%%
%% CORE STORY CONCLUSION
%%
%%  These fragments are used by the game ending.
%%

%%
%% *CS_END_FinalBattle_Greeting
%%
%%  The final battle has started, and the Enemy has just appeared. This is the greeting
%%  for the PC.
%%
%%  PARAM1: Exit Label, presumably to THEME_EXPO
%%

Persona
	requires <*CS_END_FinalBattle_Greeting (@:A.hat|@:A.mut|@:A.pch)>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	% Msg%id%01 <How convenient. Here you are, \PC , standing before me at my moment of power. It saves me the trouble of having to hunt you down later on.>
	% Msg%id%01_1 <>
	% Msg%id%01_2 <>
	% Prompt%id%01_1 <Let's settle this.>
	% Prompt%id%01_2 <>
	Msg%id%01 <最高のタイミングで現れた%JV_F_WA%JV_NA、\PC ……至上の力を手にしたこの瞬間の、この%JF2の目の前に。%JS_AGGを探して狩る手間が省けた%JV_ZO……。>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <ここで、終わりにする。>
	Prompt%id%01_2 <>

Persona
	requires <*CS_END_FinalBattle_Greeting @:A.obs>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	% Msg%id%01 <I knew you'd come, \PC ! I wouldn't want you to miss my ascent to power, and your descent into hell!>
	% Msg%id%01_1 <>
	% Msg%id%01_2 <>
	% Prompt%id%01_1 <It's time to end this, \CHATNPC .>
	% Prompt%id%01_2 <I'm here. And I'm going to end this, now.>
	Msg%id%01 <必ず来ると思っていた%JV_ZO、\PC！ この%JF2の全能への昇華を目に焼き付け、そして地獄へ落ちる機会を逃してほしくはなかったから%JV_NA！>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <すべて終わりにする時%JG_DA%JV_SIL_R \CHATNPC。>
	Prompt%id%01_2 <%JF2はここへ来た。ここですべて、終わらせる。>

Persona
	requires <*CS_END_FinalBattle_Greeting @:M.nih>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	% Msg%id%01 <Today a new god of death is born, and \PPR ChatNPCID name is \ChatNPC ! You will be among the first to taste my power.>
	% Msg%id%01_1 <>
	% Msg%id%01_2 <>
	% Prompt%id%01_1 <The only one who's going to die here is you.>
	% Prompt%id%01_2 <Wow, you really have lost it.>
	Msg%id%01 <今日、新たな死の神が生まれた……%JF2の名は \ChatNPC！ %JS_AGGは、%JF2の力を味わう最初の生贄となる%JG_NDA！>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <ここで死ぬのは、%JS_AGGだけ%JG_DA。>
	Prompt%id%01_2 <ああ……もうダメ%JV_M_DA%JV_NA、%JS_AGGは。>

Persona
	requires <*CS_END_FinalBattle_Greeting "Villainous">
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
	Result%id%01 <Goto %1%>
	Result%id%02 <Goto %1%>
	% Msg%id%01 <Well look at this. I haven't started to fight yet, but already you're bleeding... Should I be quick and put you out of your misery, or shall I play with you a while first?>
	% Msg%id%01_1 <>
	% Msg%id%01_2 <>
	% Prompt%id%01_1 <By the end, you'll look way worse than me.>
	% Prompt%id%01_2 <I hope you're not afraid of blood, 'cause you're about to see plenty.>
	% Prompt%id%02_1 <Enough talking. Let's end this.>
	% Prompt%id%02_2 <Are you here to talk or to fight? Let's go.>
	Msg%id%01 <その惨めな姿は何%JV_M_DA？ 戦う前からすでに血を流しているとは……すぐに苦しみから解放してやろうか、それともその前にしばらく遊んでやろうか？>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <%JS_AGGもすぐに、これより酷い有様になる%JG_YO。>
	Prompt%id%01_2 <%JS_AGGが、自分の血を見ても平気であることを祈ってる%JG_YO。>
	Prompt%id%02_1 <お喋りは十分%JG_DA%JV_SIL_R終わらせる%JV_ZO。>
	Prompt%id%02_2 <ここにはお喋りに来たの%JV_KA_Q%JV_SIL？ 行く%JV_ZO%JV_F_YO。>

Persona
	requires <*CS_END_FinalBattle_Greeting>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	% Msg%id%01 <This battle has gone on for long enough. It's time that I end it once and for all, by ending your life...>
	% 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>
	% Prompt%id%01_1 <Let's do this.>
	% Prompt%id%01_2 <You're free to try.>
	Msg%id%01 <もう十分に長い因縁だった……終わりにする時が来た%JV_ZO。%JS_AGGの死によって%JV_NA……。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01_1 <始め%JV_YOU。>
	Prompt%id%01_2 <やってみるといい%JV_F_WA%JV_SIL。>


%%
%% *CS_END_Intro_Greeting
%%
%%  The PC has just stumbled into the Enemy's plans, and the Enemy will greet the PC.
%%  This pfrag should be based on the E:A and E:M context.
%%
%%  The PFrag will exit with the PC making a defiant challenge, to be answered below.
%%
%%  PARAM1: Exit Label
%%

Persona
	requires <*CS_END_Intro_Greeting>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	% Msg%id%01 <Hello, \PC . I've been expecting you. This would hardly be my moment of victory if I didn't get a chance to crush you once and for all.>
	% 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>
	% Prompt%id%01_1 <You're the one who's going to get crushed.>
	% Prompt%id%01_2 <Don't be so cocky. I haven't even started yet.>
	Msg%id%01 <ようこそ、\PC ……%JS_AGGを待っていた%JV_ZO。この手で%JS_AGGを叩き潰す機会が得られなければ、勝利の美酒に酔うこともできないから%JV_NA……。>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01_1 <潰されるのは%JS_AGGのほう%JG_DAYO。>
	Prompt%id%01_2 <夢を見るのが早すぎ%JV_M_DA%JV_NA%JV_SIL。>

%%
%% *CS_END_Intro_Explanation
%%
%%  The Enemy NPC will explain what's going on, and may mention that the PC is too
%%  late anyhow. This pfrag should be based on the plot state of the enemy faction.
%%
%%  This PFrag should set a storynote (smemo+history).
%%

Persona
	requires <*CS_END_Intro_Explanation F:P.art I:++>
	START <EndChat Say %id%01 SMemo %id%02 History %id%03>
	% Msg%id%01 <We have the \ITEM &TargetItem . With the knowledge it contains, our forces will be unbeatable! Still, I cannot leave loose ends unaddressed... I've assigned my best fighters to hunting you down. Goodbye \PC .>
	% Msg%id%02 <\CHATNPC revealed that \SPR ChatNPCID has obtained the \ITEM &TargetItem ; \SPR ChatNPCID assigned several of \PPR ChatNPCID best fighters to hunting you down.>
	% Msg%id%03 <\CHATNPC found the \ITEM &TargetItem , and revealed that it held great knowledge.>
	Msg%id%01 <\ITEM &TargetItem はこの%JF2が手に入れた%JV_SIL。この中にある知識があれば、%JF2の勢力は無敵となる%JV_F_NO%JV_F_YO！ それでも、物事を半端に終わらせるのは良くない%JV_F_WA……%JF2の持つ最強の部隊に、%JS_AGGを狩る命を下した。さようなら%JV_M_DA、\PC。>
	Msg%id%02 <\CHATNPC が \ITEM &TargetItem を手中に収め、\SPR ChatNPCID の配下にある最強の部隊をあなたに差し向けた。>
	Msg%id%03 <\CHATNPC が \ITEM &TargetItem を手中に収め、それに偉大な知識が蓄えられていることを明かした。>

Persona
	requires <*CS_END_Intro_Explanation F:REDMA (F:P.---|F:P.cat|F:P.pat|F:P.wep|F:P.war)>
	START <EndChat Say %id%01 SMemo %id%02 History %id%03>
	% Msg%id%01 <The era of the Red Mask Raiders has begun. With our new fleet we will be lords of the spaceways! Soon you will feel our true power, and tremble before it...>
	% Msg%id%02 <\CHATNPC revealed that the Red Mask Raiders are making a play for dominance.>
	% Msg%id%03 <The Red Mask Raiders unveiled their new fleet, and plans for domination.>
	Msg%id%01 <Red Mask Raiders の時代がここに始まった……この新たな艦隊により、%JF2%JF_TACHIは宇宙の海の王となる！ %JS_AGGもすぐに思い知る%JV_DAROU……怯え、震えて、逃げ惑うがいい%JV_F_WA。>
	Msg%id%02 <\CHATNPC は、Red Mask Raiders が世界征服へ向けた侵攻を開始したと宣言した。>
	Msg%id%03 <Red Mask Raiders の新たな艦隊が出現し、世界征服へ向けて侵攻を開始した。>

Persona
	requires <*CS_END_Intro_Explanation>
	START <EndChat Say %id%01 SMemo %id%02 History %id%03>
	% Msg%id%01 <I'm afraid that you're too late. My forces have already launched, and victory is at hand. I regret that you will not be able to see this, though, as I've sent my best fighters to remove you from the equation.>
	% Msg%id%02 <\CHATNPC revealed that \PPR ChatNPCID forces have already launched; \SPR ChatNPCID assigned several of \PPR ChatNPCID best fighters to hunting you down.>
	% Msg%id%03 <You arrived too late to prevent \CHATNPC 's forces from launching.>
	Msg%id%01 <残念だ%JG_GA、遅すぎた%JV_F_WA%JV_NA%JV_SIL。%JF2の軍勢はもう出撃した%JV_ZO……勝利は既に手にしたも同然%JG_DA。しかし、%JS_AGGにこの光景を見せてやれないのが残念%JG_DAYO。%JF2の最高の戦士たちが、%JS_AGGを舞台から引きずり降ろすためにそちらに向かってしまったから%JV_NA%JV_SIL。>
	Msg%id%02 <\CHATNPC の軍勢は既に出撃してしまった。\SPR ChatNPCIDの最強の部隊が、あなたを殺すために差し向けられている。>
	Msg%id%03 <\CHATNPC の軍勢が出撃することを阻止できなかった。>

%%
%% *CS_END_StatusReport
%%
%%  This friendly NPC will explain to the PC what's been going on in the city. This
%%  pfrag will be based on the enemy faction, the enemy NPC, and the plot state.
%%
%%  PARAM1: [Continue] exit label
%%

Persona
	requires <*CS_END_StatusReport F:REDMA E:++>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <The Red Mask Raiders have united under a new admiral, \PERSONA &EnemyNPC . Under \PPR &EnemyNPC leadership they plan to become a major power in the L5 region. They're ravaging \SCENE &EpisodeScene as a demonstration of their strength.>
	% Prompt%id%01 <[Continue]>
	Msg%id%01 <Red Mask Raiders が、新たな首領 \PERSONA &EnemyNPC の下に統一されたらしい%JV_F_WA%JV_SIL。\SPR &EnemyNPCの主導により、奴らは L5 領域の新たな支配勢力となることを目論んでいるという話%JG_DA。力を誇示するつもりなん%JV_DAROU%JG_GA、奴らは \SCENE &EpisodeScene を壊滅させようとしている%JV_ZO%JV_SIL。>
	Prompt%id%01 <[続ける]>

Persona
	requires <*CS_END_StatusReport F:REDMA (F:P.wep|F:P.war)>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <I don't know who's been helping them, but the Red Mask Raiders have obtained state of the art mecha. There's no way pirates could build machines like that by themselves. They're using \SCENE &EpisodeScene as a proving ground.>
	% Prompt%id%01 <[Continue]>
	Msg%id%01 <誰が背後にいるのかは分からない%JG_GA、Red Mask Raiders が最新鋭のメックを配備したらしい%JV_F_NO%JV_SIL。海賊がそんなものを自力で開発できるはずがない……運用テストのつもりなのか、奴らは \SCENE &EpisodeScene に襲撃を仕掛けてる%JV_ZO。>
	Prompt%id%01 <[続ける]>

Persona
	requires <*CS_END_StatusReport F:REDMA>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <The Red Mask Raiders have completely taken over \SCENE &EpisodeScene . It's almost like they're just showing off their power- they've taken on the police and the military and defeated everyone.>
	% Prompt%id%01 <[Continue]>
	Msg%id%01 <\SCENE &EpisodeScene が Red Mask Raiders によって完全に制圧されてしまった%JV_F_NO%JV_SIL。まるで自分たちの力を誇示するように──警察も軍も、片端から蹴散らされているらしい%JV_F_WA%JV_SIL。>
	Prompt%id%01 <[続ける]>

Persona
	requires <*CS_END_StatusReport>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01_1 <\PERSONA &EnemyNPC is launching some kind of big operation. We can't be sure what, but \SPR &EnemyNPC 's got a veritable army in town enforcing \PPR &EnemyNPC will.>
	% CMsg%id%01_1 <ifNPCOK &EnemyNPC Accept>
	% Msg%id%01_2 <We've been overrun by \FACTION &EnemyFac ; nobody knows what they want, but they've got a veritable army on the street and have been busy crushing all resistance!>
	% CMsg%id%01_2 <if# &EnemyFac 0 Accept>
	% Msg%id%01_3 <\SCENE &EpisodeScene has been engulfed in chaos! Unaligned cavaliers have been battling in the street and nobody seems to know who's responsible or how to stop it.>
	% CMsg%id%01_3 <ifNPCDead &EnemyNPC if= &EnemyFac 0 Accept>
	% Prompt%id%01 <[Continue]>
	Msg%id%01_1 <\PERSONA &EnemyNPC が何か大規模な動きを始めているよう%JV_M_DA%JV_NA%JV_SIL。はっきりしたことはまだ不明だ%JG_GA、本物の軍と呼んで差し支えない強さの戦力を意のままに操れる状態らしい%JV_F_WA%JV_SIL。>
	CMsg%id%01_1 <ifNPCOK &EnemyNPC Accept>
	Msg%id%01_2 <%JF2%JF_TACHIは \FACTION &EnemyFac に制圧されかかっている%JV_F_WA……奴らの目的は分からない%JG_GA、本物の軍と変わらない強さの戦力が街中で一方的に暴れまわってる%JG_NDA。>
	CMsg%id%01_2 <if# &EnemyFac 0 Accept>
	Msg%id%01_3 <\SCENE &EpisodeScene が完全に混乱に陥ってる%JV_ZO……！ 素性も分からず、統制も取れていないメック同士が街中で戦闘を続けていて、黒幕も解決手段も何ひとつ分からない状態%JG_DA！>
	CMsg%id%01_3 <ifNPCDead &EnemyNPC if= &EnemyFac 0 Accept>
	Prompt%id%01 <[続ける]>



%%  ************************************
%%  ***   PEACE  AND  LOVE  ENDING   ***
%%  ************************************
%%
%%  Persona fragments for the final conversation in the Peace and Love ending.
%%

%%
%% *CS_END_FPAL_Greeting
%%
%%  The PC is attempting to gain the Peace and Love ending. In this first
%%  question, you get to choose whether to negotiate peace or simply fight.
%%  Yeah, I know you've been working up to this the whole game, but it's still
%%  a legitimate question.
%%
%% PARAM1: Negotaite Exit Label
%% PARAM2: Fight Exit Label
%%

Persona
	requires <*CS_END_FPAL_Greeting>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	% Msg%id%01 <This fighting has gone on for long enough. It's time that I end things, by destroying you...>
	% Prompt%id%01 <Wait, it doesn't have to end that way...>
	% Prompt%id%01_1 <I'm here to end things, but not to fight you.>
	% Prompt%id%01_2 <There's been enough death. Let's talk.>
	% Prompt%id%02 <Big words. Can you back that up?>
	% Prompt%id%02_1 <It's you who will be destroyed.>
	% Prompt%id%02_2 <I'm tired of your posing. Let's get this over with.>
	Msg%id%01 <この争いは長く続きすぎた%JG_YO。もう終わりにする時%JG_DA%JV_SIL_R%JS_AGGを殺して%JV_NA。>
	Prompt%id%01 <待って%JG_R_AGG。そんな結末である必要はない%JV_DAROU……。>
	Prompt%id%01_1 <%JF2も終わらせに来た%JG_YO%JV_SIL_Rでも、戦うためじゃない。>
	Prompt%id%01_2 <もう人が死ぬのは十分%JG_DA。話し合%JV_OU。>
	Prompt%id%02 <口は達者だ%JG_GA……はたして証明はできる%JG_KANA？>
	Prompt%id%02_1 <死ぬのは%JS_AGG%JG_DAYO。>
	Prompt%id%02_2 <%JS_AGGの大口はもう聞き飽きた%JG_YO。もう終わらせ%JV_YOU。>

Persona
	requires <*CS_END_FPAL_Greeting (F:CRIHN|F:BOHEM) (P:L5LAW|P:RISHI|P:FCOMS|P:MAQUI|P:AEGSF|P:SILKN|P:ROCKE|P:PRIVA)>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	% Msg%id%01 <\SCENE RootSceneID has fallen easily enough... At last, Crihna Rock will be avenged!>
	% Prompt%id%01 <Wouldn't you rather have justice than vengeance?>
	% Prompt%id%02 <You're nothing but a murderer. I won't let you succeed.>
	Msg%id%01 <\SCENE RootSceneID はあっさりと落ちた%JV_F_WA……ついに、Crihna Rock の復讐は果たされる%JV_F_NO%JV_SIL！>
	Prompt%id%01 <復讐よりも、正義の鉄槌はいかが%JG_KANA？>
	Prompt%id%02 <%JS_AGGはただの人殺し%JG_DA%JV_SIL_Rやらせはしない。>

%%
%% *CS_END_FPAL_Quest1
%%
%%  The PC is attempting to gain the Peace and Love ending. In this second
%%  question, the PC's reason for wanting peace will be established. Having
%%  friends, allies, family or lovers on the opposite side is needed for the
%%  top score.
%%
%% PARAM1: Best Exit Label
%% PARAM2: Okay Exit Label
%% PARAM3: Bad Exit Label
%%

Persona
	requires <*CS_END_FPAL_Quest1>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	result%id%04 <Goto %2%>
	% Msg%id%01 <What do you care about peace? You're with \FACTION &AllyFac ... You just want to see us destroyed.>
	% Prompt%id%01 <That's not true; there are people I love on both sides.>
	% CPrompt%id%01 <ifG FacBuddies &EnemyFac 0 Accept>
	% Prompt%id%02 <I don't want to see anybody die, no matter who.>
	% CPrompt%id%02 <if= FacBuddies &EnemyFac 0 ifUConversation SocSkillTar StoryDL Accept>
	% Prompt%id%03 <I won't deny that...>
	% CPrompt%id%03 <if= FacBuddies &EnemyFac 0 Accept>
	% Prompt%id%04 <Reject peace, and you WILL be destroyed.>
	% CPrompt%id%04 <if= FacBuddies &EnemyFac 0 ifUIntimidation SocSkillTar StoryDL Accept>
	Msg%id%01 <どうして和睦なんて口にする%JV_F_NO？ %JS_AGGは \FACTION &AllyFac の手先……%JS_AGGはただ、%JF2%JF_TACHIを皆殺しにしたがってるだけ%JG_DA！>
	Prompt%id%01 <それは違う%JV_ZO……どっちの側にも、%JF2が大切にしている人たちがいる。>
	CPrompt%id%01 <ifG FacBuddies &EnemyFac 0 Accept>
	Prompt%id%02 <誰だろうが、人が死ぬのなんか見たくはない%JV_F_WA……。>
	CPrompt%id%02 <if= FacBuddies &EnemyFac 0 ifUConversation SocSkillTar StoryDL Accept>
	Prompt%id%03 <それは否定しない%JV_F_WA……。>
	CPrompt%id%03 <if= FacBuddies &EnemyFac 0 Accept>
	Prompt%id%04 <和平を拒む？ なら……死んでもらうことになる%JV_F_WA%JV_SIL。>
	CPrompt%id%04 <if= FacBuddies &EnemyFac 0 ifUIntimidation SocSkillTar StoryDL Accept>

Persona
	requires <*CS_END_FPAL_Quest1 (F:CRIHN|F:BOHEM|F:REDMA) (P:L5LAW|P:RISHI|P:FCOMS|P:MAQUI|P:AEGSF|P:SILKN|P:ROCKE|P:PRIVA)>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	result%id%04 <Goto %2%>
	% Msg%id%01 <The spinners don't care about peace. As long as the trade keeps flowing in and out of the ring, they don't worry about what happens to the people who live there.>
	% Prompt%id%01 <I worry. I've got friends there.>
	% CPrompt%id%01 <ifG FacBuddies &EnemyFac 0 Accept>
	% Prompt%id%02 <Yeah, like you haven't profited from their suffering, either.>
	% CPrompt%id%02 <if= FacBuddies &EnemyFac 0 ifUTaunt SocSkillTar StoryDL Accept>
	% Prompt%id%03 <You have a point...>
	% CPrompt%id%03 <if= FacBuddies &EnemyFac 0 Accept>
	% Prompt%id%04 <That's why we have to talk, to start a dialog.>
	% CPrompt%id%04 <if= FacBuddies &EnemyFac 0 ifUConversation SocSkillTar StoryDL Accept>
	Msg%id%01 <スピナー・コロニーの連中は平和など考えてはいない%JV_F_WA%JV_SIL。Dusty Ring から金とモノさえ流れ続けていれば、そこに済んでいる人間のことなど気にも留めない奴ら%JG_DA。>
	Prompt%id%01 <%JF2は気にする。あそこには知り合いが何人もいる%JG_NDA。>
	CPrompt%id%01 <ifG FacBuddies &EnemyFac 0 Accept>
	Prompt%id%02 <そう%JV_M_DA%JV_NA、%JS_AGGもそれで儲けてたんだから%JV_NA。>
	CPrompt%id%02 <if= FacBuddies &EnemyFac 0 ifUTaunt SocSkillTar StoryDL Accept>
	Prompt%id%03 <それはそうだ%JG_GA……。>
	CPrompt%id%03 <if= FacBuddies &EnemyFac 0 Accept>
	Prompt%id%04 <だからこそ、話し合いの第一歩をここで始めないといけない%JG_NDA。>
	CPrompt%id%04 <if= FacBuddies &EnemyFac 0 ifUConversation SocSkillTar StoryDL Accept>

%%
%% *CS_END_FPAL_Quest2
%%
%%  The PC is attempting to gain the Peace and Love ending. In this third
%%  question, the PC must explain what the enemy faction has to gain from
%%  pursuing peace. Having a high Heroism score will enable the PC to make
%%  the best offer.
%%
%% PARAM1: Best Exit Label
%% PARAM2: Okay Exit Label
%% PARAM3: Bad Exit Label
%%

Persona
	requires <*CS_END_FPAL_Quest2>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	% Msg%id%01 <Why should I even negotiate with you? We're in a position of strength here... \SCENE RootSceneID is completely at our mercy.>
	% Prompt%id%01 <For now, but what of tomorrow when the violence continues?>
	% CPrompt%id%01 <ifG PCHeroism 75 Accept>
	% Prompt%id%02 <Look at the big picture. Is this the legacy you want?>
	% CPrompt%id%02 <ifPCHeroic ifG 76 PCHeroism Accept>
	% Prompt%id%03 <I can see you're not willing to listen...>
	% CPrompt%id%03 <ifG 25 PCHeroism Accept>
	Msg%id%01 <どうして交渉などする必要がある%JV_F_NO？ 優位に立っているのはこちら%JG_DA%JV_SIL_R \SCENE RootSceneID の命運は%JF2が握っている%JG_NDA。>
	Prompt%id%01 <今のところは%JV_NA……でも、このまま争いが続いたら？>
	CPrompt%id%01 <ifG PCHeroism 75 Accept>
	Prompt%id%02 <大局を見る%JG_NDA。これが%JS2の残したい歴史なの%JV_KA_Q%JV_SIL？>
	CPrompt%id%02 <ifPCHeroic ifG 76 PCHeroism Accept>
	Prompt%id%03 <話を聞くつもりはない%JV_N%JV_M_DA%JV_NA……。>
	CPrompt%id%03 <ifG 25 PCHeroism Accept>

Persona
	requires <*CS_END_FPAL_Quest2 (F:CRIHN|F:BOHEM) (P:L5LAW|P:RISHI|P:FCOMS|P:AEGSF|P:ROCKE)>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	% Msg%id%01 <The spinners have broken too many promises before. What can you offer to \FACTION &EnemyFac that hasn't already been destroyed?>
	% Prompt%id%01 <A real investigation of Crihna Rock, plus reparations.>
	% CPrompt%id%01 <ifG PCHeroism 75 Accept>
	% Prompt%id%02 <Aid to the ring, and an end to violence from both sides.>
	% CPrompt%id%02 <ifPCHeroic ifG 76 PCHeroism Accept>
	% Prompt%id%03 <Look, just trust me...>
	% CPrompt%id%03 <ifG 25 PCHeroism Accept>
	Msg%id%01 <スピナー・コロニーの奴らはこれまで約束を破り続けてきた%JV_F_WA%JV_SIL。生き残った \FACTION &EnemyFac の者たちに、お前が何をしてやれると？>
	Prompt%id%01 <Crihna Rock で何があったのかの究明。そして復興%JG_DA。>
	CPrompt%id%01 <ifG PCHeroism 75 Accept>
	Prompt%id%02 <Dusty Ring への支援……そしてすべての暴力の終結%JG_DA。>
	CPrompt%id%02 <ifPCHeroic ifG 76 PCHeroism Accept>
	Prompt%id%03 <いいから、%JF2を信じて%JG_R_AGG%JV_SIL_R。>
	CPrompt%id%03 <ifG 25 PCHeroism Accept>

%%
%% *CS_END_FPAL_Quest3
%%
%%  The PC is attempting to gain the Peace and Love ending. In this fourth
%%  question, the PC must establish the authority by which they're negotiating.
%%  This generally requires a master ranking in the allied faction, or a really
%%  good conversation roll.
%%
%% PARAM1: Best Exit Label
%% PARAM2: Okay Exit Label
%% PARAM3: Bad Exit Label
%%

Persona
	requires <*CS_END_FPAL_Quest3>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
	result%id%01 <Goto %1%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	% Msg%id%01 <Look, even if I were sympathetic to you, no-one else would listen. You're making promises that you can't keep.>
	% Prompt%id%01 <I swear, as \RANK of \FACTION PCFac .>
	% CPrompt%id%01 <if= PCFac &AllyFac ifG PCFacLevel 7 Accept>
	% Prompt%id%02 <I promise, I won't give up on this.>
	% CPrompt%id%02 <ifUConversation SocSkillTar StoryDL Accept>
	% Prompt%id%03 <Uh, it could happen...>
	Msg%id%01 <嘘%JG_DA。仮に%JF2が%JS_AGGに同調したところで、他の奴らが聞き入れるはずがない%JV_ZO。%JS_AGGが口にしているのは、薄っぺらな約束%JG_DA！>
	Prompt%id%01 <誓う%JG_YO。\FACTION PCFac の \RANK として。>
	CPrompt%id%01 <if= PCFac &AllyFac ifG PCFacLevel 7 Accept>
	Prompt%id%02 <約束する%JG_YO。%JF2は絶対に投げ出さない。>
	CPrompt%id%02 <ifUConversation SocSkillTar StoryDL Accept>
	Prompt%id%03 <まあ、そうかもしれない%JG_GA……。>

%%
%% *CS_END_FPAL_Quest4
%%
%%  The PC is attempting to gain the Peace and Love ending. In this final
%%  question, the PC must remove all doubt... usually with a skill roll.
%%  The difficulty rating is based on the success so far and will not be
%%  any higher than 125.
%%
%% PARAM1: Difficulty Rating
%% PARAM2: Success Exit Label
%% PARAM3: Failure Exit Label
%%

Persona
	requires <*CS_END_FPAL_Quest4>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04 AddChat %id%05>
	result%id%01 <Goto %2%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	result%id%04 <Goto %2%>
	result%id%05 <Goto %2%>
	% Msg%id%01 <I don't know... I'm still not convinced.>
	% Prompt%id%01 <Then put down the guns and let's keep talking.>
	% CPrompt%id%01 <ifUConversation SkillTar %1% Accept>
	% Prompt%id%02 <The decision is yours. Peace or war, life or death.>
	% CPrompt%id%02 <ifUIntimidation SkillTar %1% Accept>
	% Prompt%id%03 <If you don't want peace, let me show you war!!!>
	% Prompt%id%04 <You really shouldn't fight when you're that conflicted.>
	% CPrompt%id%04 <ifUTaunt SkillTar %1% Accept>
	% Prompt%id%05 <By cost-benefit analysis, peace is a bargain.>
	% CPrompt%id%05 <ifUShopping SkillTar %1% Accept>
	Msg%id%01 <……だからと言って……そんな、簡単には。>
	Prompt%id%01 <それを確かめるために、武器を下ろして対話を続け%JV_YOU。>
	CPrompt%id%01 <ifUConversation SkillTar %1% Accept>
	Prompt%id%02 <決めるのは%JS2%JG_DA。平和か戦争か、生か死か。>
	CPrompt%id%02 <ifUIntimidation SkillTar %1% Accept>
	Prompt%id%03 <平和を望まないと言うのなら……戦争を与えてや%JV_ROU！！！>
	Prompt%id%04 <そんな迷いが残っているなら、戦うべきじゃない%JV_F_WA……。>
	CPrompt%id%04 <ifUTaunt SkillTar %1% Accept>
	Prompt%id%05 <費用対効果を分析すれば……平和はバーゲンセール並みにお得な%JG_NDA。>
	CPrompt%id%05 <ifUShopping SkillTar %1% Accept>

Persona
	requires <*CS_END_FPAL_Quest4 (C:MEDIC|C:ACADE)>
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04 AddChat %id%05>
	result%id%01 <Goto %2%>
	result%id%02 <Goto %2%>
	result%id%03 <Goto %3%>
	result%id%04 <Goto %2%>
	result%id%05 <Goto %2%>
	% Msg%id%01 <How is peace even possible? There are too many wounds standing between us...>
	% Prompt%id%01 <We can start by just putting down the guns.>
	% CPrompt%id%01 <ifUConversation SkillTar %1% Accept>
	% Prompt%id%02 <It's time to stop the cycle of death and embrace life.>
	% CPrompt%id%02 <ifUMysticism SkillTar %1% Accept>
	% Prompt%id%03 <Then I guess there's nothing left to do but fight.>
	% Prompt%id%04 <All wounds heal with time, but first we must stop fighting.>
	% CPrompt%id%04 <ifUMedicine SkillTar %1% Accept>
	% Prompt%id%05 <If we want it bad enough, peace should be possible.>
	% CPrompt%id%05 <ifUScience SkillTar %1% Accept>
	Msg%id%01 <平和なんて成し得るものか……！ ここまでに流れた血は、あまりにも多すぎる%JV_F_NO%JV_F_YO……。>
	Prompt%id%01 <武器を下ろすことから、すべてが始められる。>
	CPrompt%id%01 <ifUConversation SkillTar %1% Accept>
	Prompt%id%02 <今こそが、死の連鎖を断ち切り、生命を愛する時%JG_DA。>
	CPrompt%id%02 <ifUMysticism SkillTar %1% Accept>
	Prompt%id%03 <それなら……戦うしか道は残ってない%JV_F_WA%JV_NA。>
	Prompt%id%04 <傷はいずれ癒える%JG_YO。でもそれには、まず戦いを止めなきゃいけない。>
	CPrompt%id%04 <ifUMedicine SkillTar %1% Accept>
	Prompt%id%05 <心からそれを求め続ければ、平和は実現可能なはず%JG_DA。>
	CPrompt%id%05 <ifUScience SkillTar %1% Accept>

%%
%%  *CS_END_FPAL_Accept
%%
%%  Your offer of peace has been accepted.
%%
%% PARAM1: Exit Label
%%

Persona
	requires <*CS_END_FPAL_Accept>
	START <EndChat Say %id%01 Goto %1%>
	% Msg%id%01 <You're right... I don't know what will come of this, but I'm willing to talk, for both \FACTION &EnemyFac and \FACTION &AllyFac .>
	Msg%id%01 <……%JS_AGGは正しい……。結果が出せるのかどうかは分からない──それでも%JF2は、\FACTION &EnemyFac と \FACTION &AllyFac、その両方と対話をしてみ%JV_YOU……。>


%%
%%  *CS_END_FPAL_Reject
%%
%%  Your offer of peace has been rejected.
%%
%% PARAM1: Exit Label
%%

Persona
	requires <*CS_END_FPAL_Reject>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	% Msg%id%01 <Your words are weak. I'll show you that my sword is mightier...>
	% Prompt%id%01 <[Continue]>
	Msg%id%01 <%JS_AGGの言葉は脆弱%JG_DA%JV_SIL_R%JF2の剣にこそ力があることを教えてや%JV_ROU……！>
	Prompt%id%01 <[続ける]>

