name1%. It can be yours for $ \VAL V%id%01 .>
		% CMsg%id%01_2 <ifNPCShy Accept>
		% Msg%id%01_3 <If you're planning to storm %name2%'s %name1%, this security key will make things much easier. If you're interested I'm willing to part with it for $ \VAL V%id%01 .>
		% CMsg%id%01_3 <ifNPCEasygoing Accept>
		% Msg%id%01_4 <If you want to get into %name2%'s %name1%, there's only one way you're gonna do it- this security key. I'll sell it to you for $ \VAL V%id%01 .>
		% CMsg%id%01_4 <ifNPCPassionate Accept>
		% Msg%id%01_5 <I've got something here that you're just going to love- the security key for %name2%'s %name1%. If you want to have it, it's going to be $ \VAL V%id%01 .>
		% CMsg%id%01_5 <ifNPCCheerful Accept>
		% Msg%id%01_6 <%name2%'s %name1% is heavily guarded, and they don't take prisoners... unless, of course, you have the codes on this key. I'll sell it to you for $ \VAL V%id%01 .>
		% CMsg%id%01_6 <ifNPCMelancholy Accept>
		% Msg%id%02 <Here you go. This should give you free access to the %name1%... just don't do anything stupid while you're in there and everything should be okay.>
		% Msg%id%02_1 <It's been a pleasure doing business with you. This code will get you into the %name1% safely, but I make no promises about what happens after that.>
		% Msg%id%02_2 <Thank you very much. The code will allow you to enter the %name1%, but it's up to you what happens inside.>
		% Msg%id%03 <You bought the security codes to %name2%'s %name1%.>
		% Msg%id%04 <No way. If you're willing to duel for this info then you apparently don't need it too badly.>
		% Msg%id%04_1 <No deal. The only way you're getting this key is by paying for it.>
		% Prompt%id%01 <It's a deal. [Give Money]>
		% CPrompt%id%01 <ifG PC$ V%id%01 Accept>
		% Prompt%id%01_1 <This better be worth it. [Give Money]>
		% Prompt%id%02 <I'll think about your offer.>
		% Prompt%id%02_1 <Maybe I'll come back for that later.>
		% Prompt%id%03 <Why don't we duel for the key?>
		% CPrompt%id%03 <if= V%id%02 0 Accept>
		% Prompt%id%03_1 <I tell you what- I'll duel you for it!>
		Msg%id%01 <このデータ・キーが見える%JG_KANA？ これには %name2% の %name1% のセキュリティ・コードが含まれてる%JG_NDA%JV_SIL_Rこれがたったの $ \VAL V%id%01 で%JS2のものになる%JV_ZO%JV_F_YO。>
		Msg%id%01_1 <%name2% はセキュリティには神経質だ%JG_GA、\SPR %2%の %name1% には致命的な穴がある%JG_NDA%JV_SIL_Rこのキー、これにはそこのセキュリティ・コードが全部含まれている%JV_F_NO。もし欲しかったら、たったの $ \VAL V%id%01 で%JS2に売ってあげる%JG_YO。>
		CMsg%id%01_1 <ifNPCSociable Accept>
		Msg%id%01_2 <%JF2の持ってるこのデータ・キーには、%name2% の %name1% のセキュリティ・コードが入ってる%JG_NDA。$ \VAL V%id%01 で%JS2に売ってあげる%JG_YO。>
		CMsg%id%01_2 <ifNPCShy Accept>
		Msg%id%01_3 <もし %name2% の %name1% を荒らしに行くつもりなら、このセキュリティ・キーがあればずっと楽になる%JG_YO。$ \VAL V%id%01 でこれを手放しても構わない%JV_ZO%JV_YO。>
		CMsg%id%01_3 <ifNPCEasygoing Accept>
		Msg%id%01_4 <もし %name2% の %name1% の中に入り込むつもりなら、方法はただ１つ……このセキュリティ・キー%JV_M_DA%JV_F_YO。これを $ \VAL V%id%01 で%JS2に売ってやる%JV_ZO。>
		CMsg%id%01_4 <ifNPCPassionate Accept>
		Msg%id%01_5 <%JS2が大喜びしそうなものが手元にある%JV_N%JV_M_DA…… %name2% の %name1% のセキュリティ・キー%JV_M_DAよ。もし欲しいのなら、$ \VAL V%id%01 %JG_DANE。>
		CMsg%id%01_5 <ifNPCCheerful Accept>
		Msg%id%01_6 <%name2% の %name1% の警備は厳重%JG_DA%JV_SIL_Rあいつらは捕虜を作らないし%JV_NA。それでも、このキーに含まれてるコードがあるなら話は別%JG_DAYO。$ \VAL V%id%01 で%JS2に売ってあげ%JV_YOU。>
		CMsg%id%01_6 <ifNPCMelancholy Accept>
		Msg%id%02 <じゃあこれを。これで自由に %name1% に出入りできるようになる%JG_YO%JV_SIL_R中でバカな真似さえしなければ、何もかも上手くいくはず%JG_DA。>
		Msg%id%02_1 <いい取引ができて嬉しい%JG_YO。そのコードがあれば安全に %name1% に入れるはずだ%JG_GA、その後のことは一切保障しかねるから%JV_NA。>
		Msg%id%02_2 <どうもありがとう。そのコードで %name1% には入れる%JG_GA、中で何が起こるかは%JS2次第だから%JV_NA。>
		Msg%id%03 <%name2% の %name1% のセキュリティ・コードを買った。>
		Msg%id%04 <お断り%JG_DANE。デュエルでこれを手に入れようと思うなら、それは%JS2にとって大して必要なものじゃないってこと%JG_DAYO。>
		Msg%id%04_1 <駄目%JG_DANE。このキーを手に入れる方法は、金を払うことだけ%JG_DAYO。>
		Prompt%id%01 <取引成立%JV_M_DA%JV_F_NE。[金を渡す]>
		CPrompt%id%01 <ifG PC$ V%id%01 Accept>
		Prompt%id%01_1 <それだけの価値があるといい%JG_GA。[金を渡す]>
		Prompt%id%02 <もう少し考えてみる%JG_YO。>
		Prompt%id%02_1 <また今度にしてみる%JV_F_WA。>
		Prompt%id%03 <デュエルで決めるのはどう%JV_M_DA？>
		CPrompt%id%03 <if= V%id%02 0 Accept>
		Prompt%id%03_1 <なら──それを賭けてデュエルを申し込む%JV_ZO！>
	end
	inv
		Treasure
		name <Datakey>
		name_I18N <データ・キー>
		SDL_PORTRAIT <item_datakey.png>
	end

Content
	name <Do What You Want Cause A Pirate Is Free>
	% desc <The PC can gain entry by posing as a pirate.>
	desc <PC は海賊のふりをして潜入することができる。>
	requires <*:CS_PeacefulEntry_NPCBase &PirateShip>

	% E1 is the pirate ship
	% E2 is the pirate captain
	% E3 is a local public scene
	% E4 is a pirate recruiter
	% E5 is a scene for the duel
	Element3 <Scene Public -Legit !Near -7>
	Element4 <Prefab>
	Place4 <3 SD Ally>
	Element5 <Scene Environs !Near -7>

	% P%id%01 = Initialization Counter

	% This subplot will fail if E4 dies
	start <ifNPCDead %4% LoseSubPlot %plotid%>
	update <if= p%id%01 0 p= %id%01 1 NPCLevel %4% StoryDL>

	.%id1%_%plotid1%_GoWin <WinSubPlot %plotid% Trigger0 .%id%_%plotid%_GoPeacefulEntry  History %id%01  ifNPCOK %4% Monologue %4% %id%02>
	.%id1%_%plotid1%_GoLose <LoseSubPlot %plotid% Monologue %4% %id%03>

	% Msg%id%01 <You earned a meeting with %name2% by defeating %name4%.>
	% Msg%id%02 <Well, I guess you've earned that meeting. All you have to do is find %name2%'s ship... Sorry I can't help you with that, but it's hard to keep track of where \SPR %2% is.>
	% Msg%id%03 <I'm afraid that you're not quite up to the standard that we're looking for. Don't call us, we'll call you.>
	Msg%id%01 <%name4% に勝ったことで、%name2% との面会を認められた。>
	Msg%id%02 <むむ、これでは面会を認めるしかない%JG_NE。あとは自力で %name2% の船を見つけて%JG_R%JV_SIL_R悪い%JG_GAその手伝いはできない%JV_ZO、\SPR %2%の居場所を把握するのは簡単じゃないから%JV_NA。>
	Msg%id%03 <残念だ%JG_GA、%JS2は%JF2%JF_TACHIの求めてる水準にまったく達していない%JG_NE。声をかけるのはこっちであって、志願者は要らない%JG_SK。>

	% SubPlot1 is a duel with E4
	SubPlot1 <*CS_Duel&NoDerailment 4 3 5>

	sub
		Persona 4
		% rumor%id% <%name2% has been recruiting for new pirates at %name3%.>
		rumor%id% <%name2% は %name3% で新しい海賊を募集している>
		&Bribe <Threat StoryDL 5>
		greeting <if= PlotStatus %plotid% %id% else GoChat Goto GoIntro>
		GoChat <NewChat SayAnything>
		*GoIntro <*IWantToTalkAboutNPC %2% GoExplain>
		GoExplain <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
		GoMakeOffer <NewChat Say 2 AddChat 4 AddChat 5 AddChat 6>
		result1 <ifPCCriminal else GoR1Fail Goto GoMakeOffer>
		GoR1Fail <NewChat Say 3 AddChat 7 AddChat 8>
		result2 <NewChat Say 4 AddChat 9 AddChat 10>
		result3 <AddLawful 1   EndChat Say 5   LoseSubPlot %plotid%>
		result4 <EndCHat Say 6 SetPlotStatus %plotid1% %id1%>
		result5 <NewChat Say 7 LoseSubPlot %plotid%>
		result6 <NewChat Say 8 History 9 WinSubPlot %plotid% Trigger0 .%id%_%plotid%_GoPeacefulEntry XPV 100 cash+ -&Bribe>
		result7 <ifConversation SkillTar StoryDL else GoR7Fail AddLawful -1 Goto GoMakeOffer>
		GoR7Fail <NewChat Say 10 LoseSubPlot %plotid%>
		result8 <Goto result5>
		result9 <Goto result1>
		result10 <Goto result3>
		% Msg1 <Ah, you must be here about the job. It is true that %name2% is looking for some new shipmates.>
		% Msg2 <You should know that before you can even get an interview, you're going to have to prove your combat skills.>
		% Msg3 <I don't know... You don't seem to be the kind of person we're looking for. Are you sure that you're really interested in this position?>
		% Msg4 <Why do you want to know?>
		% Msg5 <Look, I don't want to get involved in any feud between you and %name2%, I'm just working under contract here. Leave me out of it.>
		% Msg6 <Great! Meet me in %name5% and I'll see how you measure up.>
		% Msg7 <That's too bad. Well, I better get back to work. I'll see you around.>
		% Msg8 <Why yes, I believe we can do that... I mean, you've got to be a good pilot to get your hands on this kind of money, right? I'll tell %name2% that you're coming in for an interview... well, if I can figure out where \SPR %2% is now, that is.>
		% Msg9 <You bribed %name4% to arrange a meeting with %name2%.>
		% Msg10 <Well, I'm not. Try gaining a bit more criminal experience before applying for this kind of job again.>
		% Prompt1 <Tell me more about joining \PPR %2% crew.>
		% Prompt2 <Do you know where I can find \OPR %2% ?>
		% Prompt3 <I'm not here to join; I plan to destroy %name2%!>
		% Prompt4 <No problem. Let's get this test started.>
		% Prompt5 <On second thought, maybe I don't want to join.>
		% Prompt6 <How about we skip the test? [Offer $ \VAL &Bribe ]>
		% CPrompt6 <ifG PC$ &Bribe ifShopping SkillTar StoryDL Accept>
		% Prompt7 <I'm certain.>
		% Prompt8 <I don't know...>
		% Prompt9 <I'm hoping to get a job, of course.>
		% Prompt10 <I'm going to fight \OPR %2% , of course.>
		Msg1 <ああ、仕事の話を聞いて来た%JV_N%JV_M_DA%JV_NA%JV_SIL。%name2% が新しく船員を募集しているというのは本当%JG_DAYO。>
		Msg2 <ただし、面接に漕ぎ着ける以前に、%JS2の戦いの腕前を披露してもらわないといけない%JG_GA%JV_NA。>
		Msg3 <どう%JG_KANA%JV_SIL_R%JS2は%JF2%JF_TACHIが求めてるような種類の人間には見えない%JG_GA%JV_NA。本当にこの仕事がやりたくて来てるの%JV_KA_Q？>
		Msg4 <何でそれを知りたい%JG_NDA？>
		Msg5 <%JR_HEY、%JF2は%JS2と %name2% の揉め事には巻き込まれたくない%JG_SK。こっちはただ契約に基づいて仕事してるだけなんだから、放っておいて%JG_R_AGG。>
		Msg6 <よし！ %name5% で会%JV_OU、そこで%JS2の腕を見せてもらう%JV_ZO。>
		Msg7 <そりゃ残念%JG_DANE。じゃあ%JF2は仕事に戻るとする%JG_YO。また%JV_NA。>
		Msg8 <こりゃ凄い%JV_F_WA%JV_NA、確かにできなくはない%JV_ZO……こんな金を出すには相当な腕じゃないと無理%JV_DAROUし%JV_NA？ %JS2が面接に行くと %name2% に伝えてお%JV_KOU……まあ、%JT_Aが今どこにいるのか分かればの話だ%JG_GA%JV_NA。>
		Msg9 <%name4% を買収して、%name2% との面会の機会を得た。>
		Msg10 <%JR_NO、違う%JG_NE。こういう仕事をしたいと思うなら、もう少し手を汚す経験を積んでからにする%JV_N%JV_M_DA%JV_NA。>
		Prompt1 <\SPR %2%の仲間になる方法を教えて%JG_R_AGG。>
		Prompt2 <どこに行けば\OPR %2%に会える%JV_N%JV_M_DA？>
		Prompt3 <参加しに来たんじゃない%JV_F_WA…… %name2% を倒すため%JG_DA！>
		Prompt4 <問題ない%JG_NE。早くそのテストを始め%JV_YOU。>
		Prompt5 <やっぱり、やめとくことにした%JG_YO。>
		Prompt6 <そのテストは飛ばせないの%JV_KA_Q？ [$ \VAL &Bribe を提示する]>
		CPrompt6 <ifG PC$ &Bribe ifShopping SkillTar StoryDL Accept>
		Prompt7 <間違いない%JG_YO。>
		Prompt8 <さあ……。>
		Prompt9 <もちろん、仕事が欲しいから%JG_DAYO。>
		Prompt10 <もちろん、奴と戦いたいから%JG_DAYO。>
	end
	inv
		NPC Pirate
		chardesc young sociable
	end

%%
%% *:CS_GainAdvantageVsNPC Content
%%
%%  &Reinforcements	The advantage may take the form of reinforcements
%%		.%id%_%plotid%_GoReinforcements
%%  &Decimation		The advantage may take the form of reducing enemy forces
%%		.%id%_%plotid%_GoDecimation
%%  &Delay		The advantage may take the form of delaying the enemy
%%		.%id%_%plotid%_GoDelay
%%
%% The PC may seek advantage against a certain NPC.
%%
%%  If this subplot is won, a trigger associated with the exact advantage
%%  gained should be called. If a nonstandard advantage is gained, no such
%%  trigger need be called.
%%
%% PARAM1: The NPC being opposed
%%

Content
	name <Enemy's Enemy's Gift>
	% desc <Someone else in town is fighting the same enemy.>
	desc <街にいる誰かが同じ敵と戦っている。>
	requires <*:CS_GainAdvantageVsNPC>

	start <ifNPCDead %2% LoseSubPlot %plotid%>

	% E1 is the NPC being sought
	% E2 is a local public scene
	% E3 is an enemy of E1
	Element2 <Scene Public !Near -7>
	Element3 <Character HasMecha -ArchEnemy !Enemy 1 !Okay -7 !Global NeverFail>
	NeverFail3 <Bounty Hunter>
	Place3 <2 SD Ally (Guards)>

	% SubPlot1 is the PC's task
	% SubPlot2 is the PC's reward
	SubPlot1 <*:CS_MinorMission 3>
	SubPlot2 <*UTIL_GiveEquipment 3>

	sub
		Persona 3
		% rumor%id% <%name3% has also been fighting %name1%.>
		rumor%id% <%name3% もずっと %name1% と戦い続けている>
		greeting <if= PlotStatus %plotid% %id% else %pop% ifSubPlotWon %plotid1% else GoCheckLoss EndChat Say 1 AddChat 1>
		GoCheckLoss <ifSubPlotLost %plotid1% else GoCheckProgress LoseSubPlot %plotid% Goto GoLoseMission>
		*GoLoseMission <*MissionWasFailure na na na>
		GoCheckProgress <if# PlotStatus %plotid1% 0 else GoGreet Goto GoRemind>
		*GoRemind <*GenericMissionReminder>
		*GoGreet <*IHearYouAreFightingNPC %1% GoExplain>
		GoExplain <NewChat Say 2 AddChat 2 AddChat 3>
		result1 <WinSubPlot %plotid% History 4 Goto .%id2%_GoGiveEquipment>
		result2 <Goto .%id1%_GoInit>
		result3 <NewChat Say 3 AddChat 4 AddChat 5>
		*Result4 <*RejectMission .%id%_GoR4Exit>
		.%id%_GoR4Exit <AddSociable -d6   LoseSubPlot %plotid%>
		result5 <Goto .%id1%_GoInit>
		% Msg1 <You did a good job out there, \PC . Now it's time for your reward...>
		% Msg2 <%name1% is my enemy as well; if you were to prove yourself worthy, I could aid you in the fight against \OPR %1% .>
		% Msg3 <I'm not about to give my help to anybody who comes along. I just want to make sure you stand a fighting chance against %name1% is all.>
		% Msg4 <%name3% gave you some new equipment to use against %name1%.>
		% Prompt1 <[Continue]>
		% Prompt2 <How would I go about doing that?>
		% Prompt3 <I've got nothing to prove to you.>
		% Prompt4 <Forget it, I don't need any help.>
		% Prompt5 <Sounds reasonable. What do you want me to do?>
		Msg1 <いい仕事ぶりだった%JV_F_WA%JV_NA、\PC。さあ報酬についてだ%JG_GA……。>
		Msg2 <%name1% は%JF2にとっても敵な%JG_NDA%JV_SIL_Rもし%JS2が自分の実力を証明できれば、奴との戦いに%JF2からも手を貸%JV_SOU。>
		Msg3 <通りすがりの相手に簡単に手を貸すつもりはない%JG_NDA。%JF2は単に、%JS2が %name1% 相手に戦える人間であるかどうか確かめておきたいだけ%JG_DAYO。>
		Msg4 <%name3% から、%name1% との戦いに向けた新装備を受け取った。>
		Prompt1 <[続ける]>
		Prompt2 <証明というのはどうやって？>
		Prompt3 <%JS2に証明しなきゃならない理由はない%JG_NE。>
		Prompt4 <どうでもいい%JV_F_WA、助けなんか要らないから%JV_NA。>
		Prompt5 <それならまあ分かる%JV_F_WA。何をすればいい%JV_N%JV_M_DA？>
	end

Content
	name <Mechanic's Gift>
	% desc <The PC may be given an experimental weapon. Or something.>
	desc <PC は試作兵器か何かを得られるかもしれない。>
	requires <*:CS_GainAdvantageVsNPC>

	% E1 is the NPC being sought
	% E2 is a local mechanic
	Element2 <Character Mechanic -ArchEnemy !Xclude 1 !Near -7>

	start <ifNPCDead %2% LoseSubPlot %plotid%>

	% SubPlot1 is the PC's task
	% SubPlot2 is the PC's reward
	SubPlot1 <*:CS_MinorMission 2>
	SubPlot2 <*UTIL_GiveEquipment 2>

	sub
		Persona 2
		% rumor%id% <%name2% might be able to help you against %name1%.>
		rumor%id% <%name2% が、%JS2の %name1% との戦いを助けてくれるかもしれない>
		greeting <if= PlotStatus %plotid% %id% else GoOpenShop ifSubPlotWon %plotid1% else GoCheckLoss NewChat Say 1 AddChat 1>
		GoCheckLoss <ifSubPlotLost %plotid1% else GoCheckProgress LoseSubPlot %plotid% Goto GoLoseMission>
		*GoLoseMission <*MissionWasFailure na na na>
		GoCheckProgress <if# PlotStatus %plotid1% 0 else GoGreet Goto GoRemind>
		*GoRemind <*GenericMissionReminder>
		*GoGreet <*IHearYouAreFightingNPC %1% GoExplain>
		*GoOpenShop <*SERVICE_MECHANIC GoBye>
		*GoBye <*GOODBYE>
		GoExplain <NewChat Say 2 AddChat 2 AddChat 3>
		result1 <WinSubPlot %plotid% History 3 Goto .%id2%_GoGiveEquipment>
		result2 <Goto .%id1%_GoInit>
		*Result3 <*RejectMission .%id%_GoR3Exit>
		.%id%_GoR3Exit <LoseSubPlot %plotid%>
		% Msg1 <I see that you've completed my task. Well done.>
		% Msg2 <I'd like to help you out against \OPR %1% , but before giving my help I need to make sure you actually stand a fighting chance. If you could do a small favor for me that would verify things nicely.>
		% Msg3 <%name2% gave you some new equipment to use against %name1%.>
		% Prompt1 <Now, about that reward..?>
		% Prompt2 <Alright. What do you need done?>
		% Prompt3 <Sorry. I've got no time for this.>
		Msg1 <仕事を完遂してくれた%JV_KA_Q%JV_F_NO%JV_F_NE。よくやった%JV_ZO。>
		Msg2 <%JF2は%JS2が %name1% と戦うのにぜひ手を貸したいと思ってる%JV_N%JV_M_DA……でもその前に、%JS2が本当に奴に勝ち目のある人間なのか確信しておきたい%JV_F_WA。もし%JF2からのちょっとした頼みを片付けてくれたら、それが十分な証明になってくれる%JV_DAROU。>
		Msg3 <%name2% から、%name1% との戦いに向けた新装備を受け取った。>
		Prompt1 <それで、報酬は……？>
		Prompt2 <分かった、何をすればいい%JV_N%JV_M_DA%JV_SIL？>
		Prompt3 <悪い%JG_GA、そんな時間はない%JG_NE。>
	end


Content
	name <The lance is elsewhere>
	% desc <The PC can fight the NPC's lance separately.>
	desc <PC はその NPC の部隊を個別に叩くことができる。>
	requires <*:CS_GainAdvantageVsNPC &Decimation>

	% E1 is the NPC being sought
	% E2 is a public scene, needed for NEVERFAIL
	% E3 is a mechanic
	% E4 is an outdoors scene
	% E5 is an encounter where the PC can fight the lance
	Element2 <Scene Public (Garage|Spaceport) !Near -7>
	Element3 <Character Mechanic !Near 2 Neverfail>
	NeverFail3 <Mechanic>
	Element4 <Scene Outdoors !Near -7>
	Element5 <Prefab>
	Place5 <4>

	% P%id%01 = Have revealed encounter

	start <if= p%id%01 0 ifNPCDead %3% LoseSubPlot %plotid%>

	sub
		Persona 3
		% rumor%id% <%name3% serviced %name1%'s mecha.>
		rumor%id% <%name3% が %name1% のメックを整備した>
		% V1 = Info Price
		greeting <if= PlotStatus %plotid% %id% else GoRepair if= p%id%01 0 else GoRepair Goto GoIntro>
		*GoIntro <*IHearYouAreFightingNPC %1% GoExplain>
		GoExplain <v= 1 Threat StoryDL 1 NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
		*GoRepair <*SERVICE_MECHANIC GoBye>
		*GoBye <*GoodBye>
		result1 <NewChat Say 2 History 3 Cash+ -v1 p= %id%01 1 SetEncounterActive %5%>
		result2 <NewChat Say 4>
		result3 <NewChat Say 5 AddChat 1 AddChat 2 AddChat 4>
		result4 <NewChat Say 6 History 3 p= %id%01 1 SetEncounterActive %5%>
		% Msg1 <It just so happens that I know where %name1%'s lancemates are right now. I don't know where \SPR %1% is, but surely fighting \PPR %1% allies separately is worth something. If you want the info it's going to cost $ \VAL v1 .>
		% Msg2 <You'll be able to find them in \EXACT_SCENE %4%. It's been a pleasure doing business with you.>
		% Msg3 <You learned from %name3% that %name1%'s allies could be found in \EXACT_SCENE %4% .>
		% Msg4 <Don't think too long; I can't say how much longer my info is going to be current.>
		% Msg5 <If you must know, it's because I repaired their mecha and %name1% ran off without paying the bill. I've got a bit of a score to settle.>
		% Msg6 <Good question. I'll get far more satisfaction from seeing %name1% defeated than by recouping my losses... \PPR %1% mecha are supposed to be hanging out in \EXACT_SCENE %4% . Go get them.>
		% Prompt1 <It's a deal. [Give money]>
		% CPrompt1 <ifG PC$ v1 Accept>
		% Prompt2 <I'll think about it.>
		% Prompt3 <Why are you telling me this?>
		% CPrompt3 <ifInsight SkillTar StoryDL Accept>
		% Prompt4 <In that case, why are you keeping it a secret?>
		% CPrompt4 <ifConversation SkillTar StoryDL Accept>
		Msg1 <たまたま偶然にも、%JF2は %name1% の仲間が今どこにいるのか知ってる%JG_NDA。\SPR %1%自身の居場所は分からない%JG_GA、仲間を少しずつ叩けるのは悪くない機会%JV_DAROU？ もしこの情報が欲しいなら、$ \VAL v1 で教える%JG_YO。>
		Msg2 <\EXACT_SCENE %4% に行けばそいつらが見つかる%JG_YO。毎度あり。>
		Msg3 <%name3% から、%name1% の仲間が \EXACT_SCENE %4% にいるらしいという情報を得た。>
		Msg4 <急いだほうがいい%JV_ZO%JV_F_YO%JV_SIL。この情報がいつまで役に立つかは分からないんだから%JV_NA。>
		Msg5 <知りたい%JV_KA_Q？ あいつらのメックを修理したら、%name1% が代金を払わずに逃げたから%JG_DAYO。ちょっとお返しをさせてもらわないと%JV_NA？>
		Msg6 <いい質問%JG_DANE。確かに、損失を取り返すよりも %name1% が負けるのを見るほうがずっとスッキリする%JG_NE%JV_SIL奴らのメックは \EXACT_SCENE %4% に集まってるはず%JG_DAYO。やっちまって%JG_R_AGG。>
		Prompt1 <取引成立%JG_DA。[金を渡す]>
		CPrompt1 <ifG PC$ v1 Accept>
		Prompt2 <もう少し考えてみる%JV_F_WA。>
		Prompt3 <どうしてその情報を%JF2に？>
		CPrompt3 <ifInsight SkillTar StoryDL Accept>
		Prompt4 <それなら、何で秘密にしておく必要が？>
		CPrompt4 <ifConversation SkillTar StoryDL Accept>

		MetaScene 5 2
		% This encounter will only be available once; if the PC fails to defeat the
		% henchmen the first time, there will be no second chance.
		MapWidth 30
		MapHeight 30

		% L1 = Encounter Over Counter
		% L2 = Initialization Counter

		Start <if= L2 0 L= 2 1   L= 1 0   Alert 1>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   AddRenown -1  LoseSubPlot %plotid%>
		nu2 <if= T2 0   if= V1 0 V= 1 1   Alert 2  History 3     XPV 100   WinSubPlot %plotid%   Trigger0 .%id%_%plotid%_GoDecimation>
		end <SetEncounterInactive %5%>

		% Msg1 <You locate some of %name1%'s henchmen.>
		% Msg2 <You have defeated the henchmen. %name1%'s forces must now be considerably weakened.>
		% Msg3 <You defeated a group of %name1%'s henchmen, weakening \PPR %1% forces.>
		Msg1 <%name1% の手下の一部を発見した。>
		Msg2 <手下たちを撃破した。これで %name1% の戦力は大幅に弱体化したはずだ。>
		Msg3 <%name1% の手下の一部を撃破し、\SPR %1%の戦力を弱体化させた。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction &EnemyFac   WMecha 2 StoryDL 100>
			ParaX 25
			ParaY 25
		end

	end
	inv
		stc CORE-ACTIVATABLE
		name <%name1%'s Henchmen>
		name_I18N <%name1% の手下>
	end

%%
%% *:CS_GainAdvantageVsMecha Content
%%
%%  &Decimation		The advantage may take the form of reducing enemy forces
%%		.%id%_%plotid%_GoDecimation
%%  &Reinforcements	The advantage may take the form of reinforcements
%%		.%id%_%plotid%_GoReinforcements
%%  &Delay		The advantage may take the form of delaying the enemy
%%		.%id%_%plotid%_GoDelay
%%
%%  Before a combat encounter, the PC may be able to gain an advantage
%%  over his enemies. Note that this advantage can be as capricious as you
%%  like- it's not guaranteed to any PC, and may be dependant upon special
%%  skills or reputations.
%%
%%  If this subplot is won, a trigger associated with the exact advantage
%%  gained should be called. If a nonstandard advantage is gained, no such
%%  trigger need be called.

Content
	name <Lover's Gift>
	% desc <The love interest will give the PC a gift to help out.>
	desc <恋人が PC を助けるために贈り物をする。>
	requires <*:CS_GainAdvantageVsMecha>

	% E1 is a public scene
	% E2 is the lover
	Element1 <Scene Public (Building|Meeting) !Okay -9>
	Element2 <Character Lover !Global @:A.tha>
	Place2 <1 (Citizens) pass ally>

	% P%id%01 = Email Indicator

	% FAIL CONDITIONS:
	% - E2 dies
	end <ifNPCDead %2% LoseSubPlot %plotid%>

	5min <if= P%id%01 0 if= d10 1 P= %id%01 1 SetNPC %2% email %id%01>

	% Msg%id%01_1 <%name2%@%name1%:// I never got the chance to thank you properly. Why don't you stop by today?>
	% Msg%id%01_2 <%name2%@%name1%:// I've been waiting to hear from you. Come on over and see me.>
	% Msg%id%01_3 <%name2%@%name1%:// I know you're really busy, but if you drop by to see me you won't regret it.>
	Msg%id%01_1 <%name2%@%name1%:// %JS2にきちんとした感謝を示す機会が欲しい%JV_F_NO。今日、%JF2のところに来てくれない%JV_KA_Q？>
	Msg%id%01_2 <%name2%@%name1%:// %JS2と話せる機会をずっと待ってる%JV_F_WA。%JF2に会いに来てほしい。>
	Msg%id%01_3 <%name2%@%name1%:// %JS2が本当に忙しいのは知ってる%JG_GA、会いに来てくれたら後悔はさせない%JV_ZO。>

	% SubPlot1 = The gift
	SubPlot1 <*CS_LoversGift 2>

	sub
		Persona 2
		% rumor%id% <%name2% has been waiting for you at %name1%.>
		rumor%id% <%name2% が %name1% で%JS2のことを待っている>
		% V%id%01 = Reputation Counter
		greeting <if= PlotStatus %plotid% %id% else %pop% Goto .%id%_GoGreet>
		*.%id%_GoGreet <*ThanksForRescue .%id%_GoReveal>
		% result3 に対応するメッセージが用意されていない。
		% V1 のカウンタがどう働くかも見えないし、不具合を防ぐために選択肢を消しておく。
		% .%id%_GoReveal <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 SetXXRAttitude %2% XXR_A_IsEqual>
		.%id%_GoReveal <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 SetXXRAttitude %2% XXR_A_IsEqual>
		result%id%01 <Goto .%id1%_GoLoversGift>
		result%id%02 <Goto .%id1%_GoLoversGift>
		result%id%03 <EndChat Say %id%02 AddChat %id%04 if= V%id%01 0 V= %id%01 1 AddPragmatic -15>
		result%id%04 <Goto .%id1%_GoLoversGift>
		% Msg%id%01 <It's about time I thanked you for rescuing me. I've got something right here, and I'd like for you to have it...>
		% 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%02 <>
		% 一応、捏造だけはしておく。
		% Msg%id%03 <Wha... what!? I don't mean that... forget it, you &#%@!!>
		% Prompt%id%01 <Wow, thanks, you didn't have to do that...>
		% Prompt%id%01_1 <Your gratitude is thanks enough.>
		% Prompt%id%02 <A gift? Let me see it!>
		% Prompt%id%02_1 <Oh yeah, I've been waiting for this...>
		% Prompt%id%03 <But... But... Shouldn't we wait until we're married!?>
		% Prompt%id%03_1 <Sorry, \ChatNPC , but I want to save myself for marriage...>
		% Prompt%id%04 <[Continue]>
		Msg%id%01 <いい加減、%JF2を助けてくれたことへのお礼をさせてもらってもいい頃%JV_M_DAよ%JV_NA？ %JS2のために手に入れてきたものがある%JV_N%JV_M_DA……どうか%JS2に受け取って%JG_R%JV_SIL_R。>
		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%02 <>
		% Msg%id%03 <な、何を勘違いしてる%JG_NDA！？ そういう話じゃないのに……もう知らない%JV_ZO！！>
		Prompt%id%01 <凄い、ありがとう！ そこまでしなくたって良かったのに……。>
		Prompt%id%01_1 <感謝の気持ちだけで十分%JG_DAYO。>
		Prompt%id%02 <プレゼント？ 見たい%JV_F_WA！>
		Prompt%id%02_1 <%JR_YES、こういうのを待ってた%JG_NDA。>
		Prompt%id%03 <でも……でも……そういうのは結婚まで待たないとダメなんじゃ！？>
		Prompt%id%03_1 <ごめん \ChatNPC、でもそういうのは結婚後にしたい%JV_N%JV_M_DA……。>
		Prompt%id%04 <[続ける]>
	end

Content
	name <Let's Join Together>
	% desc <If the PC proves themself, an NPC will offer to join forces.>
	desc <PC が実力を示せば、その NPC は仲間に加わることを申し出る。>
	requires <*:CS_GainAdvantageVsMecha F:++ -!Ne>
	Size 4

	% E1 is an outdoors scene
	% E2 is an encounter for this battle
	% E3 is an enemy of your enemy
	Element1 <Scene Outdoors !Near -7>
	Element2 <Prefab>
	Place2 <1>
	Element3 <Character HasMecha -ArchEnemy !Enemy -2 !Near -7>
	Place3 <2 (Allies) sd ally>

	% P%id%01 = Initialization Counter
	% P%id%03 = Join Offer

	update <if= P%id%01 0 P= %id%01 1 NPCLevel %3% StoryDL>

	sub
		MetaScene 2 2
		% rumor%id% <%name3% hasn't returned from patrolling %name1%.>
		rumor%id% <%name3% が %name1% のパトロールから戻ってこない>

		% L1 = Encounter Over Counter
		% L2 = Initialization Counter
		MapWidth 50
		MapHeight 50

		Start <if= L2 0 L= 2 1>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1         History 1  LoseSubPlot %plotid%>
		nu2 <if= T2 0   if= V1 0 V= 1 1   SALVAGE   Alert 3   WinSubPlot %plotid%   ifNPCInPlay %3% History 2 XPV 100 P= %id%03 1 ForceChat %3%>

		% Msg1 <You tried to help %name3% fight \FACTION &EnemyFac , but failed.>
		% Msg2 <You helped %name3% to fight \FACTION &EnemyFac .>
		% Msg3 <You have defeated the mecha.>
		Msg1 <%name3% が \FACTION &EnemyFac と戦うのに手を貸したが、敗北した。>
		Msg2 <%name3% が \FACTION &EnemyFac と戦うのに手を貸した。>
		Msg3 <敵メック隊を撃破した。>

		sub
			team 1
			setally 3
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction &EnemyFac   WMecha 2 StoryDL 150>
			GoSmallDeploy <WMecha 2 StoryDL 90>
			ParaX 25
			ParaY 45

			team 3
			name <Allies>
			setally 1
			setenemy 2
			ParaX 45
			ParaY 5
		end

		Persona 3
		special <UNLISTED>
		% V1 = Have offered help
		greeting <if# P%id%03 1 else GoOfferJoin if= PlotStatus %plotid% %id% else %pop%  if= V1 0 else GoBeenBefore Goto GoGreet>
		*GoGreet <*HelpMeVsMecha GoWillHelp GoWontHelp>
		*GoBeenBefore <*LetsDefeatThem>
		GoWillHelp <V= 1 1 Exit %2% Goto GoBeenBefore>
		GoWontHelp <EndChat Say 1 AddReact -25 LoseSubPlot %plotid%>
		GoOfferJoin <EndChat Say 2 AddChat 1 AddChat 2>
		result1 <History 3 P= %id%03 2 PCAlly %3% AddLancemate %3% SetXXRAttitude %3% XXR_A_Thankful Goto GoR1End>
		*GoR1End <*WelcomeToLance>
		result2 <EndChat Say 4 P= %id%03 2 ifG React d100 else GoR2Minor PCAlly %3%>
		GoR2Minor <ifG React d50 PCFriend %3%>
		% Msg1 <Thanks for nothing!>
		% Msg2 <Wow, you're really good. How would you like to join forces? Together, I'm sure that \FACTION &EnemyFac wouldn't stand a chance!>
		% Msg3 <In thanks, %name3% joined your lance.>
		% Msg4 <That's too bad. Maybe we'll be able to work together again, someday.>
		% Prompt1_1 <Alright, I could use the help.>
		% Prompt1_2 <It would be an honor to fight at your side.>
		% Prompt2_1 <Sorry, I don't need a partner.>
		% Prompt2_2 <No thanks, I do better by myself.>
		Msg1 <人でなし！>
		Msg2 <凄い%JV_F_WA%JV_NA、大した腕だ%JV_F_WA%JV_SIL。どう%JV_M_DA、%JF2と協力しない%JV_Q？ %JS2と一緒なら、\FACTION &EnemyFac に勝ち目なんかない%JV_ZO%JV_F_YO！>
		Msg3 <感謝の印に、%name3% はあなたの仲間に加わった。>
		Msg4 <それは残念%JV_F_NE。またいつか一緒に戦えることを期待してる%JG_YO。>
		Prompt1_1 <%JR_YES、手を貸してくれるとありがたい%JV_F_WA。>
		Prompt1_2 <同じ側で戦えて光栄%JG_DAYO。>
		Prompt2_1 <悪い%JG_GA、仲間は募集してない%JG_NDA。>
		Prompt2_2 <遠慮しとく%JV_F_WA、一人のほうがいい。>
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <%name3%'s Mecha>
		name_I18N <%name3% のメック隊>
		use <ifG StatVal STAT_MetaVisibility -1  Alert 101 ForceChat %3%>
		ATTACK <ifG StatVal STAT_MetaVisibility -1   ifG PCScale 0    Alert 101 ForceChat %3%>
		% Msg101 <Suddenly, you receive a distress call.>
		Msg101 <突然、あなたは救難信号を受信した。>
	end

Content
	name <I Got Better>
	% desc <A NPC will offer the PC some help.>
	desc <NPC が PC に協力を申し出る。>
	requires <*:CS_GainAdvantageVsMecha &Reinforcements (!Ne|!Lo)>

	% E1 is a hospital
	% E2 is a mercenary
	% E3 is the doctor
	Element1 <Scene Hospital !Near -7>
	Element2 <Character (Mercenary|ADVEN|MILIT) !XClude -2 !Okay -3 -ENEMY !Near 1 NeverFail>
	NeverFail2 <Mercenary>
	Place2 <1 SD ally>
	Element3 <Character MEDIC !Near 1 NeverFail>
	NeverFail3 <Doctor>
	Place3 <1 pass ally>

	% P%id%01 = Have spoken to E2

	% If either E2 or E3 dies, this subplot concludes
	start <ifNPCOK %2% else .%id%_GoLoseAdvantage ifNPCOK %3% else .%id%_GoLoseAdvantage>
	.%id%_GoLoseAdvantage <LoseSubPlot %plotid%>

	sub
		Persona 2
		% rumor%id% <%name2% is resting in the hospital after a nasty fight.>
		rumor%id% <%name2% は戦いで酷い怪我をして病院で療養中>
		% V1 = Have revealed solution to E2
		greeting <if= V1 1 else GoCheckQuest NewChat Say 5>
		GoCheckQuest <ifG p%id%01 0 else GoCheckChat NewChat Say 6 AddChat 3>
		GoCheckChat <if# PlotStatus %plotid% %id% else GoFirstTime NewChat SayAnything>
		*GoFirstTime <*YouCouldUseHelp GoMakeOffer>
		GoMakeOffer <NewChat Say 1 AddChat 1 AddChat 2>
		result1 <NewChat Say 2 PMemo %plotid% 3 P= %id%01 1 >
		result2 <NewChat Say 4>
		result3 <NewChat Say 7 V= 1 1>
		% Msg1 <Well, I wish I could help you, since it's those raiders you're after who put me in the hospital.>
		% Msg2 <I'm not allowed to leave the hospital until I'm better... That's what %name3% says, anyways. The doctors have even locked up my mecha so I can't try to escape!>
		% Msg3 <%name2% would like to help you against the raiders, but can't leave the hospital until %name3% says \SPR %2% 's better.>
		% Msg4 <Yeah, me too... I've got to get back to work so I can start paying off my hospital bills.>
		% Msg5 <Good luck against the raiders! I'll be rooting for you from my hospital bed.>
		% Msg6 <I wish I could help you, but it looks like I'll be stuck here for a while.>
		% Msg7 <Really? That's great! When you find those raiders, give them an extra kick for me!>
		% Prompt1 <Why can't you help me?>
		% Prompt2 <Well, I hope you feel better soon.>
		% Prompt3 <%name3% says \SPR %3% can find me some reinforcements.>
		% CPrompt3 <if= P%id%01 2 Accept>
		Msg1 <ああ、%JF2も手伝いができたら良かったんだ%JG_GA……%JS2が追いかけてる賊こそが、%JF2をこんな目に遭わせた張本人だから%JV_NA。>
		Msg2 <回復するまで病院を出してもらえない%JG_NDA%JV_SIL_Rとりあえず %name3% にはそう言われてる%JV_F_WA。ドクターにはメックも押さえられてしまって、逃げ出すこともできない%JG_SK！>
		Msg3 <%name2% はあなたが賊と戦うのを支援したがったが、%name3% が\SPR %2%の回復を認めるまで病院から出られない。>
		Msg4 <%JR_YES、%JF2もそう願ってる%JG_YO%JV_SIL_R早く仕事に戻って、治療費を払っていかないといけないから。>
		Msg5 <奴らとの戦い、気を付けて%JV_NA！ %JF2も病院のベッドから応援させてもらう%JG_YO。>
		Msg6 <%JF2も%JS2を手伝えたらよかったんだ%JG_GA、まだしばらくはここから出られそうにない%JG_YO。>
		Msg7 <本当%JV_KA_Q？ それは良かった%JG_NE！ 奴らを見つけたら、%JF2の分までぶっ飛ばしてきて%JG_R_AGG！>
		Prompt1 <どうして手伝えない%JV_N%JV_M_DA？>
		Prompt2 <まあ、早く良くなるといい%JV_NA%JV_SIL。>
		Prompt3 <%name3% が%JF2に支援を手配してくれるらしい%JG_YO。>
		CPrompt3 <if= P%id%01 2 Accept>

		Persona 3
		% V4 = Have tried Prompt4
		% V6 = Have tried Prompt6
		greeting <if= p%id%01 1 else GoOpenShop if= PlotStatus %plotid% %id% else GoOpenShop  NewChat Say 1 AddChat 1 AddChat 2 AddCHat 3>
		GoOpenShop <RevertPersona>
		result1 <ifConversation SkillTar StoryDL else GoR1Fail NewChat Say 2 AddChat 4 AddChat 5 AddChat 6>
		GoR1Fail <NewChat Say 3>
		result2 <NewChat Say 4 AddCHat 7>
		result3 <EndChat Say 5 shop .%id%_wares Goto GoBye>
		.%id%_wares <MEDICINE>
		result4 <NewChat Say 6 V= 4 1 AddChat 5 AddChat 6>
		result5 <NewChat Say 7 AddChat 8>
		result6 <NewChat Say 8 V= 6 1 AddChat 4 AddChat 5>
		result7 <NewChat Say 9 History 10 PMemo %plotid% 0 P= %id%01 2 WinSubPlot %plotid% Trigger0 .%id%_%plotid%_GoReinforcements>
		result8 <Goto result7>
		% Msg1 <Hello, welcome to %name1% . How may I be of assistance?>
		% Msg2 <Oh no, \SPR %2% hasn't recruited you the cause as well, has \SPR %2% ? %name2% needs some rest, and \SPR %2% 's not going to get it out there running around in a giant robot.>
		% Msg3 <%name2%? I don't want to hear it! All week \SPR %2% 's had people in here bugging me to let \OPR %2% go. It didn't work then and it's not going to work now!>
		% Msg4 <Why, yes, we have been treating a lot of pilots... There's a gang of raiders in town and they've defeated everyone they've met so far.>
		% Msg5 <Tell me where it hurts, and I'll tell you if we can fix it.>
		% Msg6 <%name2% is covered by insurance; \SPR %2% can stay here for as long as we think it's necessary.>
		% Msg7 <Aha, I think I know the raiders you're talking about. We've had a lot of pilots come in who got beaten by them. If I got in contact with some of them, I'm sure they'd be more than willing to help you out.>
		% Msg8 <Because \SPR %2% won't take a rest at home, \SPR %2% 'll be out there looking for fights instead! I wouldn't have locked up %name2%'s equipment if I thought I could trust \OPR %2% .>
		% Msg9 <Just leave everything to me. When you finally track down those raiders, you'll have a bunch of pilots hungry for revenge on your side.>
		% Msg10 <You obtained help from some pilots previously defeated by the raiders.>
		% Prompt1 <I'd like to talk about %name2%'s release.>
		% CPrompt1 <ifNPCOK %2% Accept>
		% Prompt2 <Tell me, have you had a lot of pilots in recently?>
		% CPrompt2 <ifInsight SkillTar StoryDL Accept>
		% Prompt3 <I need some medical help.>
		% Prompt4 <%name2% needs to earn money to pay \PPR %2% bills.>
		% CPrompt4 <if= V4 0 Accept>
		% Prompt5 <I need \PPR %2% help to fight some raiders.>
		% Prompt6 <Why can't \SPR %2% take a rest at home?>
		% CPrompt6 <if= V6 0 Accept>
		% Prompt7 <Think you could put me in contact with some of these pilots?>
		% Prompt8 <That'd be great!>
		Msg1 <ようこそ %name1% へ。今日はどうされましたか？>
		Msg2 <ああ、また\SPR %2%が何かそそのかしたの%JV_Q？ %name2% には療養が必要な%JV_N%JV_M_DA%JV_F_YO……巨大ロボで走り回って逃げようとしたってそうは行かないから%JV_NA。>
		Msg3 <%name2%？ もういい加減にしてほしい%JG_NE！ \SPR %2%はここ一週間ずっと人を寄越しては退院させろと騒ぎ続けてる%JG_NDA。今までもこれからも、そんな話は通らない%JV_ZO%JV_F_YO！>
		Msg4 <ん、%JR_YES、パイロットは大勢来てる%JG_NE%JV_SIL_R街中に賊の一団が居座ってて、今まで戦った相手は全部返り討ちに遭ってる%JG_NDA。>
		Msg5 <どこが痛むの%JG_KANA？ 治せるかどうか診てみ%JV_YOU。>
		Msg6 <%name2% は保険に入ってる%JG_YO。%JF2%JF_TACHIが必要と判断する限り、いつまででもここにいて大丈夫%JG_DA。>
		Msg7 <ああ、その賊のことなら%JF2も知ってると思う%JG_YO。そいつらに負けたパイロットが大勢ここに運び込まれてたから%JV_NA。彼らに連絡を取れば、喜んで%JS2の支援に駆けつけてくれる%JV_DAROU。>
		Msg8 <\SPR %2%は家に帰っても休んだりしない%JG_YO%JV_SIL_R代わりに戦いに行こうとするんだから%JV_NA！ そんな心配がなかったら、\SPR %2%の装備を封印したりはしてない%JG_YO。>
		Msg9 <それは%JF2に任せておいて%JG_R_AGG。賊の位置さえ%JS2に特定してもらえれば、あとは奴らにお返しをしたい人が山のように来てくれる%JG_YO。>
		Msg10 <以前にその賊に敗れたパイロットたちからの支援の約束を得た。>
		Prompt1 <%name2% の退院について話がしたいんだ%JG_DA。>
		CPrompt1 <ifNPCOK %2% Accept>
		Prompt2 <もしかして、最近はパイロットがよく来てたりする？>
		CPrompt2 <ifInsight SkillTar StoryDL Accept>
		Prompt3 <%JF2も治療してほしい%JV_F_WA。>
		Prompt4 <%name2% は自分の治療費を稼がないといけない%JV_N%JV_M_DA。>
		CPrompt4 <if= V4 0 Accept>
		Prompt5 <賊と戦うのに\SPR %2%の助けが必要な%JG_NDA。>
		Prompt6 <家での療養じゃ駄目なの%JV_KA_Q？>
		CPrompt6 <if= V6 0 Accept>
		Prompt7 <そのパイロットたちと連絡を取らせてもらえない%JV_Q？>
		Prompt8 <それは助かる%JV_F_WA%JV_NA！>
	end

Content
	name <Mercenary Fighters>
	% desc <A NPC can be hired to help the PC>
	desc <PC を支援するための NPC を雇うことができる>
	requires <*:CS_GainAdvantageVsMecha &Reinforcements -!Ne>

	% E1 is a public scene
	% E2 is a mercenary
	Element1 <Scene Public !Near -7>
	Element2 <Character (Mercenary|ADVEN) !XClude -2 !Okay -3 -ENEMY !Near 1 NeverFail>
	NeverFail2 <Mercenary>

	% If E2 dies, this subplot concludes
	start <ifNPCDead %2% LoseSubPlot %plotid%>

	sub
		Persona 2
		% rumor%id% <%name2% is willing to help you, for the right price.>
		rumor%id% <経費さえ払えば、%name2% が%JS2を援護してくれる>
		% V1 = Asking Price
		% V2 = Sale Price
		greeting <if= PlotStatus %plotid% %id% else %pop% if= V1 0 else GoMakeOffer V= 1 Threat StoryDL 2 V= 2 Threat StoryDL 1 Goto GoGreet>
		*GoGreet <*YouCouldUseHelp GoMakeOffer>
		GoMakeOffer <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3 AddChat 4>
		result1 <NewChat Say 2 History 3 Cash+ -V1 WinSubPlot %plotid% Trigger0 .%id%_%plotid%_GoReinforcements>
		*result2 <*HurryBackWithMoney>
		result3 <NewChat Say 4 AddChat 5 AddChat 6>
		result4 <NewChat Say 5 AddChat 5 AddChat 6>
		result5 <NewChat Say 2 History 3 Cash+ -V2 WinSubPlot %plotid% Trigger0 .%id%_%plotid%_GoReinforcements>
		result6 <Goto result2>
		% Msg1 <I can arrange some support for you in the upcoming battle, but you'll have to cover expenses. It's going to cost $ \VAL V1 if you want it.>
		% Msg2 <Thanks. Your reinforcements will meet you at the battlefield.>
		% Msg3 <You hired some reinforcements from %name2%.>
		% Msg4 <You really know how to drive a hard bargain. Alright, I'll provide support for just $ \VAL V2 .>
		% Msg5 <Geez, \PC , us mercenaries have to eat too, you know. Still, I guess that's not too bad... I'll provide support for just $ \VAL V2 , but you owe me one.>
		% Prompt1 <That sounds fair. [Give Money]>
		% CPrompt1 <ifG PC$ V1 Accept>
		% Prompt2 <I'll think about it.>
		% Prompt3 <I won't pay more than $ \VAL V2 .>
		% CPrompt3 <ifShopping SkillTar StoryDL ifG PC$ V2 Accept>
		% Prompt4 <Come on %name2%, you know I can't afford that.>
		% CPrompt4 <ifG ChatNPCRelationship 0 Accept>
		% Prompt5 <Here you go. [Give Money]>
		% CPrompt5 <ifG PC$ V2 Accept>
		% Prompt6 <I'll be back later.>
		Msg1 <%JS2の次の戦いに備えて、%JF2から支援の用意がある%JV_ZO……ただし、経費を払ってくれればの話%JV_M_DA%JV_F_NE。援軍が欲しかったら、価格は $ \VAL V1 %JV_M_DA%JV_F_YO。>
		Msg2 <毎度あり。あとは戦場で会%JV_OU。>
		Msg3 <援軍として %name2% を雇った。>
		Msg4 <値引きのやり方をよく知ってる%JG_NE%JV_SIL_R分かった%JV_F_WA、たったの $ \VAL V2 で支援し%JV_YOU。>
		Msg5 <%JR_HEY \PC、%JF2%JF_TACHI傭兵だって食わなきゃいけないって知ってる%JV_DAROU？ それでもまあ……仕方ないからたったの $ \VAL V2 に負けておく%JG_YO。ただし、これは貸しにしておくから%JV_NA。>
		Prompt1 <妥当なところ%JG_DANE。[金を渡す]>
		CPrompt1 <ifG PC$ V1 Accept>
		Prompt2 <少し考えてみる%JV_F_WA。>
		Prompt3 <$ \VAL V2 以上は出せない%JG_NE。>
		CPrompt3 <ifShopping SkillTar StoryDL ifG PC$ V2 Accept>
		Prompt4 <%JR_HEY %name2%、%JF2にそんな金は無いって知ってる%JV_DAROU？>
		CPrompt4 <ifG ChatNPCRelationship 0 Accept>
		Prompt5 <じゃあそれで。[金を渡す]>
		CPrompt5 <ifG PC$ V2 Accept>
		Prompt6 <また後で来る%JG_YO。>
	end

Content
	name <Corporate Sponsorship>
	% desc <A corporation will offer to sponsor the PC.>
	desc <とある企業が PC のスポンサーとなることを申し出る。>
	requires <*:CS_GainAdvantageVsMecha (F:--|F:CRIME|F:CORPO) (P:--|P:PDASS)>
	changes <P:++>

	% E1 is a public scene
	% E2 is the corporate character to make the offer
	% E3 is the faction involved
	Element1 <Scene Public (Meeting|Mall|Garage) !Near -7 !XClude -2>
	Element2 <Character Corporate !XClude -2 -ENEMY !Near -7>
	Place2 <1 (Citizens) pass ally>
	Element3 <Faction Corporate !Comrade 2>

	% P%id%01 = email indicator

	% If E2 dies, this subplot concludes
	start <ifNPCDead %2% LoseSubPlot %plotid%>
	5min <if= p%id%01 0 if= d4 1 SetNPC %2% email %id%01 p= %id%01 1>

	% Msg%id%01_1 <%name2%@ \NARRATIVE 7 :// How would you like to earn more? Of course, we all do.>
	% Msg%id%01_2 <%name2%@ \NARRATIVE 7 :// I have an offer for you from %name3%. Come see me at %name1%.>
	% Msg%id%01_3 <%name2%@ \NARRATIVE 7 :// My employer wishes to offer you a sponsorship deal. Come visit me at %name1%.>
	Msg%id%01_1 <%name2%@ \NARRATIVE 7 :// もっと稼ぎたくはない%JV_Q？ 当然、みんなそう%JV_DAROU%JV_NA。>
	Msg%id%01_2 <%name2%@ \NARRATIVE 7 :// %name3% から%JS2へ商談があ%JV_RIMASU。詳しい話は %name1% にて。>
	Msg%id%01_3 <%name2%@ \NARRATIVE 7 :// 当社から%JS2へスポンサー契約の提案があ%JV_RIMASU。詳しい話は %name1% にて。>

	sub
		Persona 2
		% rumor%id% <%name3% has also been vexed by the raiders you're fighting.>
		rumor%id% <%name3% も%JS2の戦っている賊には迷惑してる>
		% V1 = Custom Mecha
		greeting <if# plotstatus %plotid% %id% else GoGreet NewChat SayAnything>
		*GoGreet <*DidYouGetEmail GoBriefing>
		GoBriefing <P= %id%01 1 NewChat Say 1 AddCHat 1 AddChat 2 pmemo %plotid% 2>
		result1 <NewChat Say 3 AddChat 3 AddChat 4 AddChat 5 AddChat 6>
		% 内容的に間違いだと断言できるので Say 3 → Say 4 に修正。
		% result2 <NewChat Say 3 AddChat 3 AddChat 4 AddChat 5 AddChat 6>
		result2 <NewChat Say 4 AddChat 3 AddChat 4 AddChat 5 AddChat 6>
		result3 <NewChat Say 5 History 6 pmemo %plotid% 0  &SetAllyFac %3% CashPrize 100000 RandomMecha .mek StoryDL WinSubPlot %plotid%>
		.mek <GENERAL \FACTION_DESIG %3%>
		result4 <NewChat Say 7 pmemo %plotid% 0 LoseSubPlot %plotid%>
		result5 <NewChat Say 8 History 6 pmemo %plotid% 0  &SetAllyFac %3% CashPrize 100000 CustomMecha .mek StoryDL WinSubPlot %plotid%>
		result6 <NewChat Say 9>
		% Msg1 <We at %name3% would like to sponsor your adventure. You will be provided with funds and equipment; in exchange, all we ask is that you display our company logo and take part in a few promotional events.>
		% Msg2 <%name2% offered you a sponsorship deal with %name3%. You have not yet given \OPR %2% an answer.>
		% Msg3 <To start with, how about $100,000 and a brand new mecha? As I said, you are under no obligation except to display our logo.>
		% Msg4 <You would not technically be working for us. We merely want to purchase the right to use your image in our marketing. Sign on now, and I can offer you $100,000 plus a brand new mecha.>
		% Msg5 <You've made a good decision. Welcome to the team, \PC .>
		% Msg6 <You accepted a sponsorship deal from %name3%.>
		% Msg7 <That's too bad. Still, the next time you're looking for a new mecha, remember %name3%.>
		% Msg8 <You're a shrewd negotiator... I think you'll fit in here just fine. Welcome to the team, \PC .>
		% Msg9 <Don't think too much. I can't say how long this offer will remain open.>
		% Prompt1 <What kind of funds and equipment are we talking about?>
		% Prompt2 <I don't want to work for a corporation.>
		% Prompt3 <Sounds good to me. I'll do it!>
		% Prompt4 <Thanks, but no thanks.>
		% Prompt5 <Make it a custom mecha and you have a deal.>
		% CPrompt5 <ifShopping SkillTar StoryDL Accept>
		% Prompt6 <I'll think about it.>
		Msg1 <我々 %name3% は、%JS2の冒険のスポンサーになりたいと考えている%JG_NDA。%JF2%JF_TACHIからは資金と装備品を供給し%JV_YOU……引き換えに%JS2にお願いするのは、我が社のロゴの表示と、あとはいくつかの宣伝イベントへの協力だけ%JG_DAYO。>
		Msg2 <%name2% は %name3% とのスポンサー契約を持ち掛けてきた。まだ返事は伝えていない。>
		Msg3 <まず初めに、$100,000 と新しいメック１台でどう%JG_KANA？ 先にも言った通り、当社のロゴマークを表示する以外には一切の義務はないから%JV_NA。>
		Msg4 <%JF2%JF_TACHIの下に就くということにはならない%JG_YO。単に%JS2のイメージを広告に使う権利を買わせてほしいというだけだから%JV_NA。契約してくれれば、$100,000 と新しいメック１台を供給し%JV_YOU。>
		Msg5 <喜ばしい決断をしてくれた%JG_NE。これから宜しく頼む%JV_ZO%JV_F_YO、\PC。>
		Msg6 <%name3% とスポンサー契約を結んだ。>
		Msg7 <それはとても残念%JG_DA。それでも、次に%JS2がメックを新調しようと思った時には、どうぞ %name3% をよろしく。>
		Msg8 <%JS2はなかなか手厳しい交渉人%JG_DANE%JV_SIL_Rここの社員としてすんなり溶け込めそうなくらい%JG_DAYO。これから宜しく頼む%JV_ZO%JV_F_NE、\PC。>
		Msg9 <あんまり時間を掛けすぎないように%JV_NA。この提示がいつまで有効かは%JF2にも分からないから%JV_NA。>
		Prompt1 <資金と装備というのは、具体的にどんな？>
		Prompt2 <企業の下には入りたくない%JG_NE。>
		Prompt3 <いい話%JV_M_DA%JV_NA、契約する%JG_YO！>
		Prompt4 <ありがとう、でも遠慮しとく%JG_YO。>
		Prompt5 <それがカスタムメックだったら応じてもいい%JG_NE。>
		CPrompt5 <ifShopping SkillTar StoryDL Accept>
		Prompt6 <もう少し考えたい%JV_F_WA。>
	end

Content
	name <Divided they fall>
	% desc <The PC can fight the NPC's lance separately.>
	desc <PC はその NPC の部隊を個別に叩くことができる。>
	requires <*:CS_GainAdvantageVsMecha &Decimation>

	% E1 is an outdoors scene
	% E2 is an encounter where the PC can fight the lance
	Element1 <Scene Outdoors !Near -7>
	Element2 <Prefab>
	Place2 <1>

	sub
		MetaScene 2 2
		% rumor%id% <the raiders are conducting patrols of %name1%.>
		rumor%id% <賊の連中が %name1% をパトロールしている>
		% This encounter will only be available once; if the PC fails to defeat the
		% henchmen the first time, there will be no second chance.
		MapWidth 30
		MapHeight 30

		% L1 = Encounter Over Counter
		% L2 = Initialization Counter

		Start <if= L2 0 L= 2 1   L= 1 0   Alert 1>
		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   AddRenown -1  LoseSubPlot %plotid%>
		nu2 <if= T2 0   if= V1 0 V= 1 1   Alert 2  History 3     XPV 100   WinSubPlot %plotid%   Trigger0 .%id%_%plotid%_GoDecimation>
		end <SetEncounterInactive %5%>

		% Msg1 <You face some of the raiders.>
		% Msg2 <You have defeated the raiders. Their main force must now be considerably weakened.>
		% Msg3 <You defeated a group of raiders, weakening their forces.>
		Msg1 <賊の一団を発見した。>
		Msg2 <賊を撃破した。これで彼らの主力は相当に弱体化したはずだ。>
		Msg3 <賊の一団を撃破し、その戦力を弱体化させた。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction &EnemyFac   WMecha 2 StoryDL 100>
			ParaX 25
			ParaY 25
		end
	end
	inv
		stc CORE-INVISIBLEENCOUNTER
		name <Raider Patrol>
		name_I18N <賊のパトロール>
	end

Content
	name <Beaten Gladiator>
	requires <*:CS_GainAdvantageVsMecha &Reinforcements>
	% desc <Meet a mercenary who lost to the raiders; may be able to gain his support.>
	desc <賊に敗れた傭兵と会う。彼の支援が得られるかもしれない。>

	% E1 is a garage
	% E2 is the mercenary you can find there
	% E3 is a location for the duel
	Element1 <Scene Public (Garage|Spaceport|Residence) !Near -7>
	Element2 <Prefab>
	Place2 <1 SD ally>
	Element3 <Scene Environs !Near -7>

	% P%id%01 = Initialization Counter
	start <ifNPCDead %2% LoseSubPlot %plotid%>
	update <if= p%id%01 0 p= %id%01 1 NPCLevel %2% StoryDL>

	.%id1%_%plotid1%_GoWin <ifNPCOK %2% else .%id1%_%plotid1%_GoLose  Monologue %2% %id%01  History %id%02  Trigger0 .%id%_%plotid%_GoReinforcements  WinSubPlot %plotid%>
	.%id1%_%plotid1%_GoLose <LoseSubPlot %plotid%>

	% Msg%id%01 <You sure showed me. My lancemates will be there to help you fight the raiders.>
	% Msg%id%02 <You convinced %name2% to help in the upcoming battle.>
	Msg%id%01 <確かに見せてもらった%JV_ZO。奴らとの戦い、%JF2の仲間が%JS2の援護に当た%JV_ROU。>
	Msg%id%02 <%name2% を説得して、賊との戦いでの支援の約束を取りつけた。>

	% SubPlot1 is the duel
	SubPlot1 <*CS_Duel&NoDerailment 2 1 3>

	sub
		Persona 2
		% rumor%id% <%name2% was recently defeated by the raiders.>
		rumor%id% <この前、%name2% は賊に負けてしまった>
		greeting <ifSubPlotWon %plotid% else GoCheckOffer NewChat Say %id%01>
		GoCheckOffer <if= PlotStatus %plotid% %id% else GoChat Goto GoGreet>
		*GoGreet <*YouCouldUseHelp GoMakeOffer>
		GoMakeOffer <NewChat Say %id%02 AddCHat %id%01 AddChat %id%02 AddChat %id%03 AddCHat %id%09>
		GoChat <NewChat SayAnything>
		result%id%01 <NewChat Say %id%03 LoseSubPlot %plotid%>
		result%id%02 <NewChat Say %id%04 AddChat %id%01 AddChat %id%03 AddChat %id%10>
		result%id%03 <NewChat Say %id%05 AddChat %id%04 AddChat %id%05 AddChat %id%06 AddChat %id%11>
		result%id%04 <NewChat Say %id%06 LoseSubPlot %plotid%>
		result%id%05 <NewChat Say %id%07 AddChat %id%07 AddChat %id%08>
		result%id%06 <NewChat Say %id%08 History %id%09  XPV 100  Trigger0 .%id%_%plotid%_GoReinforcements  WinSubPlot %plotid%>
		result%id%07 <SetPlotStatus %plotid% %id1% Goto .%id%_GoAcceptChallenge>
		*.%id%_GoAcceptChallenge <*IAcceptYourChallenge %3%>
		result%id%08 <NewChat Say %id%10 LoseSubPlot %plotid%>
		result%id%09 <EndChat AddCheerful -d10  Say %id%11 SkillXP NAS_Taunt 100  LoseSubPlot %plotid%  AddReact -d30  ifG -20 React PCEnemy %2%>
		result%id%10 <Goto result%id%09>
		result%id%11 <Goto result%id%09>
		% Msg%id%01 <My lance will be there to help you out. Me, I gotta buy a new mek.>
		% Msg%id%02 <Those raiders you're going up against? I fought them myself a while back, but didn't do so well. Take my advice and stay well clear of them. You'll live longer.>
		% Msg%id%03 <You're welcome... though somehow I don't think you're going to be following it.>
		% Msg%id%04 <Well, I don't know where you can find them now, if that's what you're talking about...>
		% Msg%id%05 <Hold on there. You have no idea how tough these guys are. I seriously doubt that you're strong enough to tip the balance in favor of me and my lance.>
		% Msg%id%06 <Good luck with that. If you survive, I'll buy you a drink.>
		% Msg%id%07 <You're really serious about this, huh? Well, I'm willing to beat you if you're fool enough to meet me...>
		% Msg%id%08 <Yes, I guess it would be... Look, my mecha's still being repaired, but my lancemates are ready to go. When you face the raiders they'll be there at your side.>
		% Msg%id%09 <You convinced %name2% to help in the upcoming battle.>
		% Msg%id%10 <Good... you're finally learning. Personally, I think I'm going to quit this mercenary racket and get into something safe like accounting or lion taming.>
		% Msg%id%11 <I can see you aren't taking me seriously... Mark my words, you'll be sorry for not listening when you get your arse kicked!>
		% Prompt%id%01 <Thanks for the advice.>
		% Prompt%id%02 <Do you know where I can find them?>
		% Prompt%id%03 <Why don't we team up and defeat them together?>
		% Prompt%id%04 <Fine. I'll defeat them by myself.>
		% Prompt%id%05 <I'll prove it to you... in a duel!>
		% Prompt%id%06 <Maybe not, but wouldn't it be fun to try?>
		% CPrompt%id%06 <ifChatNPCSexy ifConversation HardSkillTar StoryDL Accept>
		% Prompt%id%07 <Let's do it.>
		% Prompt%id%08 <Sorry, on second thought it's not such a good idea.>
		% Prompt%id%09 <Take my advice and stop giving advice, loser.>
		% CPrompt%id%09 <ifTaunt SkillTar StoryDL Accept>
		% Prompt%id%10 <Wow, with useful tips like that I'll be nowhere fast!>
		% CPrompt%id%10 <ifTaunt SkillTar StoryDL Accept>
		% Prompt%id%11 <I doubt you're strong enough to tip much of anything.>
		% CPrompt%id%11 <ifTaunt SkillTar StoryDL Accept>
		Msg%id%01 <%JF2の仲間が%JS2の支援に向かう%JV_ZO。%JF2？ %JF2は新しいメックを買わないと%JV_NA。>
		Msg%id%02 <%JS2が戦おうとしているあの賊ども%JV_KA_Q%JV_F_NE？ %JF2は少し前に奴らと戦った%JG_GA、あまり良い結果にはならなかった……悪いことは言わない%JV_ZO、奴らには関わらないほうがいい。そのほうが長生きできる%JV_F_WA%JV_YO。>
		Msg%id%03 <やれやれ%JV_F_NE……人の話はよく聞いたほうが身のため%JG_DAYO。>
		Msg%id%04 <%JR_NO、奴らが今どこにいるのかは知らない%JG_NE。%JS2も諦めたほうがいい%JV_ZO%JV_F_YO……。>
		Msg%id%05 <いや、待って%JG_R_AGG。%JS2は奴らがどれだけ強いか知らない%JG_SK。一緒にやれば勝機が生まれるほど%JS2が強いとはとても思えないから%JV_NA……。>
		Msg%id%06 <なら頑張ってくるといい%JV_F_WA……もし生きて帰ってきたら一杯奢る%JV_F_WA%JV_YO。>
		Msg%id%07 <んん、本気でそんなことを言ってるの%JV_Q？ そこまで馬鹿なら、望み通りに負かしてやっても構わない%JG_GA……。>
		Msg%id%08 <%JR_YES、それも悪くない%JG_KANA%JV_SIL_R%JF2のメックはまだ修理中だ%JG_GA、仲間はいつでも出撃できる%JV_F_WA。奴らとの戦闘が始まったら、彼らで%JS2の支援に当た%JV_ROU。>
		Msg%id%09 <%name2% を説得して、賊との戦いでの支援の約束を取りつけた。>
		Msg%id%10 <%JR_YES……やっと理解した%JV_KA_Q%JV_F_NO%JV_F_NE。個人的には、もう傭兵稼業からは足を洗って、会計士だとかライオンの調教だとかの安全な仕事に就こうかと思ってる%JG_NDA。>
		Msg%id%11 <真面目に聞く気はない%JV_KA_Q%JV_F_NO%JV_F_NE……%JF2の言ったことを覚えておく%JV_N%JV_M_DA%JV_YO、痛い目に遭って後悔することになる%JV_DAROUから%JV_NA！>
		Prompt%id%01 <ならもう用はない%JG_NE。>
		Prompt%id%02 <奴らの居場所を知らない%JV_Q？>
		Prompt%id%03 <力を合わせて一緒に戦わない%JV_KA_Q？>
		Prompt%id%04 <ああそう、じゃあ%JF2一人で倒してくる%JV_F_WA%JV_YO。>
		Prompt%id%05 <なら証明してやる%JV_ZO……決闘%JV_M_DA%JV_F_YO！>
		Prompt%id%06 <かも%JV_NA……でも、やってみたらイイかもしれない%JV_DAROU？>
		CPrompt%id%06 <ifChatNPCSexy ifConversation HardSkillTar StoryDL Accept>
		Prompt%id%07 <やってやる%JG_YO。>
		Prompt%id%08 <%JR_NO、やっぱりそういうのは良くない%JG_NE。>
		Prompt%id%09 <悪いことは言わない、負け犬が助言なんてするもんじゃない%JV_ZO。>
		CPrompt%id%09 <ifTaunt SkillTar StoryDL Accept>
		Prompt%id%10 <へえ、その情報さえあれば何にも解決しない%JG_NE！>
		CPrompt%id%10 <ifTaunt SkillTar StoryDL Accept>
		Prompt%id%11 <そういう%JS_AGGは毛の先ほどの役にも立ちそうにない%JG_GA%JV_NA。>
		CPrompt%id%11 <ifTaunt SkillTar StoryDL Accept>
	end
	inv
		NPC Mercenary
	end

