

%%
%% *:CS_LocateDuel Content
%%
%% Two NPCs are about to fight. The PC needs to find them; this could be to
%% aid one NPC against the other, to stop the fight, or just to watch. Who knows?
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The presumed ally in the fight
%% PARAM4: The presumed antagonist in the fight
%%

Content
	name <E4 and the Henchmen>
	% desc <E4 can't find E3 either, but you can trail both.>
	desc <E4 も E3 を見つけることはできていないが、あなたはその両方を追える。>
	requires <*:CS_LocateDuel>
	Size 5

	% E1 is the outdoors scene where the duel is to take place
	% E2 is the metascene being sought
	% E3 is the presumed ally
	% E4 is the presumed antagonist
	% E5 is an encounter for E4's lance
	Element5 <Prefab>
	Place5 <1>

	% HINT_%id% <There's been fighting reported in %name1%.>
	HINT_%id% <%name1% で戦闘があったという情報がある%JG_YO。>

	sub
		MetaScene 5 2
		% rumor%id% <%name4% has been searching for %name3% in %name1%.>
		rumor%id% <%name4% は %name1% で %name3% のことを探している>
		special <UNCHARTABLE>
		% L1 = Encounter Over Counter
		% L2 = Initialization Counter; resets each time
		% L3 = Storynote
		% L4 = Time Limit
		% L5 = Number of tries
		MapWidth 50
		MapHeight 50

		% The time limit is five minutes, plus an additional two minutes for each
		% previous attempt.
		Start <if= L2 0 L= 2 1   L= 1 0   Monologue %4% 1  Alert 2 L= 4 ComTime L+ 4 300 L+ 4 * 120 L5  L+ 5 1  if= L3 0 L= 3 1 SMemo 3>
		nu1 <if= T1 0   Return>
		nu2 <if= T2 0   Return  if= V1 0   V= 1 1   ifG L4 ComTime else GoTooLate Alert 4 StoryNote 5   SetEncounterActive %2% SeekGate %2% WinSubPlot %plotid% if= L5 1 XPV 100>
		GoTooLate <Alert 6  AddRenown -1>
		end <L= 2 0>

		% Msg1_1 <So, you're looking for %name3% too? Well, you're not going to find \OPR %3% ... my lancemates will see to that.>
		% Msg1_2 <>
		% Msg1_3 <>
		% Msg1_4 <>
		% Msg1_5 <>
		% Msg2 <If you can defeat %name4%'s lancemates quickly, you should be able to follow \OPR %4% to %name3%.>
		% Msg3 <You encountered %name4% and \PPR %4% lancemates in %name1%.>
		% Msg4 <You catch up with %name4%, who has apparently located %name3%.>
		% Msg5 <You trailed %name4% to \PPR %4% duel with %name3%.>
		% Msg6 <After defeating the henchmen, you attempt to follow %name4% but are too late to find \OPR %4% .>
		Msg1_1 <へえ、%JS_AGGも %name3% を探しているの%JV_KA_Q%JV_SIL？ 悪い%JG_GA、%JS_AGGはここでお預け%JG_DA%JV_SIL_R部下の相手でもしているといい%JV_F_WA。>
		Msg1_2 <>
		Msg1_3 <>
		Msg1_4 <>
		Msg1_5 <>
		Msg2 <%name4% の仲間をすぐに片付けることができれば、\SPR %4%を追って %name3% のところへ行けるはずだ。>
		Msg3 <%name1% で %name4% とその部隊に遭遇した。>
		Msg4 <%name4% に追いつくと、それは\SPR %4%が %name3% の姿を捕捉したところだった。>
		Msg5 <%name4% を追跡して、\SPR %4%が %name3% と決闘を行う現場へ辿り着いた。>
		Msg6 <取り巻きを撃破した後、あなたは %name4% を追跡しようとしたが、もう手遅れだった。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction &EnemyFac   WMecha 2 StoryDL 80>
			ParaX 45
			ParaY 45
		end
	end
	inv
		Encounter
		name <%name4%'s Lance>
		name_I18N <%name4% の部隊>
		% V1 = Recharge Counter
		% This encounter will appear once every 5 hours, as long as this is the active subplot.
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
		use <ifG StatVal STAT_MetaVisibility -1  V= 1 ComTime V+ 1 18000  Print -1 Exit Destination>
		GoAutoAttack <V= 1 ComTime V+ 1 18000  Alert -2 Exit Destination>
		GoAvoidAttack <V= 1 ComTime V+ 1 7200  Print -6 AddSociable -1 UpdateProps>
	end

%%
%% *:CS_DiscoverNPCMission Content
%%	&EnemyNPC		The NPC in question is the core story enemy NPC
%%	&DestroyFactory		The mission is to destroy a factory
%%	&GatheringForces	The enemy forces are assembling for some big event
%%	&Searching		The enemy is searching for something
%%
%% An NPC is going on some kind of mission which the PC has to stop. In order
%% to do this he's going to have to find out what the mission is, then where
%% it is.
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically give the PC 100XP.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The NPC doing the mission
%%

Content
	name <AAYSR4M (Ask And You Shall Receive, For Missions)>
	% desc <Someone knows where the raiders are, and will tell you without any fuss.>
	desc <賊の居場所を知っている人物が、それを素直に教えてくれる。>
	%% No XP award for this component, because it's trivial.
	requires <*:CS_DiscoverNPCMission !Ne>
	Size 2

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is the NPC being sought
	% E4 is a local public scene
	% E5 is a trucker or adventurer who can tell where the raiders are.
	Element4 <Scene Public !Near -7>
	Element5 <Character (TRADE|CRAFT|LABOR) !Near 4 !Okay -2 !Okay -3 -ArchEnemy NeverFail>
	NeverFail5 <Trucker>

	% The Hint
	% HINT_%id% <I hear %name5% knows something about %name3%.>
	HINT_%id% <%name5% が %name3% について何か知っていると聞いた%JG_YO。>

	%% FAIL CONDITIONS:
	%%  - E5 dies before revealing the secret

	start <ifNPCDead %5% LoseSubPlot %plotid%>

	sub
		Persona 5
		% rumor%id% <%name5% had a run-in with %name3% a little while ago.>
		rumor%id% <少し前に %name5% と %name3% がばったり出くわした>
		greeting <if# PlotStatus %plotid% %id% else GoGreet RevertPersona>
		*GoGreet <*IHaveInformation&AboutNPC GoSpiel %3%>
		GoSpiel <NewChat Say 1 PMemo %plotid% 2 SetEncounterActive %2% WinSubPlot %plotid%>
		% Msg1 <%name3% stops by here from time to time. Today \SPR %3% said \SPR %3% 's got something to do in \EXACT_SCENE %1% ... I don't know what's up but it sounded ominous.>
		% Msg2 <%name5% told you that %name3% was headed for \EXACT_SCENE %1% .>
		Msg1 <%name3% は時々ここに立ち寄る%JG_SK。今日は \EXACT_SCENE %1% で何か用事があると言っていた%JG_GA……何だか知らない%JG_GA、随分と深刻な話のようだった%JG_NE。>
		Msg2 <%name5% から、%name3% が \EXACT_SCENE %1% へ向かったと聞いた。>
	end


Content
	name <Patrols Clash>
	% desc <An enemy of your enemy knows something about your enemy.>
	desc <あなたの敵の敵がその敵について何かを知っている。>
	requires <*:CS_DiscoverNPCMission (&GatheringForces|&Searching)>
	Size 5

	% E1 is the outdoors scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the NPC doing the mission
	% E4 is a local NPC who's an enemy of E3 but not of the player
	% E5 is the encounter/patrol you must rescue
	Element4 <Character !Near -7 !Enemy 3 !Okay -3 -ArchEnemy -NOFAC>
	Element5 <Prefab>
	Place5 <1>

	% HINT_%id% <%name4% has also been looking into this; you may be able to collaborate.>
	HINT_%id% <%name4% もこの件を調べているらしい%JG_YO。もしかしたら%JS2に協力してくれるかも%JV_NA。>

	%% FAIL CONDITIONS:
	%% - E4 dies before revealing E5

	% P%id%01 = E5 has been revealed
	end <if= P%id%01 0 ifNPCDead %4% LoseSubPlot %plotid%>

	% SubPlot1 - The find-your-own-damn-henchmen branch.
	subplot1 <*TrailHenchmenToNPC 1 2 3>

	sub
		Persona 4
		% rumor%id% <%name4%'s team has been tracking %name3%.>
		rumor%id% <%name4% のチームが %name3% の行方を追っている>
		greeting <if= PlotStatus %plotid% %id% else GoChat if= P%id%01 0 else GoChat Goto GoGreet>
		GoChat <RevertPersona>
		*GoGreet <*IHaveInformation&AboutNPC GoBrief %3%>
		GoBrief <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
		result1 <NewChat Say 2 History 3 PMemo %plotid% 3 P= %id%01 1 SetEncounterActive %5%>
		result2 <AddCheerful -d8 Goto result1>
		result3 <NewChat Say 4 History 5 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1% AddSociable -d6>
		% Msg1 <I've been tracking %name3% for \FACTION ChatNPCFac . It seems like \SPR %3% 's in town searching for something. One of our recon teams has been following \PPR %3% lance, but we lost contact just a short while ago...>
		% Msg2 <The last transmissions came from %name1%. That's where you can begin looking... I just hope that you aren't too late.>
		% Msg3 <%name4% sent you to aid a patrol in %name1% which had been trailing %name3%.>
		% Msg4 <It'd be a lot easier to find %name3% if we joined forces... I'll tell you, though, that we believe \SPR %3% 's in %name1% now. Hopefully one or the other of us will find \OPR %3% .>
		% Msg5 <%name4% told you that %name3% was in %name1%.>
		% Prompt1 <I'll see if I can resume contact.>
		% Prompt2 <So you want me to go babysit them? Great.>
		% Prompt3 <I don't work with \FACTION ChatNPCFac .>
		% CPrompt3 <if# 0 ChatNPCFac if# ChatNPCFac PCFac if# ChatNPCFac &AllyFac Accept>
		Msg1 <%JF2は \FACTION ChatNPCFac の仕事で %name3% の行方を追ってる%JG_NDA。どうやら何かを探してこの街に来ているらしい%JV_F_WA%JV_NA%JV_SIL。偵察隊の１つが奴を追っていたんだ%JG_GA、少し前に連絡が途絶えてしまった%JV_F_WA……。>
		Msg2 <最後の通信は %name1% からだった%JV_F_WA。調べるならそこから%JV_DAROU……手遅れになる前に%JS2が辿り着いてくれるといいんだ%JG_GA。>
		Msg3 <%name4% は、%name1% で %name3% を追っていたパトロール隊を助けるためにあなたを送り出した。>
		Msg4 <協力すればそれだけ %name3% の発見も容易になるはず%JG_DA%JV_SIL_Rとりあえず伝えておくと、%JF2%JF_TACHIは奴が今 %name1% にいると考えている%JV_F_WA。%JF2か%JS2か、どちらかが奴を見つけられることを期待し%JV_YOU。>
		Msg5 <%name4% から、%name3% が %name1% にいたと教えられた。>
		Prompt1 <どうなってるのか見に行ってみる%JV_F_WA%JV_SIL。>
		Prompt2 <そいつらの面倒を見ろって？ いい身分%JG_DANE。>
		Prompt3 <\FACTION ChatNPCFac とは手は組まない%JV_ZO。>
		CPrompt3 <if# 0 ChatNPCFac if# ChatNPCFac PCFac if# ChatNPCFac &AllyFac Accept>

		MetaScene 5 2
		% You arrive in time to see a group of enemies fighting the recon patrol.
		% Defend the scouts to learn the location of E3.
		% L1 = Encounter Over Counter
		% L2 = Initialization Counter
		MapWidth 50
		MapHeight 50

		Start <if= L2 0 L= 2 1   Alert 1 TeamMonologue 3 2>

		nu1 <if= T1 0   Return   if= V1 0 V= 1 1   LoseRenown Goto GoFailRescue>
		nu2 <if= T2 0   if= V1 0 V= 1 1 Alert 4 XPV 100  ifG t3 0 else GoFailRescue  TeamMonologue 3 5  History 6  PMemo %plotid% 7  WinSubPlot %plotid%  SetEncounterActive %2%>
		GoFailRescue <Alert 3  PMemo %plotid% 8 SetPlotStatus %plotid1% %id1%>

		end <SetEncounterInactive %5%>

		% Msg1 <You encounter a group of %name3%'s henchmen fighting %name4%'s recon patrol.>
		% Msg2 <Give us a hand, would ya? These guys are killing us! Literally!>
		% Msg3 <You failed to protect the recon team. It looks like you'll have to find %name3% all by yourself.>
		% Msg4 <You have defeated all of %name3%'s henchmen.>
		% Msg5 <Thanks for the help! This is only part of %name3%'s forces... I'll upload the coordinates of their main lance.>
		% Msg6 <You rescued the recon team, who revealed %name3%'s location.>
		% Msg7 <You rescued the recon team, who revealed %name3%'s location in %name1%.>
		% Msg8 <You'll have to find %name3% all by yourself; \SPR %3% is most likely in %name1%.>
		Msg1 <%name3% の手下が %name4% の偵察隊と戦闘している現場に遭遇した。>
		Msg2 <そこの%JS2、ちょっと手を貸してくれない%JV_Q！？ このままじゃ奴らに殺される……冗談じゃなくて本当%JG_DA！>
		Msg3 <偵察隊を守ることができなかった。これからは自分だけで %name3% を探さなければならないようだ。>
		Msg4 <%name3% の手下をすべて撃破した。>
		Msg5 <支援に感謝する%JG_YO！ ここにいたのは %name3% の戦力のたった一部だけど%JV_NA……奴らの主力部隊の座標をそっちに送%JV_ROU。>
		Msg6 <偵察部隊を救出し、%name3% の居場所の情報を得た。>
		Msg7 <偵察部隊を救出し、%name3% の居場所が %name1% であることを聞き出した。>
		Msg8 <自力で %name3% を見つけ出す必要がある。\SPR %3%はおそらく %name1% にいるだろう。>

		sub
			team 1
			setally 3
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <SetSelfFaction &EnemyFac   WMecha 2 StoryDL 150>
			ParaX 45
			ParaY 45

			team 3
			name <Recon>
			setally 1
			setenemy 2
			Deploy <SetSelfFaction NPCFac %4%  WMecha 3 StoryDL 60>
			ParaX 15
			ParaY 15
		end
	end
	inv
		stc CORE-ACTIVATABLE
		name <Recon Patrol>
		name_I18N <偵察隊>
	end

Content
	name <Calling all Mooks>
	% desc <Your enemies are recruiting; the recruiter can tell you where they are.>
	desc <敵が新規採用を始めている。採用担当から彼らの居場所を聞くことができる。>
	requires <*:CS_DiscoverNPCMission &GatheringForces>
	Size 1

	% E1 is the outdoors scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the NPC doing the mission
	% E4 is a public scene
	% E5 is the recruiter
	% E6 is a possible new recruit
	Element4 <Scene Public !Near -7 !Okay 3>
	Element5 <Character Mercenary !Okay 3 !Near 4 Neverfail -FRIEND -FAMILY -ALLY -LOVER>
	NeverFail5 <Mercenary>
	Place5 <4 sd ally (Guards)>
	Element6 <NewNPC -2 -7 Shy>
	Place6 <4 sd ally (Guards)>

	% The Hint
	% HINT_%id% <You might want to start at %name4%.>
	HINT_%id% <まずは %name4% に行ってみるといい%JV_DAROU。>

	%% FAIL CONDITIONS:
	%% - E5 dies

	% P%id%01 = Initialization Counter
	% P%id%02 = Have spoken to E5 already (1)/Have intimidated E6 out of contest (2)
	end <ifSubPlotLost %plotid1% FreezeNPC %6%>
	start <ifNPCDead %5% LoseSubPlot %plotid%>
	update <if= P%id%01 0 P= %id%01 1 NPCLevel %6% StoryDL>

	% SubPlot1 = The duel with E6
	% SubPlot2 = Trail E6 to base
	SubPlot1 <*:CS_TournamentMatch 6 4>
	SubPlot2 <*TrailRaiderToBase 1 2 6>

	sub
		Persona 5
		% rumor%id% <%name5% has been recruiting some pilots for %name3%.>
		rumor%id% <%name5% が %name3% の依頼でパイロットを募集している>
		% V%id%01 = First time counter
		% V%id%02 = Tried bluff already...
		greeting <if= plotstatus %plotid% %id% else %pop% ifSubPlotLost %plotid1% else .%id%_GoCheckProgress NewChat Say %id%08 PMemo %plotid% %id%09 SetPlotStatus %plotid2% %id2%>
		.%id%_GoCheckProgress <if= v%id%01 0 else .%id%_GoExplain Goto .%id%_GoGreet>
		.%id%_GoGreet <if= v%id%01 0 else .%id%_GoExplain NewChat Say %id%11 AddChat %id%07 v= %id%01 1>
		.%id%_GoExplain <NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03 AddChat %id%04 AddChat %id%05 AddChat %id%06  AddChat %id%08   if= p%id%02 0 P= %id%02 1>
		.%id%_GoReveal <History %id%02 PMemo %plotid% %id%03 SetEncounterActive %2% WinSubPlot %plotid% XPV 100>
		result%id%01 <NewChat Say %id%04 History %id%05 PMemo %plotid% %id%05 SetPlotStatus %plotid1% %id1%>
		result%id%02 <NewChat Say %id%06 SetXXRAttitude %6% XXR_A_EnviesPC Goto .%id%_GoReveal>
		result%id%03 <NewChat Say %id%07 Goto .%id%_GoReveal>
		result%id%04 <NewChat Say %id%07 Goto .%id%_GoReveal>
		result%id%05 <NewChat Say %id%10 PMemo %plotid% %id%09 SetPlotStatus %plotid2% %id2%>
		*result%id%06 <*GoodBye>
		result%id%07 <Goto .%id%_GoExplain>
		result%id%08 <ifConversation HardSkillTar StoryDL else .%id%_GoR8Fail NewChat Say %id%07 PCEnemy %6% FreezeNPC %6% SetXXRAttitude %6% XXR_A_EnviesPC Goto .%id%_GoReveal>
		.%id%_GoR8Fail <NewChat Say %id%12 V= %id%02 1>
		% Msg%id%01 <I'm afraid that I don't have any more positions to offer; %name3% has all the pilots \SPR %3% needs. %name6% got the last contract.>
		% Msg%id%02 <You learned that %name3% could be found in %name1%.>
		% Msg%id%03 <You learned from %name5% that %name3% can be found in %name1%.>
		% Msg%id%04 <If you think you're so good, why don't you challenge \OPR %6% ?>
		% Msg%id%05 <%name5% suggested that you challenge %name6% for a chance to get close to %name3%.>
		% Msg%id%06 <Huh, I guess you are pretty tough after all. You'll make a fine addition to %name3%'s team; they're meeting in %name1% right now.>
		% Msg%id%07 <Seriously? Ashes... Well, we do need one more pilot, so if you want the job you can find %name3% in %name1%.>
		% Msg%id%08 <%name6% has left to meet up with %name3%. My work here is done.>
		% Msg%id%09 <%name6% has gone to meet up with %name3%, but with any luck you'll be able to find \OPR %6% first.>
		% Msg%id%10 <Hey, I don't want to get involved with any of that, I'm just a simple talent scout... and besides, as I said my work is already done.>
		% Msg%id%11 <Hi. I guess you're here about that job, right?>
		% Msg%id%12 <Ha ha, nice try but %name6% just texted me about your duel. Come back if you beat \OPR %6% and you can have the job then.>
		% Prompt%id%01 <You can't be serious. I'm way tougher than %name6%!>
		% CPrompt%id%01 <if= PlotStatus %plotid1% 0  if# p%id%02 2  Accept>
		% Prompt%id%02 <I just beat %name6% in a duel. Hire me instead.>
		% CPrompt%id%02 <ifSubPlotWon %plotid1% Accept>
		% Prompt%id%03 <There's a problem- %name6% is dead.>
		% CPrompt%id%03 <ifNPCDead %6% Accept>
		% Prompt%id%04 <%name6% just chickened out. Hire me instead.>
		% CPrompt%id%04 <if= p%id%02 2  Accept>
		% Prompt%id%05 <I'm not here for a job; I'm here to find %name3%.>
		% Prompt%id%06 <So I see. I'll have to have a chat with this %name6%.>
		% Prompt%id%07 <You could say that.>
		% Prompt%id%08 <%name6% just quit. Look, \SPR %6% 's gone!>
		% CPrompt%id%08 <if= PlotStatus %plotid1% %id1% if= v%id%02 0 Accept>
		Msg%id%01 <申し訳ない%JG_GA、もう採用は打ち切らせてもらった%JG_YO。%name3% の募集していた人数は全部集まったから%JV_NA。最後の契約者は %name6% だった%JG_YO。>
		Msg%id%02 <%name3% が %name1% にいるらしいことを知った。>
		Msg%id%03 <%name5% から、%name3% が %name1% にいることを聞き出した。>
		Msg%id%04 <そんなに自信があるのなら、自分で %name6% に挑んでみてはどう%JG_KANA？>
		Msg%id%05 <%name5% は、%name3% に近づきたければ %name6% に挑んでみればいいと言った。>
		Msg%id%06 <むむ、そんなに強かったとは……。それなら %name3% の部隊にも歓迎される%JV_DAROU。今から全員 %name1% に集まるところ%JG_DAYO。>
		Msg%id%07 <本当に%JV_KA_Q！？ 何てこと%JV_M_DA……ならパイロットがもう１人必要になるから、その気があるなら %name1% にいる %name3% に会いに行くといい%JV_F_WA。>
		Msg%id%08 <%name6% はもう %name3% に会いに行った%JV_ZO。%JF2のここでの仕事は完了%JG_DA。>
		Msg%id%09 <%name6% は既に %name3% に会いに行ったが、運が良ければまだ %name6% に追いつけるかもしれない。>
		Msg%id%10 <%JR_HEY、そういう話には人を巻き込まないで%JG_R_AGG。%JF2はただの勧誘員%JG_DAYO%JV_SIL_Rさっき言った通り、その仕事ももう片付いた後だし%JV_NA。>
		Msg%id%11 <どうも。仕事の話を聞いて来た%JV_N%JV_M_DA%JV_NA？>
		Msg%id%12 <はは、頑張ってるところ悪い%JG_GA、%name6% はたった今%JS2との勝負について連絡を寄越してきたところ%JG_DAYO。仕事が欲しければ、決着を付けて戻ってくる%JV_N%JV_M_DA%JV_NA。>
		Prompt%id%01 <冗談%JV_DAROU？ %JF2は %name6% なんかよりずっと強いのに！>
		CPrompt%id%01 <if= PlotStatus %plotid1% 0  if# p%id%02 2  Accept>
		Prompt%id%02 <%name6% を負かしてきた%JV_ZO。代わりに%JF2を雇って%JG_R_AGG。>
		CPrompt%id%02 <ifSubPlotWon %plotid1% Accept>
		Prompt%id%03 <１つ問題がある%JV_ZO── %name6% が死んだ%JV_F_NO%JV_F_YO。>
		CPrompt%id%03 <ifNPCDead %6% Accept>
		Prompt%id%04 <%name6% はビビッて逃げた%JV_ZO。代わりに%JF2を雇って%JG_R_AGG。>
		CPrompt%id%04 <if= p%id%02 2  Accept>
		Prompt%id%05 <仕事じゃなくて、%name3% を探しに来た%JG_NDA。>
		Prompt%id%06 <なら、その %name6% って人と話をしに行かないと%JV_NA。>
		Prompt%id%07 <そんな感じ%JG_DA。>
		Prompt%id%08 <%name6% はもう諦めた%JV_ZO。%JR_HEY、諦めたらしい%JV_ZO%JV_F_YO！>
		CPrompt%id%08 <if= PlotStatus %plotid1% %id1% if= v%id%02 0 Accept>

		Persona 6
		greeting <if= plotstatus %plotid% %id% else %pop% if= P%id%02 1 else %pop% NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		result%id%01 <NewChat Say %id%02 AddChat %id%04 AddChat %id%05 AddChat %id%06>
		result%id%02 <NewChat Say %id%03>
		*result%id%03 <*GoodBye>
		result%id%04 <ifG PCRenown StoryDL else .%id%_GoR4Fail ifIntimidation SkillTar StoryDL else .%id%_GoR4Fail NewChat Say %id%04 PMemo %plotid% %id%05 P= %id%02 2>
		.%id%_GoR4Fail <EndChat Say %id%06>
		result%id%05 <NewChat Say %id%07 AddChat %id%07>
		result%id%06 <Goto result%id%03>
		result%id%07 <NewChat Say %id%08 PMemo %plotid% %id%05 P= %id%02 2>
		% Msg%id%01 <Yeah, what do you want?>
		% Msg%id%02 <Could be. What do you care?>
		% Msg%id%03 <%name5% is the one to talk to about that. I don't know anything.>
		% Msg%id%04 <Wait, you're the one we're being hired to fight? I think I better start looking into that early retirement plan %name5% mentioned...>
		% Msg%id%05 <You scared %name6% into quitting %name3%'s lance. %name5% will probably want to know.>
		% Msg%id%06 <Big deal. According to %name5% we've hired enough pilots to deal with any possible threat.>
		% Msg%id%07 <Brave? Yeah, I guess so... what do you mean by that?>
		% Msg%id%08 <Now that you meantion it, it is kind of suspicious that \SPR %3% 's hiring so many new lancemates at once... Maybe I should get out while the going is good.>
		% Prompt%id%01 <I hear you're working for %name3%.>
		% Prompt%id%02 <I'm looking for a job, actually.>
		% Prompt%id%03 <Nothing...>
		% Prompt%id%04 <I intend to defeat %name3%.>
		% Prompt%id%05 <You must be awfully brave...>
		% CPrompt%id%05 <IfInsight SkillTar StoryDL Accept>
		% Prompt%id%06 <No reason.>
		% Prompt%id%07 <It's just that %name3%'s henchmen usually end up dead.>
		Msg%id%01 <%JR_YES、何か用%JG_KANA？>
		Msg%id%02 <かも%JV_NA。それがどうした%JV_N%JV_M_DA%JV_SIL？>
		Msg%id%03 <それなら %name5% に聞いて%JG_R_AGG。%JF2は何も知らない%JG_YO。>
		Msg%id%04 <えっ、%JF2%JF_TACHIが戦う予定の相手って%JS2なの%JV_KA_Q？ %name5% の言ってた早期退職のプランを検討しといたほうが良さそう%JG_DANE%JV_SIL_R。>
		Msg%id%05 <%name6% を脅かして %name3% の部隊から離脱させた。%name5% にこのことを伝えてみよう。>
		Msg%id%06 <そりゃ大変%JV_M_DA%JV_F_NE。%name5% からは、どんな相手でも平気な数のパイロットを雇ったって聞いてる%JG_YO。>
		Msg%id%07 <勇敢？ %JR_YES、まあそうかも%JV_NA……それで、何が言いたい%JG_NDA？>
		Msg%id%08 <そう言われると、一度にこうも大量のパイロットを雇ってるのは怪しく思えてくる%JG_NE%JV_SIL_R面倒なことになる前に逃げたほうがいいの%JG_KANA。>
		Prompt%id%01 <%name3% のところで働いてると聞いたんだ%JG_GA。>
		Prompt%id%02 <実は仕事を探してる%JG_NDA。>
		Prompt%id%03 <別に何も……。>
		Prompt%id%04 <%name3% を倒そうかと思ってて%JV_NA%JV_SIL。>
		Prompt%id%05 <%JS2は恐ろしく勇敢な%JV_N%JV_M_DA%JV_NA……。>
		CPrompt%id%05 <IfInsight SkillTar StoryDL Accept>
		Prompt%id%06 <特に何も%JV_SIL。>
		Prompt%id%07 <%name3% の手下って、ただ死ぬだけの存在だから%JV_NA%JV_SIL。>

	end

Content
	name <Henchmen know things about stuff>
	% desc <Fight henchmen to gain a clue.>
	desc <取り巻きと戦い、手掛かりを得る。>
	requires <*:CS_DiscoverNPCMission &EnemyNPC>
	Size 5

	% E1 is the outdoors scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the NPC doing the mission
	% E4 is an environs scene
	% E5 is a combat encounter against the henchmen
	% E6 is a clue that can be obtained from the wreckage
	Element4 <Scene Environs !Near -7>
	Element5 <Prefab>
	Place5 <4>
	Element6 <Prefab>
	Place6 </>

	% The Hint
	% HINT_%id% <%name3%'s allies have been seen in %name4%.>
	HINT_%id% <%name3% の仲間が %name4% で目撃されたらしい%JG_YO。>

	% SubPlot1 is the clue identification utility, in case the PC can't do it himself
	SubPlot1 <*CS_AnalyzeClue_LeadToNPC 1 2 3 6>

	sub
		MetaScene 5 2
		% rumor%id% <%name3%'s henchmen have been spotted in %name4%.>
		rumor%id% <%name3% の手下が %name4% で目撃された>
		special <UNCHARTABLE>
		MapWidth 50
		MapHeight 50

		% 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>
		nu2 <if= T2 0   if= V1 0 V= 1 1   Alert 2  History 3   GiveItem %6%   SetPlotStatus %plotid1% %id1%>
		end <L= 2 0>

		% Msg1 <You face some of %name3%'s lancemates. Maybe you'll be able to find out about \PPR %3% plans from them.>
		% Msg2 <After the battle, you find a diary in the cockpit of one of the defeated mecha.>
		% Msg3 <You obtained a diary from your enemy's henchman.>
		Msg1 <%name3% の仲間の一部隊に遭遇した。\SPR %3%の計画について何か探り出せるかもしれない。>
		Msg2 <戦いの後、撃破したメックの１台から日記を発見した。>
		Msg3 <敵の取り巻きから日記を手に入れた。>

		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 45
			ParaY 45
		end

	end
	inv
		Encounter
		name <%name3%'s Henchmen>
		name_I18N <%name3% の手下>
		% V1 = Recharge Counter
		% This encounter will appear once every 3 hours, as long as this is the active subplot.
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
		use <ifG StatVal STAT_MetaVisibility -1  V= 1 ComTime V+ 1 10800  Print -1 Exit Destination>
		GoAutoAttack <V= 1 ComTime V+ 1 10800  Alert -2 Exit Destination>
		GoAvoidAttack <V= 1 ComTime V+ 1 3600  Print -6 AddSociable -1 UpdateProps>

		Treasure
		name <Henchman's Diary>
		name_I18N <手下の日記>
		% desc <An old fashioned paper diary obtained from the mecha of your enemy's henchman.>
		desc <敵の取り巻きのメックに積まれていた、昔ながらの紙の日記だ。>
		SDL_PORTRAIT <item_book.png>
		use <Alert 1>
		GoNoUse <Print 2>
		CLUE_SURVIVAL <Alert 7>
		CLUE_SCIENCE <Alert 7>
		CLUE_CODEBREAKING <if= PlotStatus %plotid% %id1% else GoNoUse ifCodeBreaking HardSkillTar StoryDL else GoFail  Alert 3 Goto GoReveal>
		CLUE_MYSTICISM <Alert 7>
		CLUE_INSIGHT <if= PlotStatus %plotid% %id1% else GoNoUse ifInsight SkillTar StoryDL else GoFail     Alert 4 Goto GoReveal>
		GoReveal <History 5 PMemo %plotid% 5 SetEncounterActive %2% WinSubPlot %plotid% XPV 100>
		GoFail <Alert 6>
		% Msg1 <This diary tells all the mundane details of being a henchman. Still, you're certain that there must be a clue in it somewhere.>
		% Msg2 <This diary isn't much use to you anymore.>
		% Msg3 <You discover a secret code used by the henchman to record his missions. Apparently, his next mission is going to take place in %name1%.>
		% Msg4 <You piece together clues from the diary, and conclude that the henchman's next mission is going to take place in %name1%.>
		% Msg5 <You learned from the diary that %name3% is headed for %name1%.>
		% Msg6 <You don't learn anything from the diary.>
		% Msg7 <You don't think you can learn anything from the diary with this skill.>
		Msg1 <この日記には、三下としてのありがちな悲喜こもごもが綴られている。それでも、ここには間違いなく何かの手掛かりが含まれているはずだ。>
		Msg2 <もうこの日記に用はない。>
		Msg3 <この手下が任務の記録に使っていた秘密の暗号を発見した。次の任務は %name1% で行われるようだ。>
		Msg4 <日記から読み解いた手がかりを纏めると、この手下の次の任務は %name1% で行われる予定だったらしいという結論が得られた。>
		Msg5 <日記から、%name3% が %name1% に向かったことを解き明かした。>
		Msg6 <日記から情報を得ることに失敗した。>
		Msg7 <そのスキルで日記から情報を引き出すことはできそうにない。>
	end

%%
%% *CS_AnalyzeClue_LeadToItem Content
%%
%% The PC has a clue. Maybe he can't figure it out himself. So, he can bring
%% it to someone who can. Unfortunately, doing so is going to cost both money
%% and time.
%%
%% In this case, analyzing the clue will lead to the whereabouts of an item.
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The item being sought
%% PARAM4: The clue-bearing item
%%

Content
	name <Mr Interesting>
	% desc <You can give the item to a professor to identify it.>
	desc <教授にアイテムを渡し、鑑定してもらうことができる。>
	requires <*CS_AnalyzeClue_LeadToItem>
	size 1

	% E1 is the outdoor scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the item being sought
	% E4 is the item to be identified
	% E5 is a public scene for the meeting
	% E6 is the investigator
	element5 <Scene Public !Near -7 -Sleazy>
	element6 <Character ACADE !Near 5 NeverFail>
	NeverFail6 <Professor>
	Place6 <5 pass ally>

	%% FAIL CONDITIONS:
	%% - If E4 is destroyed

	end <ifItemDestroyed %4% LoseSubPlot %plotid%>

	sub
		Persona 6
		% rumor%id% <%name6% knows a lot about old artifacts.>
		rumor%id% <%name6% は古代の遺物にとても詳しい>
		% v%id%01 = Clue processing time
		% v%id%02 = First time counter/Identification Cost
		greeting <if= PlotStatus %plotid% %id% else GoChat ifG v%id%01 0 else GoCheckFirst ifG ComTime v%id%01 else GoNotYet NewChat Say %id%01 AddCHat %id%01>
		GoCheckFirst <ifChatNPCInPlay else GoNotHere ifItemOK %4% else GoChat Goto GoGreet>
		GoNotHere <NewChat Say %id%11>
		GoNotYet <NewChat Say %id%02>
		GoChat <NewChat SayAnything>
		GoGreet <if= v%id%02 0 else GoMakeOffer V= %id%02 Threat StoryDL 3 NewChat Say %id%03 AddChat %id%02>
		GoMakeOffer <NewChat Say %id%05 AddCHat %id%03 AddCHat %id%04>
		result%id%01 <NewChat Say %id%06 StoryNote %id%07 SetEncounterActive %2% WinSubPlot %plotid% DeleteItem %4%>
		result%id%02 <NewChat Say %id%04 AddCHat %id%03 AddCHat %id%04>
		result%id%03 <NewChat Say %id%08 FreezeItem %4% Cash+ -v%id%02 StoryNote %id%09 V= %id%01 ComTime V+ %id%01 3600 V+ %id%01 d7200 V+ %id%01 d7200>
		result%id%04 <NewChat Say %id%10>
		% Msg%id%01 <Aha, you're back. I've got the results from your %name4% right here.>
		% Msg%id%02 <I'm still working on that %name4%. Come back later.>
		% Msg%id%03 <Yes, is there something I could help you with?>
		% Msg%id%04 <Hmmm. I'd have to examine it thoroughly... This sort of work isn't cheap, you realize. If you want me to investigate this item it's going to cost $ \VAL V%id%02 .>
		% Msg%id%05 <Hello again. If you want me to investigate your %name4% it's going to cost $ \VAL V%id%02 .>
		% Msg%id%06 <I've learned that something called the %name3% can be found in a %name2% at %name1%. I certainly hope that this information is of use to you.>
		% Msg%id%07 <You learned that the %name3% can be found in %name1%.>
		% Msg%id%08 <Great. Come back here in a few hours and I'll tell you what I've learned.>
		% Msg%id%09 <You gave the %name4% to %name6% for investigation.>
		% Msg%id%10 <I'll be waiting.>
		% Msg%id%11 <Sorry, I can't talk right now. If you've got an item for me to examine why don't you bring it to %name5%?>
		% Prompt%id%01 <Well, what can you tell me about it?>
		% Prompt%id%02 <What can you tell me about this %name4%?>
		% Prompt%id%03 <Here you go. [Give item and money]>
		% CPrompt%id%03 <ifG PC$ v%id%02 Accept>
		% Prompt%id%04 <I'll be back later.>
		Msg%id%01 <ああ、戻ってきたの%JV_KA。%name4% についての調査結果が出ている%JG_YO。>
		Msg%id%02 <まだ %name4% を調査中%JG_DAYO。もう少し後に来て%JG_R。>
		Msg%id%03 <%JR_YES、何か御用事があって来たの%JG_KANA？>
		Msg%id%04 <むむむ、これはかなり入念に調べないと……費用のかかる仕事%JV_M_DAよ、言っておく%JG_GA%JV_NA。本当に調査をしたいのなら、$ \VAL V%id%02 が必要%JG_DA。>
		Msg%id%05 <また会った%JG_NE。その %name4% を調査したいなら、費用は $ \VAL V%id%02 %JG_DAYO。>
		Msg%id%06 <%name3% と呼ばれるものが %name1% の %name2% にあるらしい%JV_F_WA%JV_NA%JV_SIL。これが%JS2にとって役に立つ情報であることを願っている%JG_YO。>
		Msg%id%07 <%name3% が %name1% にあることを知った。>
		Msg%id%08 <いい%JV_DESYOU。何時間か後にまた来てくれれば、調査結果を伝える%JG_YO。>
		Msg%id%09 <調査のために、%name4% を %name6% に渡した。>
		Msg%id%10 <では%JF2も待ってい%JV_YOU。>
		Msg%id%11 <申し訳ない%JG_GA、今はちょっと忙しくて%JV_NA。何か調べたい品があるのなら、直接 %name5% まで持って来て%JG_R。>
		Prompt%id%01 <何が分かった%JV_F_NO？>
		Prompt%id%02 <この %name4% について何か分かることはある？>
		Prompt%id%03 <じゃあこれで。[アイテムと金を渡す]>
		CPrompt%id%03 <ifG PC$ v%id%02 Accept>
		Prompt%id%04 <また後で来る%JG_YO。>
	end

%%
%% *CS_AnalyzeClue_LeadToNPC Content
%%
%% The PC has a clue. Maybe he can't figure it out himself. So, he can bring
%% it to someone who can. Unfortunately, doing so is going to cost both money
%% and time.
%%
%% In this case, analyzing the clue will lead to the whereabouts of a NPC.
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The NPC being sought
%% PARAM4: The clue-bearing item
%%

Content
	name <CSI Wannabe>
	% desc <You can give the item to a forensic investigator to identify it.>
	desc <鑑識業者にアイテムを渡し、鑑定してもらうことができる。>
	requires <*CS_AnalyzeClue_LeadToNPC>
	size 1

	% E1 is the outdoor scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the NPC being sought
	% E4 is the item to be identified
	% E5 is a public scene for the meeting
	% E6 is the investigator
	element5 <Scene Public !Near -7 -Sleazy>
	element6 <Character Forensic Investigator !Near 5 NeverFail>
	NeverFail6 <Forensic Investigator>
	Place6 <5 pass ally>

	%% FAIL CONDITIONS:
	%% - If E4 is destroyed

	end <ifItemDestroyed %4% LoseSubPlot %plotid%>

	sub
		Persona 6
		% rumor%id% <%name6% does a bit of freelance forensic work.>
		rumor%id% <%name6% はフリーランスの鑑識業を少し手がけている>
		% v%id%01 = Clue processing time
		% v%id%02 = First time counter/Identification Cost
		greeting <if= PlotStatus %plotid% %id% else GoChat ifG v%id%01 0 else GoCheckFirst ifG ComTime v%id%01 else GoNotYet NewChat Say %id%01 AddCHat %id%01>
		GoCheckFirst <ifChatNPCInPlay else GoNotHere ifItemOK %4% else GoChat Goto GoGreet>
		GoNotHere <NewChat Say %id%11>
		GoNotYet <NewChat Say %id%02>
		GoChat <NewChat SayAnything>
		GoGreet <if= v%id%02 0 else GoMakeOffer V= %id%02 Threat StoryDL 3 NewChat Say %id%03 AddChat %id%02>
		GoMakeOffer <NewChat Say %id%05 AddCHat %id%03 AddCHat %id%04>
		result%id%01 <NewChat Say %id%06 StoryNote %id%07 SetEncounterActive %2% WinSubPlot %plotid% DeleteItem %4%>
		result%id%02 <NewChat Say %id%04 AddCHat %id%03 AddCHat %id%04>
		result%id%03 <NewChat Say %id%08 FreezeItem %4% Cash+ -v%id%02 StoryNote %id%09 V= %id%01 ComTime V+ %id%01 3600 V+ %id%01 d7200 V+ %id%01 d7200>
		result%id%04 <NewChat Say %id%10>
		% Msg%id%01 <Aha, you're back. I've got the results from your %name4% right here.>
		% Msg%id%02 <I'm still working on that %name4%. Come back later.>
		% Msg%id%03 <Yes, is there something I could help you with?>
		% Msg%id%04 <Hmmm. I'd have to examine it thoroughly... Forensic work isn't cheap, you realize. If you want me to investigate this item it's going to cost $ \VAL V%id%02 .>
		% Msg%id%05 <Hello again. If you want me to investigate your %name4% it's going to cost $ \VAL V%id%02 .>
		% Msg%id%06 <I've learned that someone named %name3% can be found at %name1%. I certainly hope that this information is of use to you.>
		% Msg%id%07 <You learned that %name3% can be found in %name1%.>
		% Msg%id%08 <Great. Come back here in a few hours and I'll tell you what I've learned.>
		% Msg%id%09 <You gave the %name4% to %name6% for investigation.>
		% Msg%id%10 <I'll be waiting.>
		% Msg%id%11 <Sorry, I can't talk right now. If you've got an item for me to examine why don't you bring it to %name5%?>
		% Prompt%id%01 <Well, what can you tell me about it?>
		% Prompt%id%02 <What can you tell me about this %name4%?>
		% Prompt%id%03 <Here you go. [Give item and money]>
		% CPrompt%id%03 <ifG PC$ v%id%02 Accept>
		% Prompt%id%04 <I'll be back later.>
		Msg%id%01 <ああ、戻ってきたの%JV_KA。%name4% についての調査結果が出ている%JG_YO。>
		Msg%id%02 <まだ %name4% を調査中%JG_DAYO。もう少し後に来て%JG_R。>
		Msg%id%03 <%JR_YES、何か御用事があって来たの%JG_KANA？>
		Msg%id%04 <むむむ、これはかなり入念に調べないと……鑑識は費用のかかる仕事%JV_M_DAよ、言っておく%JG_GA%JV_NA。本当に調査をしたいのなら、$ \VAL V%id%02 が必要%JG_DA。>
		Msg%id%05 <また会った%JG_NE。その %name4% を調査したいなら、費用は $ \VAL V%id%02 %JG_DAYO。>
		Msg%id%06 <%name3% という名前の者が %name1% にいるらしい%JV_F_WA%JV_NA%JV_SIL。これが%JS2にとって役に立つ情報であることを願っている%JG_YO。>
		Msg%id%07 <%name3% が %name1% にいることを知った。>
		Msg%id%08 <いい%JV_DESYOU。何時間か後にまた来てくれれば、調査結果を伝える%JG_YO。>
		Msg%id%09 <調査のために、%name4% を %name6% に渡した。>
		Msg%id%10 <では%JF2も待ってい%JV_YOU。>
		Msg%id%11 <申し訳ない%JG_GA、今はちょっと忙しくて%JV_NA。何か調べたい品があるのなら、直接 %name5% まで持って来て%JG_R。>
		Prompt%id%01 <何が分かった%JV_F_NO？>
		Prompt%id%02 <この %name4% について何か分かることはある？>
		Prompt%id%03 <じゃあこれで。[アイテムと金を渡す]>
		CPrompt%id%03 <ifG PC$ v%id%02 Accept>
		Prompt%id%04 <また後で来る%JG_YO。>
	end

%%
%% *:CS_RevealEncounter_FactionTarget Content
%%	&IsEnemy	The faction in question is an enemy
%%	&OfAttack	The target is going to be attacked
%%
%% You're searching for the target of a given faction. They're apparently
%% going to attack something, for some reason.
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically give the PC 100XP.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The faction launching the attack
%%

Content
	name <Full Metal Interrogation>
	% desc <Encounter a lance associated with the faction and negotiate or fight for the answer.>
	desc <敵勢力の部隊と接触し、戦闘または交渉により答えを得る。>
	requires <*:CS_RevealEncounter_FactionTarget &IsEnemy &OfAttack -!Ne -!Lo>
	size 6

	% E1 is the outdoor scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the faction launching the attack
	% E4 is a different outdoor scene for this subplot
	% E5 is the combat encounter
	% E6 is a member of E3 who will be questioned
	Element4 <Scene Outdoors !Near -7>
	Element5 <Prefab>
	Place5 <4>
	Element6 <Character HasMecha !Comrade 3 !Global -Lawful>
	Place6 <5 (Enemies) SD enemy>

	% The Hint
	% HINT_%id% <There have been some suspicious mecha in %name4%.>
	HINT_%id% <%name4% に怪しいメックの部隊が来ているらしい%JG_YO。>

	% P%id%01 = Initialization Counter
	update <if= p%id%01 0 P= %id%01 1  NPCLevel %6% StoryDL>

	% SubPlot1 is the TrailRaider subplot, in case the PC doesn't win here.
	SubPlot1 <*TrailRaiderToBase 1 2 6>

	sub
		MetaScene 5 2
		% rumor%id% <a lance from %name3% has been spotted in %name4%.>
		rumor%id% <%name4% で %name3% の部隊が目撃されている>

		% V1 = Encounter Over Counter
		MapWidth 50
		MapHeight 50

		% L1 = Encounter Over Counter
		% L2 = Initialization Counter

		Start <if= L2 0 L= 2 1 L= 1 0   ForceChat %6%>
		nu1 <if= T1 0   Return if= L1 0 L= 1 1  Alert 1 PMemo %plotid% 2           SetPlotStatus %plotid1% %id1%>
		nu2 <if= T2 0   if= L1 0   L= 1 1   Salvage  Monologue %6% 5   Goto GoRevealEncounter>
		Faint%6% <L= 1 1   ifG T2 0 else GoNobodyLeft   Alert 6 TMonologue 2 7   Retreat 2   Goto GoRevealEncounter>
		GoNobodyLeft <Alert 8   Goto GoRevealEncounter>
		GoRevealEncounter <PMemo %plotid% 3   History 4   XPV 100   WinSubPlot %plotid%   SetEncounterActive %2%>

		% Msg1 <%name6% leaves to rendezvous with the attack group. If you hurry, you might still have time to catch them.>
		% Msg2 <%name6% is somewhere out there meeting with the attack group from %name3%. If you hurry, you might still have time to catch them.>
		% Msg3 <You learned that mecha from %name3% are going to attack a target in %name1%.>
		% Msg4 <You learned that the target was in %name1%.>
		% Msg5 <You win, I surrender! The target we're after is in %name1%, but there's no way you'll be able to stop us in time...>
		% Msg6 <Upon seeing their commander struck down, the remaining pilots from %name3% quickly surrender.>
		% Msg7 <Don't hurt us! Look, the target we're after is in %name1%, but there's no way you'll be able to get there in time...>
		% Msg8 <You find a datacard in %name6%'s cockpit identifying the location of their target in %name1%.>
		Msg1 <%name6% は攻撃部隊と合流するために離脱していった。急げばまだ追いつけるかもしれない。>
		Msg2 <%name6% は %name3% の攻撃部隊と合流するためにこの付近に来ているはずだ。急げばまだ追いつけるかもしれない。>
		Msg3 <%name3% から来たメック部隊による、%name1% 内の目標への攻撃が間近であることを知った。>
		Msg4 <敵の攻撃目標が %name1% の中にあることを知った。>
		Msg5 <%JS_AGGの勝ち%JV_M_DA%JV_F_YO、降伏する%JV_F_WA！ %JF2%JF_TACHIのターゲットは %name1% の中だ%JG_GA、もう今からじゃどうやっても阻止は間に合わない%JV_ZO……。>
		Msg6 <指揮官が撃破されたのを見ると、他の %name3% のパイロットたちはすぐに降伏した。>
		Msg7 <撃たないで%JG_R_AGG！ %JR_YES、%JF2%JF_TACHIの攻撃目標は %name1% の中だ%JG_GA、今からそこに行ったって絶対に間に合わない%JV_ZO……。>
		Msg8 <%name6% のコックピットにあったデータカードから、彼らの攻撃目標が %name1% の中にあることが判明した。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction %3%  WMecha 2 StoryDL 50>
			ParaX 45
			ParaY 45
		end

		Persona 6
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else %pop% EndChat Say %id%01 AddChat %id%01>
		result%id%01 <EndChat Say %id%02>
		% Msg%id%01 <\PC , I was warned that you'd try to interfere in the plans of %name3%.>
		% Msg%id%02 <You'll find out over my dead body!>
		% Prompt%id%01 <Tell me where you're planning to attack.>
		Msg%id%01 <\PC、%JS_AGG が %name3% の計画を邪魔しに来るだろうことは予告されていた%JV_ZO%JV_SIL。>
		Msg%id%02 <%JF2を倒して調べてみること%JV_M_DA%JV_NA%JV_SIL！>
		Prompt%id%01 <どこを攻撃するつもりなのか教えてもら%JV_OUか。>
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <Suspicious Mecha>
		name_I18N <怪しいメック隊>
	end



%%
%% *:CS_RevealEncounter_ItemDungeon Content
%%		&Derelict	The dungeon is a wrecked spaceship
%%
%% You're searching for a dungeon which contains a certain item. The
%% name of the location may be expressed as "a %name2%" or "the %name2%".
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically give the PC 100XP.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The item contained within
%%

Content
	name <A bottle of rum, anyone?>
	% desc <There are pirates looking for the item. Defeat them to gain their map.>
	desc <目的のアイテムを探している海賊が居る。撃退して彼らの地図を手に入れよう。>
	requires <*:CS_RevealEncounter_ItemDungeon ~&Derelict>
	Size 5

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is the item being sought
	% E4 is an encounter
	% E5 is the treasure map
	Element4 <Prefab>
	Place4 <1>
	Element5 <Prefab>

	% The Hint
	% HINT_%id% <Some pirates in %name1% have also been looking for the %name3%.>
	HINT_%id% <海賊も %name1% に来て %name3% を探しているらしい%JG_YO。>

	% SubPlot1 is the clue identification utility, in case the PC can't do it himself
	SubPlot1 <*CS_AnalyzeClue_LeadToItem 1 2 3 5>

	sub
		MetaScene 4 2
		% rumor%id% <there are some pirates in %name1% who are also looking for the %name3%.>
		rumor%id% <海賊も %name1% で %name3% を探している>
		special <UNCHARTABLE>

		% V1 = Encounter Over Counter
		MapWidth 50
		MapHeight 50

		% L1 = Encounter Over Counter
		% L2 = Initialization Counter

		Start <if= L2 0 L= 2 1 L= 1 0   TeamMonologue 2 1>
		nu1 <if= T1 0   Return>
		nu2 <if= T2 0   if= L1 0   L= 1 1   Salvage  Alert 2  History 3   GiveItem %5%   SetPlotStatus %plotid1% %id1%>

		end <L= 2 0>

		% Msg1_1 <Arr! You're here after our treasure map, aren't you!? You can't have it!>
		% Msg1_2 <>
		% Msg1_3 <>
		% Msg2 <After the battle, you find a treasure map in the cockpit of one of the defeated mecha.>
		% Msg3 <You obtained a treasure map from a group of pirates.>
		Msg1_1 <%JS_AGG！ %JS_AGGも%JF2%JF_TACHIの宝の地図を狙ってる%JV_N%JV_M_DA%JV_NA！？ 絶対に渡さない%JV_ZO%JV_F_YO！>
		Msg1_2 <>
		Msg1_3 <>
		Msg2 <戦いの後、撃破したメックのコクピットから宝の地図を発見した。>
		Msg3 <海賊の一団から宝の地図を奪取した。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			Deploy <if= PlotStatus %plotid% %id%    WMecha 2 StoryDL 100>
			ParaX 45
			ParaY 45
		end
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <Treasure Hunters>
		name_I18N <トレジャーハンター>
		% V1 = Recharge Counter
		% This encounter will appear once every 5 hours, as long as this is the active subplot.
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
		use <ifG StatVal STAT_MetaVisibility -1  V= 1 ComTime V+ 1 18000  Print -1 Exit Destination>
		GoAutoAttack <V= 1 ComTime V+ 1 18000  Alert -2 Exit Destination>
		GoAvoidAttack <V= 1 ComTime V+ 1 7200  Print -6 AddSociable -1 UpdateProps>

		Treasure
		name <Treasure Map>
		name_I18N <宝の地図>
		% desc <An old fashioned holographic map obtained from a gang of pirates.>
		desc <海賊の一味から奪い取った、昔ながらのホログラフ式の地図だ。>
		SDL_PORTRAIT <item_map.png>
		use <if= PlotStatus %plotid% %id1% else GoNoUse Alert 1>
		GoNoUse <Print 2>
		CLUE_SURVIVAL <if= PlotStatus %plotid% %id1% else GoNoUse ifSurvival SkillTar StoryDL else GoFail  Alert 3 Goto GoReveal>
		CLUE_SCIENCE <if= PlotStatus %plotid% %id1% else GoNoUse ifScience SkillTar StoryDL else GoFail   Alert 4 Goto GoReveal>
		CLUE_CODEBREAKING <Alert 7>
		CLUE_MYSTICISM <Alert 7>
		CLUE_INSIGHT <Alert 7>
		GoReveal <History 5 PMemo %plotid% 5 SetEncounterActive %2% WinSubPlot %plotid% XPV 100>
		GoFail <Alert 6>
		% Msg1 <You're going to need specialized knowledge to decipher this map.>
		% Msg2 <This map isn't much use to you anymore.>
		% Msg3 <You examine the map and locate a point of interest in %name1%.>
		% Msg4 <You decipher the coordinate system used by this map, and locate a point of interest in %name1%.>
		% Msg5 <You learned from the map that the %name3% is in %name1%.>
		% Msg6 <You don't learn anything from the map.>
		% Msg7 <You don't think you can learn anything from the map with this skill.>
		Msg1 <この地図を解読するには専門的な知識が必要なようだ。>
		Msg2 <もうこの地図に用はない。>
		Msg3 <地図を読み解いて、%name1% に何かがあるらしいことを突き止めた。>
		Msg4 <地図に使われている座標の記述法を解読して、%name1% に何かがあるらしいことを突き止めた。>
		Msg5 <地図を解読して、%name3% が %name1% にあることを知った。>
		Msg6 <地図から情報を得ることに失敗した。>
		Msg7 <そのスキルでこの地図から情報を引き出すことはできそうにない。>
	end

%%
%% *:CS_DiscoverNPCHasItem
%%	&NotReally	The NPC doesn't actually have it
%%
%% In this subplot, the PC will learn that an item being sought is in the possession
%% of a certain NPC.
%%
%% When this subplot reveals the NPC, the following trigger must be set:
%%		.%id%_%plotid%_GoDiscover
%%
%% PARAM1: The NPC who has it
%% PARAM2: The item being sought
%% PARAM3: The outdoors scene where the NPC's base may be found
%% PARAM4: The NPC's base
%%

Content
	name <Trivial DNHI>
	% desc <Ask an NPC, get told who has it. Boring, but quick to write.>
	desc <NPC に質問し、誰がそれを持っているのか聞く。退屈なミッションだが、書き上げるのは早かった。>
	requires <*:CS_DiscoverNPCHasItem>
	Size 1

	% E1 is the NPC with the item
	% E2 is the item

	% E5 is a local public scene
	% E6 is an NPC who knows something about it
	Element5 <Scene Building Public !Near -7>
	Element6 <Character Knowledge !Near 5 -ENEMY NEVERFAIL>
	NEVERFAIL4 <Professor>

	% FAIL CONDITIONS
	% - E6 dies before revealing the secret
	% - The RevealNPCBase subplot fails
	start <if= PlotStatus %plotid1% 0 else .%id%_GoCheckWin ifNPCDead %6% LoseSubPlot %plotid%>
	.%id%_GoCheckWin <ifSubPlotWon %plotid1% else .%id%_GoCheckLoss WinSubPlot %plotid%>
	.%id%_GoCheckLoss <ifSubPlotLost %plotid1% LoseSubPlot %plotid%>

	% HINT_%id% <%name6% might know something about this.>
	HINT_%id% <%name6% がこのことで何か知っているかもしれない%JG_YO。>

	% SubPlot1 is the RevealEncounter bit.
	SubPlot1 <*:CS_RevealEncounter_NPCBase 3 4 1>

	sub
		Persona 6
		% rumor%id% <%name6% knows something about the %name2%.>
		rumor%id% <%name6% は %name2% のことを何か知っている>
		greeting <if= PlotStatus %plotid% %id% else GoChat if= PlotStatus %plotid1% 0 else GoChat Goto GoGreet>
		GoChat <NewChat SayAnything>
		*GoGreet <*LookingForItem %2% GoExplain>
		GoExplain <NewChat Say 1 SMemo 2 History 3   SetPlotStatus %plotid1% %id1% Trigger0 .%id%_%plotid%_GoDiscover>
		% Msg1_1 <As far as I know, the %name2% is currently in the possession of %name1%.  \HINT_MEMO %id1%>
		% Msg1_2 <The last I heard, %name1% is the one who has the %name2%. \HINT_MEMO %id1%>
		% Msg1_3 <They say that the %name2% is being held by someone called %name1%. \HINT_MEMO %id1% Maybe this information can be of use to you.>
		% Msg2 <You learned from %name6% that %name1% is in possession of the %name2%.>
		% Msg3 <You learned that %name1% had the %name2%.>
		Msg1_1 <%JF2の知る限りでは、%name2% は今 %name1% が所有しているはず%JG_DAYO。\HINT_MEMO %id1%>
		Msg1_2 <最後に聞いた時点では、%name2% を持っているのは %name1% だった%JG_YO。\HINT_MEMO %id1%>
		Msg1_3 <%name2% は %name1% という人物が持っていると聞いた%JG_YO。\HINT_MEMO %id1%きっと%JS2ならこの情報が役に立つかもしれない%JG_NE。>
		Msg2 <%name6% から、%name1% が %name2% を持っていることを教えられた。>
		Msg3 <%name1% が %name2% を持っていることを知った。>
	end


%%
%% *:CS_RevealEncounter_NPCBase Content
%%		&PirateShip	The base is a pirate ship. Arr!
%%		&EnemyNPC	The NPC being sought is the core story enemy.
%%		&Kidnapping	The NPC has kidnapped somebody
%%
%% You're searching for the base/ship/hideout of a particular NPC.
%% The name may be expressed here as "%name3%'s %name2%", for instance
%% "Magoo's Pirate Ship" or "Bertram's Secret Base".
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically give the PC 100XP.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The NPC in charge of it
%%

Content
	name <Paparazzi's Delight>
	% desc <You encounter a small group of henchmen, and can track them to base.>
	desc <敵の取り巻きの小集団と遭遇し、拠点まで尾行する。>
	%% Exactly like Ranger's Delight below, but here you're tracking a specific person.
	requires <*:CS_RevealEncounter_NPCBase>
	Size 5

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is the NPC being sought
	% E4 is an encounter
	Element4 <Prefab>
	Place4 <1>

	% The Hint
	% HINT_%id% <%name3%'s men have been seen in %name1%.>
	HINT_%id% <%name3% の部下が %name1% で目撃されているらしい%JG_YO。>

	% P%id%01 = Initialization Counter
	% P%id%02 = Tracking Difficulcy Number

	% This particular subplot can't fail. Acers!

	update <if= P%id%01 0 P= %id%01 1 P= %id%02 SkillTar StoryDL>
	&%id%_RevealEncounter <SetEncounterActive %2% WinSubPlot %plotid%>

	sub
		MetaScene 4 2
		% rumor%id% <%name3%'s henchmen have been seen in %name1%.>
		rumor%id% <%name3% の手下が %name1% で目撃されている>
		special <UNCHARTABLE>

		% V1 = Encounter Over Counter
		% V2 = Number of failed attempts to track
		MapWidth 50
		MapHeight 50

		% Once the PC has defeated all the raiders, they get an Awareness roll to determine
		% the location of their main force.

		nu1 <if= T1 0   Return>
		nu2 <if= T2 0   if= V1 0   V= 1 1   ifUAwareness p%id%02 else GoTrackFailed Alert 1 PMemo %id% 2 History 2 &%id%_RevealEncounter Return SeekGate %2% if= L2 0 XPV 100>
		GoTrackFailed <Alert 3   L+ 2 1  P+ %id%02 -2 P+ %id%02 -d6   Return>

		end <V= 1 0>

		% Msg1 <After defeating %name3%'s henchmen, you manage to track their movements back to \PPR %3% %name2%.>
		% Msg2 <You tracked %name3%'s henchmen to %name1%.>
		% Msg3 <You have defeated the henchmen, but still have no idea where %name3% is.>
		Msg1 <%name3% の取り巻きを撃破した後、彼らのやってきたルートを辿って\SPR %3%の%name2%を発見した。>
		Msg2 <%name3% の手下の痕跡を追って %name1% へと向かった。>
		Msg3 <手下は倒したが、%name3% の居場所についてはまだ見当がつかない。>

		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 45
			ParaY 45
		end
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <Henchmen>
		name_I18N <手下>
		%% If the PC manages a stealth roll upon approaching this encounter, the
		%% raiders may be followed back to their base instead of being fought.
		%% V1 = Timer; will only attack once every 3 hours
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		use <ifG StatVal STAT_MetaVisibility -1    ifUStealth 5 else GoAutoAttack   ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		attack <ifG StatVal STAT_MetaVisibility -1  ifG PCScale 0    ifUStealth SkillTar StoryDL else GoAutoAttack ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		GoAutoAttack <V= 1 ComTime V+ 1 10800   Alert -2 Exit Destination>
		GoTrack <Alert 4 PMemo %id% 5 History 5 XPV 100 &%id%_RevealEncounter Exit %1% SeekGate %2%>
		% Msg1 <You encounter a small group of %name3% 's henchmen.>
		% Msg2 <Trail them.>
		% Msg3 <Approach them.>
		% Msg4 <You track %name3%'s henchmen to \PPR %3% %name2%.>
		% Msg5 <You tracked %name3%'s henchmen to %name1%.>
		Msg1 <%name3% の取り巻きらしき小集団に遭遇した。>
		Msg2 <尾行する。>
		Msg3 <接近する。>
		Msg4 <%name3% の手下を尾行して\SPR %3%の%name2%へと辿り着いた。>
		Msg5 <%name3% の手下を尾行して %name1% へと向かった。>
	end

Plot
	name <All-Knowing Smuggler>
	requires <*:CS_RevealEncounter_NPCBase>
	% desc <There's a smuggler who can tell you how to get where you're going.>
	desc <目的地へ辿り着く方法を教えてくれる密輸人がいる。>
	% This component has no size, even though the PC must perform a task to move on;
	% the size will be provided by the duel subplot.

	% E1 is the outdoors scene where it is
	% E2 is the metascene being sought
	% E3 is the NPC in charge of it
	% E4 is the All-Knowing Smuggler
	% E5 is an outdoors scene for the duel
	% E6 is a public scene for the NPC
	Element4 <Prefab>
	Place4 <6 sd ally>
	Element5 <Scene Environs !Near -7>
	Element6 <Scene Public !Near -7>

	% The Hint
	% HINT_%id% <You might want to check out %name6%.>
	HINT_%id% <%name6% でいろいろ調べてみるといいかもしれない%JG_NE。>

	% SubPlot1 is the duel itself
	% SubPlot2 is a blank plot state
	SubPlot1 <*CS_Duel&NoDerailment 4 6 5>

	% As long as we're still at this phase, the NPC's death will end the plot.
	start <ifNPCDead %4% LoseSubPlot %plotid%>

	% Duel Results
	.%id1%_%plotid%_GoWin <Monologue %4% %id%01  PMemo %plotid% %id%02 SetEncounterActive %2% WinSubPlot %plotid%>
	.%id1%_%plotid%_GoLose <Monologue %4% %id%03 PMemo %plotid% %id%04 MoveNPC %4% %6% SetPlotStatus %plotid% %id%>

	% Msg%id%01 <You won... I'll upload the details for %name3%'s %name2% to your navcomp.>
	% Msg%id%02 <%name4% revealed %name3%'s %name2%'s location in %name1%.>
	% Msg%id%03 <You lost... I'll be waiting for you at %name6%.>
	% Msg%id%04 <You lost the duel against %name4%, so now you have no choice but to pay for the information.>
	Msg%id%01 <%JS2の勝ち%JG_DA%JV_SIL_Rそちらのナビに %name3% の%name2%の場所を送%JV_ROU%JV_SIL。>
	Msg%id%02 <%name4% は、%name3% の%name2%が %name1% にあることを明かした。>
	Msg%id%03 <%JS2の負け%JG_DA%JV_SIL_R %name6% で待ってる%JV_ZO。>
	Msg%id%04 <name4% との勝負に敗れた。これで情報は金で買うしかなくなった。>

	sub
		Persona 4
		% rumor%id% <%name4% knows where to find just about everything in this town.>
		rumor%id% <%name4% はこの街のどこに何があるのかを知り尽くしている>
		% V1 = Have previously dueled
		% V2 = Price for revealing location
		greeting <if# PlotStatus %plotid% %id% else GoExplain NewChat SayAnything>
		*GoExplain <*LookingForScene %2% GoSetPrice>
		GoSetPrice <if= V2 0 else GoOffer V= 2 Threat StoryDL 5 Goto GoOffer>
		GoOffer <NewChat Say 1 PMemo %plotid% 2 AddChat 1 AddChat 2 AddChat 3>
		result1 <NewChat Say 3 History 4 Cash+ -V2 SetEncounterActive %2% WinSubPlot %plotid%  PMemo %plotid% 4>
		result2 <NewChat Say 5 AddChat 4 AddChat 5 AddChat 6>
		*result3 <*HurryBackWithMoney>
		result4 <NewChat Say 7  PMemo %plotid% 8 History 9 V= 1 1 V= 2 * 2 V2 SetPlotStatus %plotid% %id1%>
		result5 <NewChat Say 10 PMemo %plotid% 8 History 9 V= 1 1 V= 2 * 3 V2 SetPlotStatus %plotid% %id1%>
		result6 <NewChat Say 11 AddChat 1>
		% Msg1 <I know where %name3%'s %name2% is. I could tell you, but information doesn't come cheap... It's going to cost you $ \VAL V2 to find out.>
		% Msg2 <%name4% offered to tell you where %name3%'s %name2% is, in exchange for $ \VAL V2 .>
		% Msg3 <Ah, it's been a pleasure taking your money. This chip holds the coordinates of %name3%'s %name2% in \EXACT_SCENE %1% . You should be able to find it quite easily.>
		% Msg4 <%name4% revealed the location of %name3%'s %name2% in \EXACT_SCENE %1% .>
		% Msg5 <Duel for it? What is this, a Love Magnet holiday special? I've got no reason to duel- everything to lose and nothing to gain. I've told you my price. If you don't like it then you can do without.>
		% Msg7 <Chicken? You think I'm afraid of you!? That's it, we're on. Meet me in %name5%. If you win I'll tell you where to find %name3%, but if I win you'll be paying double for the info.>
		% Msg8 <You challenged %name4% to a duel in order to learn the location of %name3%; \SPR %4% 's waiting for you in %name5%.>
		% Msg9 <You challenged %name4% to learn the location of %name3%.>
		% Msg10 <I can't refuse that. Meet me in %name5% as soon as you're ready.>
		% Msg11 <Yes, of course I am. Just come on back whenever you've got the cash and the info will be yours.>
		% Prompt1 <This is highway robbery. [Give Money]>
		% CPrompt1 <ifG PC$ V2 Accept>
		% Prompt2 <How about we duel for the info instead?>
		% CPrompt2 <if= V1 0 Accept>
		% Prompt3 <I'll be back when I have the money.>
		% Prompt4 <It's okay, I can see you're too chicken...>
		% CPrompt4 <ifTaunt SkillTar StoryDL Accept>
		% Prompt5 <If you win, I'll pay three times what you're asking now.>
		% CPrompt5 <ifG PCEgo 10 Accept>
		% Prompt6 <I guess you're right.>
		Msg1 <%JF2は %name3% の%name2%がどこにあるか知ってる%JV_ZO%JV_F_YO。教えてもいい%JG_GA、情報はタダじゃない%JV_F_WA……知りたければ $ \VAL V2 %JG_DAYO。>
		Msg2 <%name4% は %name3% の%name2%の場所を教えてもいいと言ったが、それには $ \VAL V2 の情報料がかかる。>
		Msg3 <%JR_YES、%JS2から金を巻き上げるのは楽しい%JG_NE。このデータチップに、\EXACT_SCENE %1% にある %name3% の%name2%の座標が入ってる%JV_F_WA。見つけるのはとても簡単%JG_DAYO。>
		DEBUG_MSG3 <Datachip MCRE>
		Msg4 <%name4% から、%name3% の%name2%が \EXACT_SCENE %1% にあることを聞いた。>
		Msg5 <決闘で？ 何%JV_M_DA%JV_F_YOそれは、『恋愛マグネット』の特番のマネか何か%JV_KA_Q%JV_SIL？ %JF2はそんな賭けをする理由はない%JG_NE%JV_SIL_R損しかしないじゃない%JV_KA_Q。こちらは値段を伝えた%JV_F_WA、もしそれが気に入らないというのなら、諦めて自力で何とかする%JV_N%JV_M_DA%JV_NA%JV_SIL。>
		Msg7 <臆病者？ %JF2が%JS2を怖がってると思ってるの%JV_KA_Q？ 上等%JV_M_DA%JV_F_YO、%name5% で勝負を受けて立つ%JV_ZO。 %JS2が勝ったら %name3% の場所を教える%JG_GA、%JF2が勝ったら倍の料金を支払ってもらうから%JG_NE。>
		Msg8 <%name3% の場所を聞き出すために、%name4% にデュエルを挑んだ。対決の場所は %name5% だ。>
		Msg9 <%name3% の場所を聞き出すために %name4% にデュエルを挑んだ。>
		Msg10 <その条件なら受けないわけにはいかない%JG_NE。準備ができたらすぐに %name5% に来る%JG_NDA。>
		Msg11 <%JR_YES、もちろんその通り%JG_DA。とにかく金を作って持ってくれば、それで情報は%JS2のものになる%JG_SK。>
		Prompt1 <いいボッタクリ%JG_DANE。[金を渡す]>
		CPrompt1 <ifG PC$ V2 Accept>
		Prompt2 <金の代わりに決闘はどう%JV_M_DA？>
		CPrompt2 <if= V1 0 Accept>
		Prompt3 <金の用意をして戻ってくる%JG_YO。>
		Prompt4 <分かった%JV_F_WA、臆病者相手じゃ仕方ない%JG_NE%JV_SIL_R。>
		CPrompt4 <ifTaunt SkillTar StoryDL Accept>
		Prompt5 <そっちが勝ったら、言い値の３倍払%JV_OU。>
		CPrompt5 <ifG PCEgo 10 Accept>
		Prompt6 <それもそう%JV_KA_Q%JV_F_NE……。>
	end
	inv
		NPC Pirate
		job <Smuggler>
	end

Content
	name <Walk In On Robbery>
	% desc <The PC will walk in as a pirate robs a store.>
	desc <海賊が商店を荒らしているところに PC が入ってきた。>
	requires <*:CS_RevealEncounter_NPCBase (&PirateShip|3:THIEF|3:CRIHN|3:REDMA) -!Hi -!Ex>
	Size 3

	% E1 is the outdoors scene
	% E2 is the encounter to reveal
	% E3 is the pirate captain
	% E4 is a shopping area in town
	% E5 is a junior pirate to rob the joint
	Element4 <Scene Building Public Mall !Near -7>
	Element5 <Prefab>
	Place5 <4 (Citizens) pass>

	% The Hint
	% HINT_%id% <They say %name3% is planning a robbery.>
	HINT_%id% <%name3% が盗みの計画を立てているらしい%JG_YO。>

	% p%id%01 = Message Counter
	start <if= p%id%01 0   if= SceneID %4%   p= %id%01 1   Alert %id%01 History %id%02 ForceChat %5% FreezeNPC %5%>
	.%id%_%plotid%_GoArrest <Alert %id%03 Alert %id%04 PCEnemy %5% PMemo %plotid% %id%05 History %id%06 XPV 100 SetEncounterActive %2% WinSubPlot %plotid%>

	% Msg%id%01 <As you enter the shop you bump into %name5%, who is running out the door with a large sack of stolen goods.>
	% Msg%id%02 <You walked into %name4% as %name5% was robbing it.>
	% Msg%id%03 <The guards arrive to take %name5% away.>
	% Msg%id%04 <As they leave, you notice a hand-drawn map which %name5% must have dropped. It shows a pirate ship moored in %name1%.>
	% Msg%id%05 <You learned from %name5% that %name3%'s %name2% can be found in %name1%.>
	% Msg%id%06 <You caught %name5%, and learned where to find %name3%'s %name2%.>
	Msg%id%01 <店に入ろうとしたところで、走り出てきた %name5% とぶつかった。\SPR %5%は盗品の詰め込まれた大きな袋を抱えている。>
	Msg%id%02 <%name4% で %name5% が盗みを働いている現場に出くわした。>
	Msg%id%03 <衛視が到着して %name5% を連行していった。>
	Msg%id%04 <彼らが去っていった後、%name5% の手書きらしき地図が床に落ちていることに気がついた。%name1% に海賊船が停泊していることを示しているようだ。>
	Msg%id%05 <%name5% から、%name3% の%name2%が %name1% にあるという情報を手に入れた。>
	Msg%id%06 <%name5% を逮捕し、さらに %name3% の%name2%がどこにあるのかを知った。>

	% SubPlot1 is the tracking subplot.
	SubPlot1 <*TrailRaiderToBase 1 2 5>

	sub
		Persona 5
		% rumor%id% <they should hire some better security guards at %name4%.>
		rumor%id% <%name4% はもっとマシな警備員を雇ったほうがいい>
		special <UNLISTED NOESCAPE>
		greeting <if= PlotStatus %plotid% %id% else GoChat  EndChat Say 1 AddChat 1 AddChat 2 AddChat 3>
		GoChat <NewChat SayAnything>
		result1 <EndChat Say 2 Print 3 SMemo 4 SetPlotStatus %plotid1% %id1%>
		result2 <Alert 5 EndChat Say 6 Trigger0 .%id%_%plotid%_GoArrest>
		result3 <Alert 7 EndChat Say 6 Trigger0 .%id%_%plotid%_GoArrest>
		% Msg1 <Out of the way! Pirate coming through!>
		% Msg2 <Ha ha! %name3% will pay top money for this loot!>
		% Msg3 <%name5% leaves the area.>
		% Msg4 <%name5% left before you could discover where %name3%'s %name2% is, but you may still be able to find \OPR %5% nearby.>
		% Msg5 <%name5% stops dead in \PPR %5% tracks.>
		% Msg6 <Gah! I surrender!>
		% Msg7 <You wrestle %name5% to the ground and put \OPR %5% in a headlock.>
		% Prompt1 <[Get out of the way]>
		% Prompt2 <Halt, or I shoot!>
		% CPrompt2 <ifIntimidation HardSkillTar StoryDL Accept>
		% Prompt3 <[Trip %name5%]>
		% CPrompt3 <ifMartialArts HardSkillTar StoryDL Accept>
		Msg1 <どけどけ！ 海賊様のお通り%JG_DA！>
		Msg2 <ふははっ！ これで %name3% からたんまり金が貰える%JV_ZO%JV_SIL！>
		Msg3 <%name5% はこのエリアを去った。>
		Msg4 <%name3% の%name2%の場所を聞き出す前に %name5% に逃げられてしまった。しかし、近くを探せばまだ\SPR %5%を見つけられるかもしれない。>
		Msg5 <%name5% はピタリと急停止した。>
		Msg6 <うぐっ！ 降参%JG_DA！>
		Msg7 <%name5% を地面に引き倒し、ヘッドロックの体勢に持ち込んだ。>
		Prompt1 <[道を空ける]>
		Prompt2 <止まらないと撃つ%JV_ZO%JV_F_YO！>
		CPrompt2 <ifIntimidation HardSkillTar StoryDL Accept>
		Prompt3 <[%name5% を気絶させる]>
		CPrompt3 <ifMartialArts HardSkillTar StoryDL Accept>
	end
	inv
		NPC Pirate
	end

%%
%% *:CS_RevealEncounter_Raiders Content
%%	&ReconMission	The enemies are doing reconnaisance of some type
%%
%% There are some hostile mecha out there which are aligned with the
%% enemy faction/enemy NPC.
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically give the PC 100XP.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%%


Content
	name <Ask and ye shall receive>
	% desc <Someone knows where the raiders are, and will tell you without any fuss.>
	desc <賊の居場所を知っている人物が、それを素直に教えてくれる。>
	%% No XP award for this component, because it's trivial.
	requires <*:CS_RevealEncounter_Raiders !Ne>
	Size 2

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is a local public scene
	% E4 is a trucker or adventurer who can tell where the raiders are.
	Element3 <Scene Public !Near -7>
	Element4 <Character (Trucker|ADVEN|LABOR|CORPO) HasMecha !Near 3 !XClude -2 !Okay -3 -ArchEnemy NeverFail>
	NeverFail4 <Trucker>

	% The Hint
	% HINT_%id% <You might want to ask %name4% about this.>
	HINT_%id% <%name4% にこのことを聞いてみるといい%JG_YO。>

	%% FAIL CONDITIONS:
	%%  - E4 dies before revealing the secret

	start <ifNPCDead %4% LoseSubPlot %plotid%>

	sub
		Persona 4
		% rumor%id% <%name4% had a run-in with some mysterious mecha a little while ago.>
		rumor%id% <%name4% はちょっと前に謎のメックと遭遇した>
		greeting <if# PlotStatus %plotid% %id% else GoGreet NewChat SayAnything>
		*GoGreet <*IHaveInformation GoSpiel na>
		GoSpiel <NewChat Say 1 PMemo %plotid% 2 SetEncounterActive %2% WinSubPlot %plotid%>
		% Msg1 <When I was traveling through \EXACT_SCENE %1% recently I was attacked by raiders. I think they were the same mecha you're looking for, and if you hurry back you might be able to find them.>
		% Msg1_1 <They say you're looking for some odd mecha. Well, I saw some like that, when I was out riding in \EXACT_SCENE %1% . Personally I thought they were up to no good but didn't bother to do anything about them myself. You know how it is.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <The mecha you're looking for are in \EXACT_SCENE %1% . Don't ask how I know.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <In \EXACT_SCENE %1% I was chased by some meks. I was lucky to get away... I think they're probably the same ones you want; let me give you their coordinates.>
		% CMsg1_3 <ifNPCCheerful Accept>
		% Msg1_4 <I didn't see any mecha, but I saw some fresh wreckage in \EXACT_SCENE %1% . The raiders can't be gone far. Let me give you the coordinates.>
		% CMsg1_4 <ifNPCMelancholy Accept>
		% Msg1_5 <While driving through \EXACT_SCENE %1% I saw some suspicious mecha. They could be the ones you're looking for. I know, I should've told someone... I'm telling you now, aren't I?>
		% CMsg1_5 <ifNPCEasygoing Accept>
		% Msg1_6 <I saw the mecha that you're looking for! They're in \EXACT_SCENE %1% , at these coordinates... If you hurry there right away you can catch them.>
		% CMsg1_6 <ifNPCPassionate Accept>
		% Msg1_7 <I saw some mecha in \EXACT_SCENE %1% ... I think they're the same ones you're looking for. I'll give you the coordinates, but promise you'll make it back alive.>
		% CMsg1_7 <ifG React * 8 d8 Accept>
		% Msg1_8 <The mecha you're looking for are in \EXACT_SCENE %1% . Yeah, I don't think you'll be coming back from that one alive...>
		% CMsg1_8 <ifG 0 React Accept>
		% Msg2 <%name4% told you that the raiders are in \EXACT_SCENE %1% .>
		Msg1 <ついさっき、\EXACT_SCENE %1% を通っていたら強盗団に襲われた%JG_NDA。きっと%JS2が探しているメックと同じ奴らだと思う……急げばまだあの辺りにいるかもしれない%JG_YO。>
		Msg1_1 <%JS2は不審なメックを探してるんだって%JV_NA。%JF2が \EXACT_SCENE %1% でドライブしてた時に見たのがたぶんそれだと思う%JG_NDA。何か良くないことを企んでそうだとは思ったんだ%JG_GA、わざわざ首を突っ込む理由もなかったから……分かる%JV_DAROU？>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%Js2の探してるメックは \EXACT_SCENE %1% にいる%JG_YO。何で知ってるのかは聞かないで%JG_R。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <\EXACT_SCENE %1% でメックの集団に追っかけられた%JG_NDA。逃げ切れたのはラッキーだった%JG_NE%JV_SIL_Rたぶん%JS2が探してるのと同じ奴らだと思うから、その場所を教える%JG_YO。>
		CMsg1_3 <ifNPCCheerful Accept>
		Msg1_4 <自分でメックの姿を見たわけじゃないんだ%JG_GA、出来たての残骸が転がってるのを \EXACT_SCENE %1% で見た%JG_SK。そいつらはまだ遠くには行ってないはずだから、その座標を教える%JG_YO。>
		CMsg1_4 <ifNPCMelancholy Accept>
		Msg1_5 <\EXACT_SCENE %1% を通り抜けてる途中で、怪しい感じのメックの集団を見た%JG_NDA。それが%JS2の探してる相手かもしれない%JG_NE。どこかに通報しとくべきかなとは思ったんだ%JG_GA……今こうして%JS2に教えたからそれでいい%JV_OJO_WAよ%JV_NA？>
		CMsg1_5 <ifNPCEasygoing Accept>
		Msg1_6 <%JS2が追ってるそのメック、見かけた%JV_ZO！ \EXACT_SCENE %1% のこの座標%JG_DA%JV_SIL_R今すぐ急いでそこに向かえば捕まえられる%JV_DAROU。>
		CMsg1_6 <ifNPCPassionate Accept>
		Msg1_7 <\EXACT_SCENE %1% でメックの集団を見かけた%JG_YO%JV_SIL_Rたぶん%JS2が探してるのと同じ連中だと思う%JV_F_NO。そこの座標は教える%JG_GA、ちゃんと無事に戻って来ないと駄目だから%JV_NA。>
		CMsg1_7 <ifG React * 8 d8 Accept>
		Msg1_8 <%JS2の探してるメックは \EXACT_SCENE %1% にいる%JG_YO。まあ、行ったら生きては戻って来れないと思う%JG_GA%JV_NA……。>
		CMsg1_8 <ifG 0 React Accept>
		Msg2 <%name4% から、賊の現在地が \EXACT_SCENE %1% であることを聞いた。>
	end

Content
	name <Dave's Not Here>
	% desc <You encounter a small group of raiders, and can track them to base.>
	desc <賊の小集団と遭遇し、拠点まで尾行する。>
	requires <*:CS_RevealEncounter_Raiders E:A.nme>

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is an encounter
	Element3 <Prefab>
	Place3 <1>

	% The Hint
	% HINT_%id% <The raiders were recently spotted in %name1%.>
	HINT_%id% <その賊は最近 %name1% で目撃されたらしい%JG_YO。>

	% P%id%01 = Initialization Counter
	% P%id%02 = Tracking Difficulcy Number

	% This particular subplot can't fail. Acers!

	update <if= P%id%01 0 P= %id%01 1 P= %id%02 SkillTar StoryDL>
	&%id%_RevealEncounter <SetEncounterActive %2% WinSubPlot %plotid%>

	sub
		MetaScene 3 2
		% rumor%id% <some raiders have been seen in %name1%.>
		rumor%id% <%name1% で賊の姿が目撃されている>
		special <UNCHARTABLE>

		% V1 = Encounter Over Counter
		% V2 = Number of PC defeats...
		% V3 = Entry message counter
		MapWidth 50
		MapHeight 50

		start <if= V3 0 V= 3 1 ifNPCOK &EnemyNPC TeamMonologue 2 6>

		% Once the PC has defeated all but one of the raiders, the
		% survivor will spill the beans.

		nu1 <if= T1 0   Return>
		nu2 <if= T2 1 else GoCheckAllGone if= V1 0   V= 1 1   Alert 7  TeamMonologue 2 4 PMemo %id% 5 History 5 &%id%_RevealEncounter Salvage Return SeekGate %2% if= L2 0 XPV 100>
		GoCheckAllGone <if= T2 0 if= V1 0   V= 1 1   ifUAwareness p%id%02 else GoTrackFailed Alert 1 PMemo %id% 2 History 2 &%id%_RevealEncounter Return SeekGate %2% if= L2 0 XPV 100>
		GoTrackFailed <Alert 3   L+ 2 1  P+ %id%02 -2 P+ %id%02 -d6   Return>

		end <V= 1 0>

		% Msg1 <After defeating the raiders, you manage to track their movements back to a point in \EXACT_SCENE %1% .>
		% Msg2 <You tracked the raiders to %name1%.>
		% Msg3 <You have defeated the raiders, but still have no idea where they're coming from.>
		% Msg4_1 <Stop, I'll talk! \Persona &EnemyNPC is in \EXACT_SCENE %1% !>
		% CMsg4_1 <IfNPCOK &EnemyNPC Accept>
		% Msg4_2 <Stop, I'll talk! Our main force is in \EXACT_SCENE %1% !>
		% CMsg4_2 <IfNPCDead &EnemyNPC Accept>
		% Msg5 <A henchman told you where to find the raiders in %name1%.>
		% Msg6_1 <Ashes, why do we always get attacked when \PERSONA &EnemyNPC is off doing something else? Well, let's do our best...>
		% Msg6_2 <Crud, how come \PERSONA &EnemyNPC always has to run off right before we get attacked? Well, I guess we're contractually obliged to fight this creep...>
		% Msg7 <With everyone else defeated, the last raider quickly surrenders.>
		Msg1 <賊を撃破した後、彼らの移動の痕跡を追って \EXACT_SCENE %1% のとある地点へと辿り着いた。>
		Msg2 <賊の痕跡を追って %name1% へと向かった。>
		Msg3 <賊を撃破したが、彼らがどこからやってきたのかはまだ見当がつかない。>
		Msg4_1 <分かった、話す%JG_YO！ \Persona &EnemyNPC がいるのは \EXACT_SCENE %1% %JG_DA！>
		CMsg4_1 <IfNPCOK &EnemyNPC Accept>
		Msg4_2 <分かった、話す%JG_YO！ %JF2%JF_TACHIの主力部隊がいるのは \EXACT_SCENE %1% %JG_DA！>
		CMsg4_2 <IfNPCDead &EnemyNPC Accept>
		Msg5 <手下の一人から、%name1% のどこに賊がいるのかを聞き出した。>
		Msg6_1 <ええい、どうして \PERSONA &EnemyNPC がいない時に限って敵が来る%JG_NDA！ 仕方ない、やる%JV_ZO%JV_F_YO……>
		Msg6_2 <このっ、どうしていつも \PERSONA &EnemyNPC は敵襲がある直前にいなくなる%JG_NDA！ 契約がある以上、%JF2%JF_TACHIでこの邪魔者と戦うしかない%JV_F_WA%JV_NA……。>
		Msg7 <仲間をすべて撃破されると、最後の一人はすぐに降伏した。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			% We need at least two mecha, so do a double generation.
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction &EnemyFac   WMecha 2 StoryDL 50  WMecha 2 StoryDL 50>
			ParaX 45
			ParaY 45
		end
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <Raiders>
		name_I18N <賊の一団>
		%% If the PC manages a stealth roll upon approaching this encounter, the
		%% raiders may be followed back to their base instead of being fought.
		%% V1 = Timer; will only attack once every 3 hours
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		use <ifG StatVal STAT_MetaVisibility -1    ifUStealth 5 else GoAutoAttack   ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		attack <ifG StatVal STAT_MetaVisibility -1  ifG PCScale 0    ifUStealth SkillTar StoryDL else GoAutoAttack ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		GoAutoAttack <V= 1 ComTime V+ 1 10800   Alert -2 Exit Destination>
		GoTrack <Alert 4 PMemo %id% 5 History 5 XPV 100 &%id%_RevealEncounter Exit %1% SeekGate %2%>
		% Msg1 <You encounter a small group of raiders. This obviously isn't their main force.>
		% Msg2 <Trail them.>
		% Msg3 <Approach them.>
		% Msg4 <You track the raiders to a meeting point in %name1%.>
		% Msg5 <You tracked the raiders to %name1%.>
		Msg1 <小規模な賊の集団に遭遇した。これが彼らの主力でないのは明らかだ。>
		Msg2 <尾行する。>
		Msg3 <接近する。>
		Msg4 <賊を尾行して、%name1% にある彼らの集合地点へと向かった。>
		Msg5 <賊を尾行して %name1% へと向かった。>
	end

Content
	name <Ranger's Delight>
	% desc <You encounter a small group of raiders, and can track them to base.>
	desc <賊の小集団と遭遇し、拠点まで尾行する。>
	%% How you track someone in space I'm not really sure. Minovsky particles?
	requires <*:CS_RevealEncounter_Raiders>
	Size 5

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is an encounter
	Element3 <Prefab>
	Place3 <1>

	% The Hint
	% HINT_%id% <The raiders were most recently spotted in %name1%.>
	HINT_%id% <その賊が一番最後に目撃されたのは %name1% %JG_DAYO。>

	% P%id%01 = Initialization Counter
	% P%id%02 = Tracking Difficulcy Number

	% This particular subplot can't fail. Acers!

	update <if= P%id%01 0 P= %id%01 1 P= %id%02 SkillTar StoryDL>
	&%id%_RevealEncounter <SetEncounterActive %2% WinSubPlot %plotid%>

	sub
		MetaScene 3 2
		% rumor%id% <some raiders have been seen in %name1%.>
		rumor%id% <%name1% で賊の姿が目撃されている>
		special <UNCHARTABLE>

		% V1 = Encounter Over Counter
		% V2 = Number of failed attempts to track
		MapWidth 50
		MapHeight 50

		% Once the PC has defeated all the raiders, they get an Awareness roll to determine
		% the location of their main force.

		nu1 <if= T1 0   Return>
		nu2 <if= T2 0   if= V1 0   V= 1 1   ifUAwareness p%id%02 else GoTrackFailed Alert 1 PMemo %id% 2 History 2 &%id%_RevealEncounter Return SeekGate %2% if= L2 0 XPV 100>
		GoTrackFailed <Alert 3   L+ 2 1  P+ %id%02 -2 P+ %id%02 -d6   Return>

		end <V= 1 0>

		% Msg1 <After defeating the raiders, you manage to track their movements back to a point in %name1%.>
		% Msg2 <You tracked the raiders to %name1%.>
		% Msg3 <You have defeated the raiders, but still have no idea where they're coming from.>
		Msg1 <賊を撃破した後、彼らの移動の痕跡を追って \EXACT_SCENE %1% のとある地点へと辿り着いた。>
		Msg2 <賊の痕跡を追って %name1% へと向かった。>
		Msg3 <賊を撃破したが、彼らがどこからやってきたのかはまだ見当がつかない。>

		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 45
			ParaY 45
		end
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <Raiders>
		name_I18N <賊の一団>
		%% If the PC manages a stealth roll upon approaching this encounter, the
		%% raiders may be followed back to their base instead of being fought.
		%% V1 = Timer; will only attack once every 3 hours
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		use <ifG StatVal STAT_MetaVisibility -1    ifUStealth 5 else GoAutoAttack   ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		attack <ifG StatVal STAT_MetaVisibility -1  ifG PCScale 0    ifUStealth SkillTar StoryDL else GoAutoAttack ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		GoAutoAttack <V= 1 ComTime V+ 1 10800   Alert -2 Exit Destination>
		GoTrack <Alert 4 PMemo %id% 5 History 5 XPV 100 &%id%_RevealEncounter Exit %1% SeekGate %2%>
		% Msg1 <You encounter a small group of raiders. This obviously isn't their main force.>
		% Msg2 <Trail them.>
		% Msg3 <Approach them.>
		% Msg4 <You track the raiders to a meeting point in %name1%.>
		% Msg5 <You tracked the raiders to %name1%.>
		Msg1 <小規模な賊の集団に遭遇した。これが彼らの主力でないのは明らかだ。>
		Msg2 <尾行する。>
		Msg3 <接近する。>
		Msg4 <賊を尾行して、%name1% にある彼らの集合地点へと向かった。>
		Msg5 <賊を尾行して %name1% へと向かった。>
	end

Content
	name <Fifth Column>
	% desc <Your friend on the other side will help you out.>
	desc <対立勢力に所属するあなたの友人が手を貸してくれる。>
	requires <*:CS_RevealEncounter_Raiders F:++>
	Size 5

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is an encounter
	% E4 is the PC's friend
	Element3 <Prefab>
	Place3 <1>
	Element4 <Character !Global !Ally -2 (Friend|Lover|Family|ArchAlly)>
	Place4 <3 sd ally (Friend)>

	% The Hint
	% HINT_%id% <You might want to start in %name1%.>
	HINT_%id% <まずは %name1% に行ってみるといい%JV_DAROU。>

	sub
		MetaScene 3 2
		MapWidth 10
		MapHeight 10
		% L1 = Initialization Counter
		Start <if= L1 0 L= 1 1   ForceChat %4%>
		sub
			team 1
			SetAlly 2
			ParaX 4
			ParaY 4

			team 2
			name <Friend>
			SetAlly 1
			ParaX 6
			ParaY 6
		end

		Persona 4
		% rumor%id% <%name4% has been looking for you in %name1%.>
		rumor%id% <%name4% が %name1% で%JS2のことを探している>
		special <UNLISTED NOESCAPE>
		greeting <EndChat Say 1 AddCHat 1 AddChat 2>
		GoRevealLocation <EndChat Say 2 History 3 PMemo %plotid% 4 SetEncounterActive %2% WinSubPlot %plotid% Return SeekGate %2%>
		result1 <AddCheerful  d6   Goto GoRevealLocation>
		result2 <AddCheerful -d6   Goto GoRevealLocation>
		% Msg1 <Sorry to be meeting in such a bad place, \PC , but you realize it wouldn't be safe meeting with you anywhere else.>
		% Msg2 <I don't have much time to talk, but I wanted to pass on this information- the mecha you're looking for can be found nearby. I'll upload the coordinates to your navcomp. Goodbye, \PC , and good luck.>
		% Msg3 <%name4% betrayed \FACTION &EnemyFac to tell you where the raiders were.>
		% Msg4 <%name4% revealed the location of the raiders in %name1%.>
		% Prompt1 <No problem. I appreciate the risk you're taking.>
		% Prompt2 <You could've given me a hand with those guards, at least.>
		Msg1 <こんな場所に呼び出して悪い%JV_F_WA%JV_NA、\PC。分かると思う%JG_GA、ここ以外に安全に会えそうな場所はない%JG_NDA。>
		Msg2 <ゆっくり話をしてる時間はない%JG_GA、この情報だけは伝えたかった%JG_NDA%JV_SIL_Rこの近くに%JS2の探してるメックがいる%JV_F_WA。座標をそちらのナビに送ってお%JV_KOU。ひとまずここまで%JV_M_DA%JV_F_YO、\PC。幸運を。>
		Msg3 <%name4% は \FACTION &EnemyFac を裏切り、あなたに賊の居場所を教えた。>
		Msg4 <%name4% から、%name1% にいる賊の居場所を教えられた。>
		Prompt1 <大丈夫%JG_DA。そっちこそリスクを承知で来てくれて感謝する%JG_YO。>
		Prompt2 <せめて見張りのところで手を貸してくれても良かった%JV_DAROUに。>
	end
	inv
		STC CORE-ACTIVATABLE-STATIONARY-DEFENDED
		name <%name4%'s Mecha>
		name_I18N <%name4% のメック>
		update <if= PlotStatus %plotid% %id% else GoHide  SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		attack <if= V1 0 Goto GoStartCombat>
		ENCOUNTER_Hostile
	end


Content
	name <Confused Raider>
	% desc <The PC will meet one of the raiders, who is lost.>
	desc <PC が迷子になっている賊の一人と出会う。>
	requires <*:CS_RevealEncounter_Raiders>
	Size 2

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is a local scene for the rowdy raider
	% E4 is the confused raider
	Element3 <Scene Public !Near -7>
	Element4 <Prefab>
	Place4 </>

	% The Hint
	% HINT_%id% <You might want to start at %name3%.>
	HINT_%id% <まずは %name3% に行ってみるといい%JV_DAROU。>

	%% FAIL CONDITIONS:
	%% - If E4 dies, this subplot will fail.

	% p%id%01 = Initialization Counter
	% p%id%02 = Message Counter
	start <ifNPCDead %4% else .%id%_GoCheckEntrance LoseSubPlot %plotid%>
	update <if= p%id%01 0   p= %id%01 1   NPCLevel %4% StoryDL   MoveAndPacifyNPC %4% %3%>
	.%id%_GoCheckEntrance <if= P%id%02 0 if= SceneID %3%   ifUAwareness 4   Alert %id%01   P= %id%02 1>

	Surrender%4% <if= PlotStatus %plotid% %id% Monologue %4% %id%02 PMemo %plotid% %id%03 History %id%05 Print %id%04 FreezeNPC %4% PCEnemy %4% XPV 100  SetEncounterActive %2% WinSubPlot %plotid%>

	% Msg%id%01 <As you enter %name3%, you notice %name4% wandering around and looking confused.>
	% Msg%id%02 <Alright, I give up... You'll find the raiders in %name1%, if you even know where that is.>
	% Msg%id%03 <You defeated %name4%, who revealed that the raiders are in %name1%.>
	% Msg%id%04 <%name4% leaves the area.>
	% Msg%id%05 <You defeated %name4%, who revealed that the raiders were in %name1%.>
	Msg%id%01 <%name3% に入ると、%name4% が困惑した様子でうろうろと歩き回っているのが見えた。>
	Msg%id%02 <もういい、諦める%JG_YO%JV_SIL_R賊の奴らなら %name1% にいる%JV_F_WA%JV_YO、%JS2がその場所を知ってるなら%JV_NA。>
	Msg%id%03 <%name4% を倒すと、%name1% に賊がいることを白状した。>
	Msg%id%04 <%name4% はこのエリアを去った。>
	Msg%id%05 <%name4% を倒し、%name1% に賊がいることを聞き出した。>

	% SubPlot1 is what happens if E4 leaves the area.
	SubPlot1 <*TrailRaiderToBase 1 2 4>

	sub
		Persona 4
		% rumor%id% <there's a confused pilot hanging out at %name3%.>
		rumor%id% <何だか悩みを抱えてそうなパイロットが %name3% をうろついてる>
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else GoChat NewChat Say 1 AddChat 1 AddChat 2 AddChat 3>
		GoChat <NewChat SayAnything>
		GoReveal <PMemo %plotid% 11 History 12 XPV 100 SetEncounterActive %2% WinSubPlot %plotid%>
		result1 <NewChat Say 2 AddChat 4 AddChat 5>
		result2 <Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1% Goto GoR2Finish>
		*GoR2Finish <*BrushOff>
		result3 <ifIntimidation SkillTar StoryDL else result2 NewChat Say 6 AddChat 6>
		result4 <EndChat Say 7 Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1%>
		result5 <ifG React 0 else GoR5Fail NewChat Say 8 AddChat 7 AddChat 8 AddChat 9>
		GoR5Fail <EndChat Say 9 Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1%>
		result6 <NewChat Say 10 Goto GoReveal>
		GoR6Fail <EndChat Say 13 Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1%>
		result7 <ifConversation SkillTar StoryDL else GoR7Fail NewChat Say 14 Goto GoReveal>
		GoR7Fail <EndChat Say 15 Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1%>
		result8 <EndChat Say 16 Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1%>
		result9 <ifConversation SocSkillTar StoryDL else GoR9Fail NewChat Say 17 ifG React d100 else GoReveal ifG ChatNPCDAge -3 else GoReveal  PCLover %4% History 18  Goto GoReveal>
		GoR9Fail <EndChat Say 19 Print 3 History 4 PMemo %plotid% 5 SetPlotStatus %plotid1% %id1%>
		% Msg1 <Yes, what do you want? I'm kind of busy right now.>
		% Msg2 <Well, I really shouldn't be talking about this to anyone... I'll do fine by myself.>
		% Msg3 <%name4% leaves the area.>
		% Msg4 <%name4% left before you could learn where the raiders were.>
		% Msg5 <%name4% left before you could learn where the raiders are, but you may still be able to find \OPR %4% nearby.>
		% Msg6 <Blazes... you're looking for the raiders I'm supposed to be meeting, aren't you!? I knew I should never have signed on for this job...>
		% Msg7 <Don't worry. I know exactly what I'm doing... now, which way was the door again?>
		% Msg8 <The problem is that I'm a little bit lost. I was supposed to meet some other pilots for a mission, but I have no idea how to find them. How well do you know this area?>
		% Msg9 <I appreciate the offer, but this is really something I have to do myself. I should get going.>
		% Msg10 <Alright... you'll be able to find them in %name1%. As for me, I'm going somewhere very far away from all of this.>
		% Msg11 <You learned from %name4% that the raiders can be found in %name1%.>
		% Msg12 <You learned from %name4% that the raiders were in %name1%.>
		% Msg13 <Forget it, I'll take my chances with running.>
		% Msg14 <That's great! Here, they gave me this map but I can't make heads or tails of it. It's supposed to be someplace in %name1% but I can't see it. Really, if I can't figure it out soon, I'm not even going to bother going.>
		% Msg15 <That doesn't seem too likely. I think I'm better off on my own. Now, which way was the door...?>
		% Msg16 <Seriously? Well, never mind then... I'll find it on my own.>
		% Msg17 <Really? Well, I was told that we'd be meeting in %name1%, but if you're going with me I'm not really interested in the mission anymore...>
		% Msg18 <You flirted with %name4%.>
		% Msg19 <Ewww... In that case, I think I better find them quickly, and on my own...>
		% Prompt1 <You look like you could use some help.>
		% Prompt2 <Nothing, I just wanted to chat.>
		% Prompt3 <I'm on the lookout for suspicious characters. Seen any?>
		% Prompt4 <Suit yourself. It's dangerous out there.>
		% Prompt5 <Come on, I won't tell anyone.>
		% Prompt6 <Tell me where they are, and I'll go easy on you.>
		% Prompt7 <I know it like the back of my hand.>
		% Prompt8 <Not very well at all, actually.>
		% Prompt9 <Not that well, but I'll stick with you all the way.>
		% CPrompt9 <ifChatNPCSexy Accept>
		Msg1 <%JR_YES、何の用%JG_DA？ 今はちょっと忙しい%JG_NDA。>
		Msg2 <%JR_NO……それを他人に言うわけにはいかない%JG_NDA。自分だけで何とかしてみせる%JG_YO。>
		Msg3 <%name4% はこのエリアを去った。>
		Msg4 <賊の居場所を聞き出す前に %name4% は去ってしまった。>
		Msg5 <賊の居場所を聞き出す前に %name4% は去ってしまったが、探せば\SPR %4%はまだ近くにいるかもしれない。>
		Msg6 <そんな……%JS2が探してるその賊ってのは、%JF2が会おうとしてる相手じゃないの%JV_KA_Q！ やっぱりこんな仕事を受けるべきじゃなかった%JG_NDA%JV_SIL_R。>
		Msg7 <大丈夫%JG_DA。自分が何をしてるかは分かってる%JG_YO%JV_SIL_Rああ、出口はどっちだった%JG_KANA%JV_SIL_R？>
		Msg8 <実は、ちょっと迷子になってる%JG_NDA。仕事で他のパイロットに会う予定なんだ%JG_GA、相手がどこに居るのか全然分からなくて%JV_NA……。%JS2はこの辺には詳しいの%JV_Q？>
		Msg9 <そう言ってくれるのは嬉しい%JG_GA、これは本当に自分でやらないといけないことな%JG_NDA。もう行かないと……。>
		Msg10 <分かった%JG_YO%JV_SIL_R奴らがいるのは %name1% %JG_DAYO。%JF2はこれ以上巻き込まれないように遠くに行%JV_KOU……。>
		Msg11 <%name4% から、探している賊が %name1% にいることを聞き出した。>
		Msg12 <%name4% から、探している賊が %name1% にいることを聞き出した。>
		Msg13 <もう構わないで%JG_R_AGG。%JF2は逃げさせてもらう%JV_ZO%JV_F_YO%JV_SIL。>
		Msg14 <それは助かる%JG_YO！ これ、この地図がそうなんだ%JG_GA、%JF2にはどっちが上かも分からない%JG_NDA。%name1% のどこからしい%JG_GA、全然分からない%JV_F_NO。正直、もう今ここで分からなかったら、行くのをやめようと思ってる%JG_YO。>
		Msg15 <何だか怪しい%JG_SY。自力で何とかしたほうが良さそう%JG_DANE。それで、出口はどっちだっけ……？>
		Msg16 <そんなに！？ ええと、じゃあ気にしないで%JG_R_AGG%JV_SIL_R何とか自分で探すから。>
		Msg17 <ほ、本当に？ ええと、%name1% に集合って聞かされてるんだ%JG_GA……%JS2が一緒に来てくれるなら、もう仕事のことはどうでもいいかも……。>
		Msg18 <%name4% を色香でからかった。>
		Msg19 <うげげっ……それなら急いで探させてもら%JV_IMASUよ、%JF2一人で%JV_SIL！>
		Prompt1 <何か手助けが欲しそうな顔をしてる%JG_NE。>
		Prompt2 <別に何も%JV_SIL。ちょっと雑談でもしようかと%JV_SIL。>
		Prompt3 <不審な人がいないか見回りをしてる%JG_NDA。何か見なかった%JV_Q？>
		Prompt4 <じゃあ気を付けて。この辺りは危険だから%JV_NA%JV_SIL。>
		Prompt5 <まあそう言わず%JV_SIL。誰にも言わないから%JV_NA%JV_SIL。>
		Prompt6 <そいつらの居場所を教えてくれたら、%JS2のことは大目に見る%JG_YO。>
		Prompt7 <自分の庭みたいなもの%JG_DANE。>
		Prompt8 <あんまり全然%JV_M_DA%JV_NA、実際%JV_SIL。>
		Prompt9 <あんまり知らない%JG_GA……ぴったり付いてご案内し%JV_YOUか……？>
		CPrompt9 <ifChatNPCSexy Accept>
	end
	inv
		NPC Mecha Pilot
		chardesc Young Cheerful
		job_desig <MOOK_>
	end

Content
	name <Rowdy Raider>
	% desc <The PC will meet one of the raiders, and may gain some information.>
	desc <PC は賊の一人と会い、いくらかの情報を得られるかもしれない。>
	requires <*:CS_RevealEncounter_Raiders>
	Size 2

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is a local scene for the rowdy raider
	% E4 is the rowdy raider
	% E5 is the dataslate that may provide a clue
	Element3 <Scene Public !Near -7>
	Element4 <Prefab>
	Place4 </>
	Element5 <Prefab>
	Place5 <4>

	% The Hint
	% HINT_%id% <You might want to start at %name3%.>
	HINT_%id% <まずは %name3% に行ってみるといい%JV_DAROU。>

	%% FAIL CONDITIONS:
	%% - If Item E5 is destroyed and E4 is dead, this subplot will fail.

	% p%id%01 = Initialization Counter
	% p%id%02 = Message Counter
	start <ifNPCDead %4% else .%id%_GoCheckEntrance ifItemDestroyed %5% LoseSubPlot %plotid%>
	update <if= p%id%01 0   p= %id%01 1   NPCLevel %4% StoryDL   MoveAndPacifyNPC %4% %3%>
	.%id%_GoCheckEntrance <if= P%id%02 0 if= SceneID %3%   ifUAwareness 4   Alert %id%01   P= %id%02 1>

	Surrender%4% <if= PlotStatus %plotid% %id% Monologue %4% %id%02 PMemo %plotid% %id%03 History %id%05 Print %id%04 FreezeNPC %4% PCEnemy %4% XPV 100  &%id%_RevealEncounter>

	&%id%_RevealEncounter <SetEncounterActive %2% WinSubPlot %plotid%>

	% Msg%id%01 <As you enter %name3%, you notice %name4% looking at an electronic device which \SPR %4% quickly puts away.>
	% Msg%id%02 <Alright, I give up... You'll find the mecha you're looking for in %name1%.>
	% Msg%id%03 <You defeated %name4%, who revealed that the raiders are in %name1%.>
	% Msg%id%04 <%name4% leaves the area.>
	% Msg%id%05 <You defeated %name4%, who revealed that the raiders were in %name1%.>
	Msg%id%01 <%name3% に入ると、何かの電子機器を見つめていた %name4% が素早くそれを隠したのを目撃した。>
	Msg%id%02 <もういい、降参%JG_DA%JV_SIL_R探してるメックなら %name1% にいる%JV_ZO%JV_F_YO。>
	Msg%id%03 <%name4% を倒すと、%name1% に賊がいることを白状した。>
	Msg%id%04 <%name4% はこのエリアを去った。>
	Msg%id%05 <%name4% を倒し、%name1% に賊がいることを聞き出した。>

	% SubPlot1 is what happens if E4 leaves the area.
	SubPlot1 <*TrailRaiderToBase 1 2 4>

	sub
		Persona 4
		% rumor%id% <there's a rowdy mecha pilot hanging out at %name3%.>
		rumor%id% <何だか荒っぽいメックパイロットが %name3% をうろついてる>
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id% else GoChat NewChat Say %id%01 AddChat %id%01 AddChat %id%02 AddChat %id%03>
		GoChat <NewChat SayAnything>
		GoThreat <NewChat Say %id%02 AddChat %id%04 AddChat %id%05>
		GoJobOffer <NewChat Say %id%04 AddCHat %id%09 AddChat %id%10>
		GoRaiderFlees <Print %id%06 History %id%07 PMemo %plotid% %id%16 SetPlotStatus %plotid1% %id1%>
		GoStartFight <EndChat Say %id%09 SoloAttack %4%>
		result%id%01 <ifConversation hardSkillTar StoryDL else GoThreat  NewChat Say %id%03 AddChat %id%06 AddChat %id%07 AddChat %id%08>
		result%id%02 <ifConversation SkillTar StoryDL else GoThreat      Goto GoJobOffer>
		result%id%03 <EndCHat Say %id%05 Goto GoRaiderFlees>
		result%id%04 <EndCHat Say %id%08 Goto GoRaiderFlees>
		result%id%05 <AddEasygoing -d10  ifIntimidation HardSkillTar StoryDL else GoStartFight NewChat Say %id%10 StoryNote %id%11 XPV 100 &%id%_RevealEncounter>
		result%id%06 <Goto GoThreat>
		result%id%07 <Goto GoJobOffer>
		result%id%08 <EndCHat Say %id%12 Goto GoRaiderFlees>
		result%id%09 <ifG React d8 else GoThreat      NewChat Say %id%13 StoryNote %id%14 XPV 100 &%id%_RevealEncounter>
		result%id%10 <EndCHat Say %id%15 Goto GoRaiderFlees>
		% Msg%id%01 <Yeah, what do you want?>
		% Msg%id%01_1 <Go ahead, spit it out. What do you want?>
		% Msg%id%01_2 <Is there a reason why you're staring at me like that?>
		% Msg%id%02 <Bad things happen to people who ask too many questions around here. I'd suggest you get out of my face before bad things happen to you.>
		% Msg%id%02_1 <Let me give you some advice- people who ask questions about my employer end up dead, and that goes double for people who piss me off while doing it.>
		% Msg%id%02_2 <You're asking about dangerous things. I suggest you take this friendly warning and get the blazes out of my face.>
		% Msg%id%03 <Could be. Why do you care?>
		% Msg%id%03_1 <Sounds possible. Why are you so interested?>
		% Msg%id%03_2 <May be. So what?>
		% Msg%id%04 <I don't know... I'm not the one who makes that kind of decision. You'd have to talk to the boss.>
		% Msg%id%04_1 <You'd have to ask the boss about that. I don't make any hiring decisions... or any decisions at all, really.>
		% Msg%id%05 <If you don't have anything to say then keep away from me.>
		% Msg%id%05_1 <If you've got nothing to say then keep it to yourself, jerk.>
		% Msg%id%06 <%name4% leaves the area.>
		% Msg%id%07 <%name4% left before you could learn where the raiders were.>
		% Msg%id%08 <Not if I keep an eye on you first... or something. I'm outta here.>
		% Msg%id%08_1 <Not if I see you coming. Later.>
		% Msg%id%09 <You're gonna die!>
		% Msg%id%10 <Hey, no need for that... if you're seriously looking for them, the team I'm signed on with is assembling at %name1%. As for me, I'm gonna go somewhere very far away...>
		% Msg%id%10_1 <Did I say I wanted a fight? I was just talking, you know, rhetorically. The gang I'm signed on with is meeting at %name1%... just don't let them know that I'm the one who told.>
		% Msg%id%11 <You intimidated %name4% into revealing that the raiders are at %name1%.>
		% Msg%id%12 <You've got a lot of nerve... some day that's gonna end up getting you killed.>
		% Msg%id%12_1 <You're either very brave or very stupid. My money's on stupid.>
		% Msg%id%13 <They're gathering in %name1% right now. I should probably get going myself but I'm still a little drunk... Yeah, just tell them %name4% sent you.>
		% Msg%id%13_1 <You should be able to find the whole gang in %name1%. Don't worry about the interview- the written part's a bit tricky but overall it's a breeze.>
		% Msg%id%13_2 <We're supposed to meet up in %name1%. I'm gonna be a little bit late, myself, but when you get there you can tell the other guys that I'm on the way.>
		% Msg%id%14 <You fooled %name4% into revealing that the raiders are at %name1%.>
		% Msg%id%15 <Yeah, well, I gotta go. We've got a big mission coming up... There's gonna be a real big boom.>
		% Msg%id%15_1 <Whatever, I've gotta go meet up with the lance. We've got a big mission underway.>
		% Msg%id%16 <%name4% left before you could learn where the raiders are, but you may still be able to find \OPR %4% nearby.>
		% Prompt%id%01 <I know that you're with the raiders.>
		% Prompt%id%01_1 <They say you work for the raiders.>
		% Prompt%id%02 <I'm looking for work; you know of anything?>
		% CPrompt%id%02 <ifInsight SkillTar StoryDL Accept>
		% Prompt%id%02_1 <I've been looking for a job. Do you know of anything?>
		% Prompt%id%03 <Nothing...>
		% Prompt%id%03_1 <Never mind...>
		% Prompt%id%04 <I'll be keeping an eye on you, %name4%.>
		% Prompt%id%04_1 <You haven't seen the last of me, yet...>
		% Prompt%id%05 <You think I'm scared? Come on, let's settle this now.>
		% Prompt%id%05_1 <If you're so eager to die we can settle this now.>
		% Prompt%id%06 <Tell me where I can find them.>
		% Prompt%id%06_1 <Tell me where I can find your boss.>
		% Prompt%id%07 <I was hoping to get a job with them.>
		% Prompt%id%07_1 <Honestly, I was hoping to sign up with them myself.>
		% Prompt%id%08 <I intend to destroy them.>
		% Prompt%id%08_1 <I'm going to destroy them.>
		% Prompt%id%09 <Alright. Where can I find this boss?>
		% Prompt%id%09_1 <So where would I find this boss?>
		% Prompt%id%10 <Never mind, then.>
		% Prompt%id%10_1 <Never mind.>
		Msg%id%01 <%JR_YES、何の用%JG_DA？>
		Msg%id%01_1 <言いたいことがあるならさっさと言って%JG_R_AGG。何の用%JG_DA？>
		Msg%id%01_2 <何でこっちをジロジロ見てる%JG_NDA？>
		Msg%id%02 <この辺では%JV_NA、何でも聞きたがる奴にはロクなことが起こらない%JG_NDA。%JS_AGGもそうなる前に%JF2の前から消えたほうがいい%JV_ZO。>
		Msg%id%02_1 <１つアドバイスしてや%JV_ROU──%JF2の雇い主について聞く奴は死ぬことになる%JV_F_WA。ついでに、その途中で%JF2をイラつかせた奴は２倍苦しむことになる%JG_SK。>
		Msg%id%02_2 <命知らずな質問%JG_DANE。人が大人しく対応してやってる間に、さっさと消えたほうがいい%JV_ZO%JV_F_YO。>
		Msg%id%03 <かも%JV_NA。何でそんなことが気になる%JV_F_NO？>
		Msg%id%03_1 <あり得なくはない%JG_NE。何でそんなに知りたがる%JG_NDA？>
		Msg%id%03_2 <さて%JV_NA。それがどうした%JG_NDA？>
		Msg%id%04 <そんなことは知らない%JV_ZO、決めるのは%JF2じゃないんだから%JV_NA。話ならボスに聞いて%JG_R_AGG。>
		Msg%id%04_1 <それはボスに聞いて%JG_R_AGG。%JF2にはそういう決定権は……%JR_NO、元から何も決める立場じゃない%JG_NDA。>
		Msg%id%05 <用がないのなら%JF2に近づくんじゃない%JV_F_WA%JV_F_YO。>
		Msg%id%05_1 <何も言うことがないなら他人に絡むんじゃない%JV_F_WA%JV_F_YO、阿呆め。>
		Msg%id%06 <%name4% はこのエリアを去った。>
		Msg%id%07 <賊の居場所を聞き出す前に %name4% は去ってしまった。>
		Msg%id%08 <こっちが用心さえしてりゃ済む話%JG_DANE。%JF2はもう行く%JV_ZO。>
		Msg%id%08_1 <出会わなきゃ関係ない話%JG_DA。じゃあ%JV_NA。>
		Msg%id%09 <なら%JS_AGGが死ぬ%JV_N%JV_M_DA%JV_NA！>
		Msg%id%10 <%JR_HEY、そういうのは無し%JG_DA%JV_SIL_R本気で奴らを探してるなら、%JF2が契約した隊が %name1% に集合中のはず%JG_DAYO。%JF2はもうどこか遠くへ行かせてもらう%JV_F_WA%JV_YO……。>
		Msg%id%10_1 <だ、誰が戦うって言った%JV_N%JV_M_DA？ %JF2はただ話をしてただけ%JV_DAROU、%JV_NA？ %JF2が契約した連中は %name1% に集まってる%JG_YO%JV_SIL_Rいい%JV_Q、教えたのが%JF2だってことだけは内緒にしといて%JG_R。>
		Msg%id%11 <%name4% を脅して、賊の居場所が %name1% であることを聞き出した。>
		Msg%id%12 <いい度胸をしてる%JG_NE%JV_SIL_R%JS_AGGは間違いなく早死にする%JV_DAROU%JV_NA。>
		Msg%id%12_1 <勇敢なのかバカなのか……%JF2はバカのほうに賭ける%JV_ZO。>
		Msg%id%13 <ちょうど今 %name1% に全員集まってるところ%JG_DAYO。%JF2もそろそろ行ったほうがいいんだ%JG_GA、まだ酔いが抜けてなくて%JV_NA……%JR_YES、%JF2の紹介だと伝えればいい%JV_ZO%JV_F_YO。>
		Msg%id%13_1 <%name1% に行けば全員集まってるはず%JG_DAYO。面接の心配はしなくてもいい%JV_ZO……書類のとこだけ少し面倒だ%JG_GA、他は楽勝だから%JV_NA。>
		Msg%id%13_2 <%name1% に集まる予定になってる%JG_YO。%JF2はちょっと遅れることになる%JG_GA、先に着いたら%JF2も向かってるって伝えといて%JG_R_AGG。>
		Msg%id%14 <%name4% を騙して、賊の居場所が %name1% であることを白状させた。>
		Msg%id%15 <%JR_YES、じゃあ%JF2はもう行く%JV_ZO%JV_SIL。これからデカい仕事がある%JG_SK%JV_SIL_R派手にドカーンと%JV_NA。>
		Msg%id%15_1 <ああそう、じゃあ%JF2は隊に戻るから%JV_NA。デカい仕事が進行中な%JG_NDA。>
		Msg%id%16 <賊の居場所を聞き出す前に %name4% は去ってしまったが、探せば\SPR %4%はまだ近くにいるかもしれない。>
		Prompt%id%01 <%JS_AGGが賊の一味なのは分かってる%JV_ZO%JV_F_YO%JV_SIL。>
		Prompt%id%01_1 <%JS_AGGは賊と繋がってるんだって%JV_NA%JV_SIL。>
		Prompt%id%02 <仕事を探してるんだ%JG_GA、何か知らない%JV_Q？>
		CPrompt%id%02 <ifInsight SkillTar StoryDL Accept>
		Prompt%id%02_1 <ずっと仕事を探してるんだ%JG_GA、何か知らない%JV_Q？>
		Prompt%id%03 <特に何も……。>
		Prompt%id%03_1 <何でもない%JG_YO%JV_SIL_R。>
		Prompt%id%04 <%JS_AGGのことは見張らせてもらう%JV_ZO、%name4%。>
		Prompt%id%04_1 <%JF2がそれで諦めると思わないこと%JG_DANE%JV_SIL_R。>
		Prompt%id%05 <それで脅してるつもり%JV_KA_Q？ じゃあ始末を付けてやる%JV_F_WA%JV_YO%JV_SIL。>
		Prompt%id%05_1 <そんなに死にたいのなら、ここで終わりにしてやる%JV_F_WA%JV_YO%JV_SIL。>
		Prompt%id%06 <そいつらの居場所を教えて%JG_R_AGG。>
		Prompt%id%06_1 <%JS_AGGのボスの居場所を教えて%JG_R_AGG。>
		Prompt%id%07 <一緒に仕事がしたいなと思ってて%JV_NA%JV_SIL_R。>
		Prompt%id%07_1 <実は、%JF2も仕事の契約がしたいと思ってて%JV_NA%JV_SIL_R。>
		Prompt%id%08 <そいつらをぶっ倒す予定な%JG_NDA。>
		Prompt%id%08_1 <そいつらをぶっ倒す予定な%JG_SK。>
		Prompt%id%09 <分かった%JV_F_WA。ボスはどこに居る%JV_N%JV_M_DA%JV_SIL？>
		Prompt%id%09_1 <じゃあ、ボスにはどこに行けば会える%JV_N%JV_M_DA%JV_SIL？>
		Prompt%id%10 <じゃあやめとく%JG_YO。>
		Prompt%id%10_1 <ならやめとく%JV_F_WA%JV_SIL。>
	end
	inv
		NPC Mecha Pilot
		job_desig <MOOK_>
		Knowledge 7
		Body 15

		Computer 1
		name <Raider's Dataslate>
		name_I18N <賊のデータスレート>
		% desc <A dataslate obtained from a rowdy raider.>
		desc <粗暴な賊が持っていたデータスレートだ。>
		Category <ELECTRONICS COMPUTER COMMUNICATIONS>
		SDL_PORTRAIT <item_databook.png>
		Memo
		Email
		Mass -1
		use <if= PlotStatus %plotid% %id% else GoNoUse Alert 1 StoryNote 2 &%id%_RevealEncounter  ifNPCOK %4% XPV 100>
		CLUE_CODEBREAKING <goto use>
		CLUE_INSIGHT <goto use>
		GoNoUse <Print 3>
		% Msg1 <According to a map saved on this dataslate, the raiders are hiding in %name1%.>
		% Msg2 <You learned from a dataslate that the raiders are in %name1%.>
		% Msg3 <You no longer have any use for this item.>
		Msg1 <このデータスレートに記録されている地図によると、賊は %name1% に隠れているらしい。>
		Msg2 <データスレートから、賊の居場所が %name1% であるという情報を得た。>
		Msg3 <もうこのアイテムに用はない。>
	end

%%
%% *:CS_BlockedMeeting
%%	&EnemyNPC	The NPC is the core story enemy
%%	&EnemyFac	The NPC belongs to the enemy faction
%%	&ForPeace	The PC comes in peace
%%
%% The PC wants to meet an NPC, but the core story enemy is out to prevent
%% it. Hillarity ensues.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The metascene being sought
%% PARAM3: The NPC to be met
%%

Content
	name <I won't allow it.>
	% desc <The Enemy NPC is going to prevent the meeting. That's all.>
	desc <敵 NPC は会合を妨害しようとする。それだけ。>
	requires <*:CS_BlockedMeeting ~E:++ -&EnemyNPC F:++>

	% E1 is the outdoors scene where the encounter is
	% E2 is the metascene being sought
	% E3 is the NPC to be met
	% E4 is the fight scene that kicks off everything
	% E5 is the mood that it spawns
	Element4 <Prefab>
	Place4 <1>
	Element5 <Prefab>

	%% FAIL CONDITIONS:
	%% - None.

	sub
		MetaScene 4 2
		% rumor%id% <somebody has been looking for you in %name1%.>
		rumor%id% <誰かが %name1% で%JS2のことを探している>
		% L1 = Encounter Over Counter
		% L2 = Initialization Counter
		MapWidth 50
		MapHeight 50

		start <if= L2 0 L= 2 1 Alert 1  History 4  ifNPCOK &EnemyNPC else GoHenchmanAnnounce Monologue &EnemyNPC 2>
		GoHenchmanAnnounce <TeamMonologue 2 3>

		nu1 <if= T1 0   Return  if= V1 0 V= 1 1 LoseRenown>
		nu2 <if= T2 0   if= V1 0 V= 1 1   Alert 5   XPV 100  AddRenown 1 SALVAGE>

		%% Upon leaving the encounter, activate the meme
		end <SetMood %5% &EpisodeScene WinSubPlot %plotid%>

		% Msg1_1 <You are attacked by a team of mecha from \FACTION &EnemyFac !>
		% CMsg1_1 <if# &EnemyFac 0 Accept>
		% Msg1_2 <You are attacked by a group of \PERSONA &EnemyNPC 's henchmen!>
		% CMsg1_2 <if= &EnemyFac 0 ifNPCOK &EnemyNPC Accept>
		% Msg1_3 <You are attacked by a lance of hostile mecha!>
		% CMsg1_3 <if= &EnemyFac 0 ifNPCDead &EnemyNPC Accept>
		% Msg2 <They say you're looking for %name3%, \PC . Well, my troops are going to make sure you don't find \OPR %3% !>
		% Msg3 <So you're looking for %name3%? We won't allow it!>
		% Msg4_1 <\PERSONA &EnemyNPC swore to stop you from reaching %name3%.>
		% CMsg4_1 <ifNPCOK &EnemyNPC Accept>
		% Msg4_2 <Enemy mecha swore to stop you from reaching %name3%.>
		% CMsg4_2 <ifNPCDead &EnemyNPC Accept>
		% Msg5_1 <That was the last of them, but \PERSONA &EnemyNPC isn't likely to give up so easily.>
		% CMsg5_1 <ifNPCOK &EnemyNPC Accept>
		% Msg5_2 <That was the last of them, but you get the feeling that there's going to be more.>
		% CMsg5_2 <ifNPCDead &EnemyNPC Accept>
		Msg1_1 <\FACTION &EnemyFac のメック部隊が攻撃を仕掛けてきた！>
		CMsg1_1 <if# &EnemyFac 0 Accept>
		Msg1_2 <\PERSONA &EnemyNPC の手下の一部隊が攻撃を仕掛けてきた！>
		CMsg1_2 <if= &EnemyFac 0 ifNPCOK &EnemyNPC Accept>
		Msg1_3 <敵メックの一部隊が攻撃を仕掛けてきた！>
		CMsg1_3 <if= &EnemyFac 0 ifNPCDead &EnemyNPC Accept>
		Msg2 <%JS_AGGは %name3% を探しているんだって%JV_NA、\PC。悪い%JG_GA、%JF2の部下でそれを阻止させてもらう%JV_ZO%JV_SIL！>
		Msg3 <%JS_AGGは %name3% を探してるの%JV_KA_Q？ させない%JV_ZO%JV_F_YO%JV_SIL！>
		Msg4_1 <\PERSONA &EnemyNPC は、あなたが %name3% と接触するのを妨害しようとした。>
		CMsg4_1 <ifNPCOK &EnemyNPC Accept>
		Msg4_2 <敵は、あなたが %name3% と接触するのをメック部隊で妨害しようとした。>
		CMsg4_2 <ifNPCDead &EnemyNPC Accept>
		Msg5_1 <今のが最後の一人だったようだ。しかし \PERSONA &EnemyNPC はこのくらいで諦めたりはしないだろう。>
		CMsg5_1 <ifNPCOK &EnemyNPC Accept>
		Msg5_2 <今のが最後の一人だったようだ。しかし、まだこの程度では終わりそうにないという予感がした。>
		CMsg5_2 <ifNPCDead &EnemyNPC Accept>

		sub
			team 1
			SetEnemy 2
			SetAlly 3
			ParaX 5
			ParaY 5

			team 2
			name <Enemies>
			SetEnemy 1 3
			Deploy <SetSelfFaction &EnemyFac  WMecha 2 %threat% 100>
			ParaX 45
			ParaY 45
		end

	end
	inv
		STC CORE-INVISIBLEENCOUNTER-SD
		name <Enemy Forces>
		name_I18N <敵部隊>

		MinorMood 1
		name <"I Won't Allow It" Mood>
		plot_type <*FightToDestination>
		Element1 <Grab 1>
		Element2 <Grab 2>
		Element3 <Grab -2>
	end


%%
%% *TrailHenchmenToNPC Content
%%
%%	The PC must follow some NPCs to their base.
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically not give the PC any XP. Bummer.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The NPC being sought
%%

Content
	name <Ranger's Delight, specifically>
	% desc <You encounter a small group of henchmen, and can track them to their master.>
	desc <取り巻きの小集団と遭遇し、彼らのリーダーの居場所まで尾行する。>
	requires <*TrailHenchmenToNPC>
	Size 4

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is the NPC being sought
	% E4 is an encounter
	Element4 <Prefab>
	Place4 <1>

	% The Hint
	% HINT_%id% <%name3%'s men have been seen in %name1%.>
	HINT_%id% <%name3% の部下が %name1% で目撃されてるらしい%JG_YO。>

	% P%id%01 = Initialization Counter
	% P%id%02 = Tracking Difficulcy Number

	% This particular subplot can't fail. Acers!

	update <if= P%id%01 0 P= %id%01 1 P= %id%02 SkillTar StoryDL>
	&%id%_RevealEncounter <SetEncounterActive %2% WinSubPlot %plotid%>

	sub
		MetaScene 4 2
		% rumor%id% <%name3%'s henchmen have been seen in %name1%.>
		rumor%id% <%name3% の手下が %name1% で目撃されている>
		special <UNCHARTABLE>

		% V1 = Encounter Over Counter
		% V2 = Number of failed attempts to track
		MapWidth 50
		MapHeight 50

		% Once the PC has defeated all the raiders, they get an Awareness roll to determine
		% the location of their main force.

		nu1 <if= T1 0   Return>
		nu2 <if= T2 0   if= V1 0   V= 1 1   ifUAwareness p%id%02 else GoTrackFailed Alert 1 PMemo %id% 2 History 2 &%id%_RevealEncounter Return SeekGate %2%>
		GoTrackFailed <Alert 3   L+ 2 1  P+ %id%02 -2 P+ %id%02 -d6   Return>

		end <V= 1 0>

		% Msg1 <After defeating the henchmen, you manage to track their movements back to %name3%.>
		% Msg2 <You tracked %name3%'s henchmen back to \OPR %3% .>
		% Msg3 <You have defeated the henchmen, but still have no idea where %name3% is.>
		Msg1 <取り巻きを撃破した後、彼らの移動の痕跡を追って %name3% の居場所へと辿り着いた。>
		Msg2 <%name3% の手下の痕跡を追って、\SPR %3%自身の居場所を突き止めた。>
		Msg3 <取り巻きを撃破したが、%name3% の居場所がどこなのかまだ見当がつかない。>

		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 45
			ParaY 45
		end
	end
	inv
		STC CORE-INVISIBLEENCOUNTER
		name <%name3%'s Henchmen>
		name_I18N <%name3% の手下>
		%% If the PC manages a stealth roll upon approaching this encounter, the
		%% raiders may be followed back to their base instead of being fought.
		%% V1 = Timer; will only attack once every 3 hours
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		use <ifG StatVal STAT_MetaVisibility -1    ifUStealth 5 else GoAutoAttack   ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		attack <ifG StatVal STAT_MetaVisibility -1  ifG PCScale 0    ifUStealth SkillTar StoryDL else GoAutoAttack ifYesNo 1 2 3 else GoAutoAttack Goto GoTrack>
		GoAutoAttack <V= 1 ComTime V+ 1 10800   Alert -2 Exit Destination>
		GoTrack <Alert 4 PMemo %id% 5 History 5 XPV 100 &%id%_RevealEncounter Exit %1% SeekGate %2%>
		% Msg1 <You encounter a small group of %name3% 's henchmen.>
		% Msg2 <Trail them.>
		% Msg3 <Approach them.>
		% Msg4 <You track the henchmen to %name3%.>
		% Msg5 <You tracked %name3%'s henchmen back to \OPR %3% .>
		Msg1 <%name3% の手下の小集団に遭遇した。>
		Msg2 <尾行する。>
		Msg3 <接近する。>
		Msg4 <手下を尾行して %name3% の居場所へと向かった。>
		Msg5 <%name3% の手下を尾行して、\SPR %3%自身の居場所を突き止めた。>
	end


%%
%% *TrailRaiderToBase Content
%%
%%	The PC must follow an enemy pilot to their base.
%%
%% When the PC has located the encounter, this subplot will make it visible
%% with SetEncounterActive and conclude with WinSubPlot. Revealing the entrance
%% in this subplot will typically not give the PC any XP. Bummer.
%%
%% PARAM1: The outdoors scene where the encounter is
%% PARAM2: The MetaScene being sought
%% PARAM3: The raider being trailed
%%

Content
	name <Speed Match>
	% desc <The PC will find the raider's buddies, who he must defeat quickly to follow the raider.>
	desc <PC は賊の構成員たちを発見する。リーダーを追うためには彼らを素早く片付けなければならない。>
	requires <*TrailRaiderToBase>
	Size 2

	% E1 is the outdoor scene where the encounter is
	% E2 is the MetaScene being sought
	% E3 is the raider being trailed.
	% E4 is a new encounter for the speed match
	Element4 <Prefab>
	Place4 <1>

	% p%id%01 = Initialization Counter
	update <if= p%id%01 0 p= %id%01 1   FreezeNPC %3%>

	sub
		MetaScene 4 2
		% rumor%id% <%name3% has been spotted in %name1%.>
		rumor%id% <%name3% の姿が %name1% で目撃されている>
		special <UNCHARTABLE>
		% L1 = Encounter Over Counter
		% L2 = Initialization Counter; resets each time
		% L3 = Storynote
		% L4 = Time Limit
		% L5 = Number of tries
		MapWidth 50
		MapHeight 50

		% The time limit is five minutes, plus an additional two minutes for each
		% previous attempt.
		Start <if= L2 0 L= 2 1   L= 1 0   Monologue %3% 1  Alert 2 L= 4 ComTime L+ 4 300 L+ 4 * 120 L5  L+ 5 1  if= L3 0 L= 3 1 PMemo %plotid% 3>
		nu1 <if= T1 0   Return>
		nu2 <if= T2 0   Return  if= V1 0   V= 1 1   ifG L4 ComTime else GoTooLate Alert 4 History 5 PMemo %plotid% 5   SetEncounterActive %2% SeekGate %2% WinSubPlot %plotid% if= L5 1 XPV 100>
		GoTooLate <Alert 6  AddRenown -1>
		end <L= 2 0>

		% Msg1_1 <Look- it's that cavalier who's been following me. You guys deal with it; I've got to get back to base.>
		% Msg1_2 <>
		% Msg1_3 <>
		% Msg1_4 <>
		% Msg1_5 <>
		% Msg2 <If you can defeat %name3%'s lancemates quickly, you should be able to trail \OPR %3% to the base.>
		% Msg3 <You encountered %name3% and \PPR %3% lancemates in %name1%.>
		% Msg4 <You catch up with %name3%, and follow \OPR %3% to the raider's base.>
		% Msg5 <You trailed %name3% to the raider's base in %name1%.>
		% Msg6 <After defeating the henchmen, you attempt to follow %name3% but are too late to find \OPR %3% .>
		Msg1_1 <あれ%JV_M_DA%JV_F_YO──あれが%JF2を付け回しているメック乗り%JG_DA。%JS_AGG%JS_TACHIで奴を始末する%JV_N%JV_M_DA%JV_F_YO、%JF2は基地に戻るから%JV_NA。>
		Msg1_2 <>
		Msg1_3 <>
		Msg1_4 <>
		Msg1_5 <>
		Msg2 <%name3% の仲間をすぐに倒せば、\SPR %3%の後を追って基地に辿り着くことができるだろう。>
		Msg3 <%name1% で、%name3% とその部下に遭遇した。>
		Msg4 <%name3% に追いつき、そのまま賊の拠点まで\SPR %3%を尾行した。>
		Msg5 <%name3% を尾行し、%name1% にある賊の拠点に向かった。>
		Msg6 <取り巻きを撃破した後、あなたは %name3% を追跡しようとしたが、もう手遅れだった。>

		sub
			team 1
			SetEnemy 2
			ParaX 5
			ParaY 5

			team 2
			SetEnemy 1
			Deploy <if= PlotStatus %plotid% %id% SetSelfFaction &EnemyFac   WMecha 2 StoryDL 80>
			ParaX 45
			ParaY 45
		end
	end
	inv
		Encounter
		EncounterMove 50
		name <%name3%'s Lance>
		name_I18N <%name3% の部隊>
		% V1 = Recharge Counter
		% This encounter will appear once every 5 hours, as long as this is the active subplot.
		update <if= PlotStatus %plotid% %id% else GoHide ifG ComTime V1 else GoHide SetStat STAT_MetaVisibility 0  Goto GoSetOrders>
		GoSetOrders <GrabSource GSetNAtt NAG_EpisodeData NAS_Orders 3>
		use <ifG StatVal STAT_MetaVisibility -1  V= 1 ComTime V+ 1 18000  Print -1 Exit Destination>
		GoAutoAttack <V= 1 ComTime V+ 1 18000  Alert -2 Exit Destination>
		GoAvoidAttack <V= 1 ComTime V+ 1 7200  Print -6 AddSociable -1 UpdateProps>
	end

