%% *DUNGEON_THREAT CONTENT
%%   Dungeon threats. Little things to make life more dangerous for hapless adventurers.


%% *DUNGEON_REWARD CONTENT
%%   Dungeon treasure. Something that's good for everyone.

Content
	name <Dungeon Medic>
	requires <*DUNGEON_REWARD GROUND>
	element1 <Prefab>
	team1 <Citizen>
	teamdata1 <pass>
	sub
		Persona 1
		*greeting <*NiceToMeetYou GoMain>
		GoMain <NewChat Say 1 AddChat 1 AddChat 2>
		result1 <EndChat Say 2 shop .nowares Say 3>
		result2 <NewChat Say 4>
		% Msg1 <This is a pretty dangerous place. If you've been injured, I could give you some help.>
		% Msg2 <I'm not equipped to deal with everything, but I should be able to patch things up until you get back to the surface.>
		% Msg3 <Happy exploring!>
		% Msg4 <If ever you do need help you know where you can find me.>
		% Prompt1 <I could use a bit of that, yeah.>
		% Prompt2 <No thanks, I'm doing fine.>
		Msg1 <ここはとても危険な場所%JG_DAYO。もし怪我をしたりしたら、%JF2が少しはお役に立てる%JV_DESYOU。>
		Msg2 <何にでも対応できるほどの道具は揃ってない%JG_GA、%JS2を自力で脱出させるくらいの処置なら十分に可能%JG_DAYO。>
		Msg3 <良い探検を！>
		Msg4 <もし助けが必要になったりしたら、ここに来れば%JF2はいるから%JV_NA。>
		Prompt1 <ちょっと治療をお願いしたい。>
		Prompt2 <%JR_NO、順調にやってる%JV_F_WA。>
	end
	inv
		NPC Nurse
	end


%% *DUNGEON_DECOR CONTENT
%%   Dungeon Extras. Little bits of personality for dungeon levels.

Content
	name <Mine Treasure>
	requires <*DUNGEON_DECOR (Mine|derelict) !Ex ~Asteroid>
	element1 <Prefab>
	element2 <Prefab>
	teamdata2 <sd enemy>
	start <if= V%id%01 0 else %pop% V= %id%01 1 ifAwareness 5 else %pop% Print %id%01 Goto %pop%>
	% msg%id%01 <The walls of this level have been sliced erratically.>
	msg%id%01 <この階の壁には、デタラメに斬りつけられた跡がある。>
	inv
		Treasure
		name <Ruby>
		name_I18N <ルビー>
		Fudge 12000000
		mass 2
		% desc <An enormous red jewel.>
		desc <巨大な赤い宝石だ。>
		CLUE_SCIENCE <Print 1 if= V1 0 V= 1 1 SkillXP NAS_Science 100>
		CLUE_INSIGHT <Print 2 if= V2 0 V= 2 1 SkillXP NAS_Insight 100>
		% Msg1 <Jewels like this are often formed on asteroids, but this one is exceptionally large.>
		% Msg2 <This jewel is both large and flawless. It must be worth a lot of money.>
		Msg1 <このような宝石はしばしば小惑星上に形成されるものが、その中でもこれは際立って大きい。>
		Msg2 <この宝石は大きく、淀みもない。とても高い価値があるだろう。>

		monster murder machine
		% This is a worse than usual murder machine, in that it has a
		% dodge skill of 10 and an attack skill of 15. Killer.
		CloseCombat 15
		Dodge 10
	end

Content
	name <Dead Miner>
	requires <*DUNGEON_DECOR Mine Space Ruin>
	element1 <prefab>
	element2 <prefab>
	place2 <1>

	% A dead miner and his harmonica, v2.1
	%  a GH2 RANCON_Dungeon content entry written for the purpose of learning ASL.
	%	-by Yendaa
	%	-edited by Joe
	inv
		% v%id%1 - how the body was treated
		%   0 nothing yet
		%   1 rummaged through
		%   2 left alone
		% v%id%02 - Mysticism counter

		MetaTerrain 0 0
		name <Dead Miner>
		name_I18N <鉱夫の死体>
		% desc <A dead miner>
		desc <鉱山で働いていた人間の死体だ。>
		SDL_Sprite <prop_body.png>
		roguechar <!>
		mass 170
		CLUE_MEDICINE <Print %id%06>
		clue_REPAIR <Print %id%07>
		clue_SCIENCE <Print %id%06>
		clue_MYSTICISM <Print %id%08 if= v%id%02 0 XPV 50 V= %id%02 1>
		clue_INSIGHT <Print %id%06>

		use <if= v%id%01 0 else GoLeft ifYesNo %id%01 %id%02 %id%03 else GoLeave goto GoRummage>
		GoLeave <v= %id%01 2 AddHeroic 1>
		GoRummage <V= %id%01 1 Print %id%05 CASHPRIZE d50 GiveItem %2% AddPragmatic 3>

		GoLeft <if= v%id%01 2 else GoRummaged Print %id%01>
		GoRummaged <Print %id%04>

		% Msg%id%01 <A dead miner lies on the ground before you, his spacesuit torn and helmet cracked.>
		% Msg%id%02 <Rummage through his belongings.>
		% Msg%id%03 <Leave him.>
		% Msg%id%04 <A dead miner lies here, his corpse desecrated.>
		% Msg%id%05 <Cutting open what remains of his spacesuit, you find a couple of credits and an old silver harmonica.>
		% Msg%id%06 <This man died of asphyxiation when his spacesuit lost pressure because of damage.>
		% Msg%id%07 <It's too late for that. Perhaps if you had been here at the time when he died...>
		% Msg%id%08 <You say a prayer for the soul of the deceased.>
		Msg%id%01 <目の前には鉱夫の死体が横たわっている。宇宙服は裂け、ヘルメットはひび割れがある。>
		Msg%id%02 <死体の所持品を漁る。>
		Msg%id%03 <放っておく。>
		Msg%id%04 <荒らされた鉱夫の死体が横たわっている。>
		Msg%id%05 <原型を残している宇宙服を切り開くと、いくらかの現金と古い銀のハーモニカを見つけた。>
		Msg%id%06 <損傷で宇宙服内部が減圧したことによる窒息が死因のようだ。>
		Msg%id%07 <それを試みるにはもう遅すぎる。彼が死ぬより前にここに居合わせる必要があっただろう。>
		Msg%id%08 <死者の魂に祈りを捧げた。>

		Instrument 2
		name <Old Harmonica>
		name_I18N <古びたハーモニカ>
		% desc <Scratches and dents cover the silver surface of this instrument.>
		desc <この楽器の銀製の表面には、いたるところに擦り傷と凹みがある。>
	end

%% *DUNGEON_GOAL CONTENT

	Content
	name <Shiny Rock>
	requires <*DUNGEON_GOAL Mine !Ne>
	minimap < ... .......1....... ... >
	% E1 is the treasure. It's heavy.
	element1 <Prefab>
	inv
		Treasure
		name <Shiny Rock>
		name_I18N <ピカピカした岩>
		% desc <This rock is really shiny. It probably contains all kinds of valuable minerals.>
		desc <この岩はとてもピカピカしている。貴重な鉱物を様々に含んでいるのだろう。>
		SDL_PORTRAIT <item_nuggetsilver.png>
		CLUE_SCIENCE <Print 1>
		CLUE_SURVIVAL <Print 1>
		CLUE_INSIGHT <Print 1>
		% Msg1 <It does indeed contain all kinds of valuable minerals.>
		Msg1 <貴重な鉱物類が確かに含まれているようだ。>
		Fudge 1255000
		mass 24
	end

	Content
	name <Massive Geode>
	requires <*DUNGEON_GOAL Mine !Lo>
	minimap < ... .......1....... ... >
	% E1 is the treasure. It's heavy.
	element1 <Prefab>
	inv
		Treasure
		name <Massive Geode>
		name_I18N <巨大な晶洞石>
		% desc <This is the biggest geode that you've ever seen.>
		desc <今までに見たことのある中で、もっとも大きな晶洞石だ。>
		Fudge 2550000
		mass 21
	end

	Content
	name <Big Gold Nugget>
	requires <*DUNGEON_GOAL Mine !Md>
	minimap < ... .......1....... ... >
	% E1 is the nugget. It's a doozy.
	element1 <Prefab>
	inv
		Treasure
		name <Huge Gold Nugget>
		name_I18N <大きな金塊>
		% desc <This gold nugget is very big.>
		desc <この金塊はとても大きい。>
		SDL_PORTRAIT <item_nuggetgold.png>
		Fudge 5500000
		mass 32
	end

	Content
	name <Huge Jewel>
	requires <*DUNGEON_GOAL Mine !Hi>
	minimap < ... .......1....... ... >
	% E1 is the treasure.
	element1 <Prefab>
	inv
		Treasure
		name <Huge Jewel>
		name_I18N <巨大な宝石>
		% desc <This jewel is extremely large. It must be worth quite a lot of money.>
		desc <この宝石はきわめて大きい。相当な価値があるだろう。>
		Fudge 9000000
		mass 14
	end

	Content
	name <Enormous Gold Nugget>
	requires <*DUNGEON_GOAL Mine !Ex>
	minimap < ... .......1....... ... >
	% E1 is the treasure.
	element1 <Prefab>
	inv
		Treasure
		name <Enormous Gold Nugget>
		name_I18N <黄金の巨塊>
		% desc <This nugget is extremely large.>
		desc <この金塊はとてつもなく大きい。>
		SDL_PORTRAIT <item_nuggetgold.png>
		Fudge 20000000
		mass 45
	end


	Content
	name <Careless Samurai>
	requires <*DUNGEON_GOAL>
	minimap < ... .......1....... ... >

	% Element1 is the katana
	% E2 is the current scene being built.
	% E3 is a public building somewhere in the same city.
	% E4 is the samurai whom the PC can recruit.
	Element1 <Prefab>
	Element2 <.>
	Element3 <Scene Building Public !Near 2>
	Element4 <Prefab>
	Place4 <3 SD Ally>

	get%1% <if= L%id%01 0 L= %id%01 1 NPCLevel %4% PCRenown>

	sub
		Persona 4
		% Kind of a kludgey thing- after resolving this event, one way or another,
		% manually delete the following rumor.
		% rumor <%name4% lost something precious in %name2%.>
		rumor <%name4% は何か大切なものを %name2% で無くした>
		% V1 = Have resolved issue.
		% V2 = Original Team Value
		greeting <if= V1 0 else GoSolvedCase ifChatNPCSurrendered else GoAskAbout PCAlly %4% NewChat Say 2 History 3 Goto GoSurrender>
		GoSurrender <UnSurrender %4% SetNPCTeam %4% V2 Goto GoResolve>
		GoResolve <V= 1 1 EraseRumor>
		GoAskAbout <ifChatNPCInPlay else GoNotHere NewChat Say 1 AddChat 1 AddChat 2 AddChat 3 ifItemDestroyed %1% Goto GoResolve>
		*GoSolvedCase <*MISC_CHATTER>
		*GoNotHere <*IAmBusy&OnPhone>
		result1 <PCAlly %4% AddLawful 1 AddReact d20  NewChat Say 4 History 5 DeleteItem %1% Goto GoResolve>
		result2 <ifG ChatNPCRenown PCRenown else GoR2Fail EndChat Say 6 V= 2 ChatNPCTeam SoloAttack %4%>
		GoR2Fail <SetXXRAttitude %4% XXR_A_HatesPC  PCEnemy %4% NewChat Say 7 Goto GoResolve>
		result3 <NewChat Say 8  SkillXP NAS_Taunt 100  SetXXRMotivation %4% XXR_M_Seeker  Goto GoResolve>
		% Msg1 <I have shamed myself deeply... While exploring %name2% I lost my ancestral weapon. It was a priceless artifact, and can never be replaced.>
		% Msg2 <You have proven that you are far more worthy of the blade than I... I can only hope to learn from your example.>
		% Msg3 <You bested %name4% in combat, and \SPR %4% pledged to aid you.>
		% Msg4 <Yes, it is! Thank you... Truly, you are a fearsome warrior with a noble heart. Maybe someday we will be able to fight side by side.>
		% Msg5 <You returned %name4%'s katana, so \SPR %4% pledged to aid you.>
		% Msg6 <You think you are worthy to wield that blade? I will show you your true value!>
		% Msg7 <Fine. I have proven myself unworthy to posess that blade any longer... but do not think that I will forget what you have taken from me.>
		% Msg8 <You're right! I am undeserving of such a fine weapon... I will rededicate my life to training, and maybe someday I will be worthy...>
		% Prompt1 <Is this it? [Give Katana]>
		% CPrompt1 <ifKeyItem %1% Accept>
		% Prompt2 <I found it... and I intend to keep it.>
		% CPrompt2 <ifKeyItem %1% Accept>
		% Prompt3 <You can't be much of a samurai, then.>
		% CPrompt3 <ifTaunt SkillTar ChatNPCRenown Accept>
		Msg1 <一生の不覚…… %name2% を探検している間に、先祖伝来の武器を無くしてしまった%JV_F_NO。あれはいくら金を積んだところで代わるもののない一品だというのに……。>
		Msg2 <%JS_AGGは%JF2などよりもその刃に相応しいことを証明した%JV_F_WA……。かくなる上は、その腕から学ぶことを望むのみ%JV_F_YO……。>
		Msg3 <%name4% を戦いで打ち負かしたことで、\SPR %4%はあなたの力となることを誓った。>
		Msg4 <そう、これ%JG_DA！ 感謝する%JV_F_WA……%JS2はマコトの信義を備えた勇者%JV_M_DA%JV_NA。いつか、肩を並べて共に戦える日が来るかもしれない……。>
		Msg5 <先祖伝来のカタナを取り戻した恩義に報いるために、%name4% はあなたの力となることを誓った。>
		Msg6 <%JS_AGGにその刃を握る資格があると？ この%JF2が身の程を思い知らせてくれる%JV_F_WA！>
		Msg7 <いい%JV_DAROU。%JF2にはもうその刃を握る資格はない%JV_F_WA。だ%JG_GA……%JS_AGGの所業、決して忘れはしない。>
		Msg8 <その通り%JV_F_YO！ %JF2には、あのような素晴らしい武器は宝の持ち腐れだった%JG_NDA%JV_SIL_R。これからは鍛錬に命を捧げ、いつかはそれに相応しい身に……。>
		Prompt1 <これのこと？ [カタナを渡す]>
		CPrompt1 <ifKeyItem %1% Accept>
		Prompt2 <見つけた%JG_GA……このまま頂いておく%JV_F_WA。>
		CPrompt2 <ifKeyItem %1% Accept>
		Prompt3 <それはサムライ失格%JG_DANE。>
		CPrompt3 <ifTaunt SkillTar ChatNPCRenown Accept>
	end
	inv
		Melee 9
		Name <Heirloom Katana>
		Name_I18N <一族伝来のカタナ>
		% desc <A PreZero sword of great antiquity.>
		desc <旧紀のとても古い趣のある剣だ。>
		SDL_PORTRAIT <item_katana.png>
		type <ARMORPIERCING>
		legality 5
		Acc 3
		Speed 5
		Mass -5

		NPC Warrior Monk
		statline 14 12 13 11 9 14 9 7
		job <Samurai>
		MOTIVATION:Professional
	end

