%
%  ************************************
%  ***      CORE  STORY  PLOTS      ***
%  ***   EPISODE  ONE: THE  INTRO   ***
%  ************************************
%
% This episode should have an initial message when the PC walks into the
% Cavalier's Club for the first time, just to set new PCs on the right track.
%

Plot
	name <Message from the boss>
	% desc <You're informed of a business meeting.>
	desc <仕事の会議が開かれることを知らされる。>
	requires <*CORE_Intro P:CORPO ~C:CORPO ~C:LABOR ~C:TRADE ~+Gmo>

	% E1 is the CavClub
	% E2 is the PC's coworker
	% E3 is a scene for the meeting
	% E4 is the NPC to speak with
	element1 <Scene !Near -7 cavclub>
	element2 <Prefab>
	place2 <1 pass>
	element3 <Scene Building Public !Near -7 !Okay -3 -cavclub>
	element4 <Character !Near -7 !Comrade -3 NeverFail>
	NeverFail4 <Corporate Executive>
	place4 </>

	% P%id%01 = Initialization Counter

	update <if= P%id%01 0 SetNPCFaction %2% &AllyFac P= %id%01 1>
	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %1% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %2% MoveNPC %4% %3% SetNPC %4% Email %id%02 SetPlotStatus %plotid1% %id1%>

	% Msg%id%01 <As you enter the Cavalier's Club, you notice your coworker %name2% looking about nervously.>
	% Msg%id%02 <%name4%@ \SCENE &EpisodeScene :// \RANK \PC , you have a mission from \FACTION &AllyFac . This is urgent. Come see me at \EXACT_SCENE %3% as soon as possible.>
	Msg%id%01 <Cavalier's Club に入ると、同僚の %name2% が落ち着かない様子でいることに気がついた。>
	Msg%id%02 <%name4%@ \SCENE &EpisodeScene :// \PC、%JS2に \FACTION &AllyFac からの任務が入っている%JV_F_WA。これは緊急案件%JV_M_DA%JV_F_YO。今すぐに \EXACT_SCENE %3% の%JF2のところまで来てほしい。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 4>

	sub
		Persona 2
		greeting <if= PlotStatus %plotid% %id% else GoChat Goto .%id%_GoGreet>
		% rumor0 <%name2% has been looking for you.>
		rumor0 <%name2% が%JS2のことを探している>
		GoChat <NewChat SayAnything>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAdvise>
		.%id%_GoAdvise <NewChat Say 1 SMemo 2 History 3 MoveNPC %4% %3% SetXXRAttitude %4% XXR_A_IsSenior SetPlotStatus %plotid1% %id1% AddChat 1 AddChat 2>
		result1 <NewChat Say 4>
		result2 <NewChat Say 5 AddCheerful -d10>
		% Msg1 <%name4% was in here earlier. Apparently, \SPR %4% wants to talk with you about something... \SPR %4% said \SPR %4% was going to \EXACT_SCENE %3% .>
		% Msg1_1 <%name4% dropped by the club earlier today; \SPR %4% asked me where you were, and I told \OPR %4% that I didn't know, so \SPR %4% said if I saw you later to tell you to meet \OPR %4% at \EXACT_SCENE %3% .>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <%name4% was in here looking for you; \SPR %4% said you could find \OPR %4% at \EXACT_SCENE %3% .>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <Oh, yeah. %name4% was in here earlier, and \SPR %4% wants to talk with you about something. I think \SPR %4% said you could find \OPR %4% at \EXACT_SCENE %3% .>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <I've got a message for you from %name4%. Apparently the two of you have some kind of meeting at \EXACT_SCENE %3% . It sounded kinda urgent.>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <Something tells me that you won't be a \RANK for long, \PC . Earlier today %name4% was in here looking for you; \SPR %4% told me that you've got a meeting at \EXACT_SCENE %3% .>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <Did you do anything to piss off %name4%? A little while ago \SPR %4% was in here looking for you... said \SPR %4% 'd be at \EXACT_SCENE %3% waiting.>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <You have to meet %name4% at %name3%.>
		% Msg3 <%name2% told you that %name4% was looking for you.>
		% Msg4 <You know, I heard we were going to lay off some of the staff in \SCENE RootSceneID . Of course I'm sure that has nothing to do with your meeting... Good luck.>
		% Msg4_1 <I'm sure this is just some kind of routine mission... you know. Good luck, \PC .>
		% Msg5 <Don't worry, I think you're going to be assigned some kind of mission... of course, depending on what kind of mission it is, maybe you do have to worry.>
		% Msg5_1 <Try not to think about it. Good luck, \PC .>
		% Prompt1 <Thanks for letting me know.>
		% Prompt1_1 <I guess I should get over there right away.>
		% Prompt2 <Oh great, I hope I'm not getting fired...>
		% Prompt2_1 <Ashes. Did \SPR %4% sound upset?>
		Msg1 <少し前まで %name4% がここにいた%JG_NDA。見るからに%JS2に何かを話したがってるような様子だった%JG_GA……\SPR %4%なら \EXACT_SCENE %3% に行くと言ってた%JG_YO。>
		Msg1_1 <今日の早くに %name4% がここに来てた%JG_NDA。%JS2はどこかと聞かれたから知らないって答えたら、もし見かけたら \EXACT_SCENE %3% まで会いに来るように伝えてほしい、って言ってた%JG_YO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%name4% がここに来て%JS2を探してた%JG_YO。\EXACT_SCENE %3% に行けば\SPR %4%に会えるみたい%JG_DA。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <ああ、うん。%name4% が少し前までここに居て、%JS2に何かを伝えたがってるみたいだった%JG_NE。\EXACT_SCENE %3% に行けば会えると言ってた気がする%JG_YO。>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <%name4% からの伝言%JG_DA。\EXACT_SCENE %3% で何かミーティングでもするつもりらしい%JV_F_WA%JV_NA。かなり急いでいた様子だった%JG_GA。>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <\PC、何だか%JS2が\RANKでなくなる日が近い気がする%JG_SK。今日の早くに %name4% がここに来て、%JS2を探してた%JG_YO。\EXACT_SCENE %3% まで会いに来てほしい、とか何とか。>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <何か %name4% を怒らせでもしたの%JV_KA_Q？ 少し前に\SPR %4%がここに来て%JS2を探してた%JG_YO%JV_SIL_R \EXACT_SCENE %3% で待ってると言ってた%JG_GA。>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name4% に会いに %name3% に行かなければならない。>
		Msg3 <%name2% から、%name4% があなたを探していると伝えられた。>
		Msg4 <聞いた話だと、\SCENE RootSceneID でも何やらリストラが始まるらしい%JG_GA%JV_NA。もちろん%JS2には関係ないと思う%JG_YO%JV_SIL_R幸運を。>
		Msg4_1 <ただのルーチンワークの任務か何かだと思う%JG_YO%JV_SIL_R例によって%JV_NA。とりあえず頑張って、\PC。>
		Msg5 <大丈夫、たぶん何かの任務が与えられるだけだと思う%JG_YO%JV_SIL_Rもちろん、その任務の内容次第では大丈夫じゃない%JV_DAROU%JG_GA。>
		Msg5_1 <あんまり考えないほうがいい%JG_YO。まあ頑張って%JV_NA、\PC。>
		Prompt1 <教えてくれてありがとう。>
		Prompt1_1 <すぐ行ったほうが良さそう%JG_DANE。>
		Prompt2 <それは大変%JV_M_DA、クビにするとかいう話じゃないといい%JG_GA……。>
		Prompt2_1 <えぇ……怒ってる様子だった%JV_KA_Q？>
	end
	inv
		NPC Corporate Executive
		Combatant
		job <Corporate Pilot>
		PCFriend
	end

Plot
	name <Sick Leave>
	% desc <Your friend is sick; go do a mission on their behaf.>
	desc <友人が病気になった。代理として任務をこなしに行こう。>
	requires <*CORE_Intro (P:--|P:CORPO|L:Ally) C:MEDIC>

	% E1 is the CavClub
	% E2 is the PC's friend
	% E3 is a scene for the meeting
	% E4 is the NPC to speak with
	element1 <Scene !Near -7 cavclub>
	element2 <NewNPC -3 -7 Friend>
	place2 <1 pass>
	element3 <Scene Building Public !Near -7 !Okay -3 -cavclub>
	element4 <Character !Near -7 !Okay -3 !Comrade -7 NeverFail>
	NeverFail4 <Mecha Pilot>
	place4 </>

	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %1% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %2% MoveNPC %4% %3% LoseEpisode>

	% Msg%id%01 <As you enter the Cavalier's Club, you notice that your friend %name2% doesn't look particularly well.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name2% が体調を崩した様子であることに気がついた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 4>

	sub
		Persona 2
		greeting <if= PlotStatus %plotid% %id% else GoChat Goto .%id%_GoGreet>
		% rumor0 <%name2% has been looking for you.>
		rumor0 <%name2% が%JS2のことを探している>
		GoChat <NewChat SayAnything>
		.%id%_GoGreet <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		.%id%_GoStartMission <Print %id%05  RunAway %2%  SMemo %id%02 History %id%03 MoveNPC %4% %3% SetPlotStatus %plotid1% %id1%>
		result%id%01 <EndChat Say %id%04 Goto .%id%_GoStartMission>
		result%id%02 <EndChat Say %id%06 AddChat %id%03>
		result%id%03 <Alert %id%10 ifMedicine HardSkillTar StoryDL else .%id%_GoR3Fail PCMonologue %id%07 EndChat Say %id%08  AddReact d10  XPV 100  Goto .%id%_GoStartMission>
		.%id%_GoR3Fail <PCMonologue %id%09 EndChat Say %id%11  Goto .%id%_GoStartMission>
		% Msg%id%01 <Ugh... I feel absolutely miserable. I think I'm coming down with something.>
		% Msg%id%01_1 <Oh this is not good... my nose is runny, I'm coughing all over the place, and I feel chilly even in this armor. Do you think I caught a bug or something?>
		% CMsg%id%01_1 <ifNPCSociable Accept>
		% Msg%id%01_2 <Ugh... I'm sick. This can't be happening to me today...>
		% CMsg%id%01_2 <ifNPCShy Accept>
		% Msg%id%01_3 <Ugh. I think I caught something, y'know? Maybe I should take some medicine or whatever...>
		% CMsg%id%01_3 <ifNPCEasygoing Accept>
		% Msg%id%01_4 <Ach... I refuse to let this cold defeat me... must go on...>
		% CMsg%id%01_4 <ifNPCPassionate Accept>
		% Msg%id%01_5 <Hey \PC . I'm kind of down today... I think I'm catching a cold or something.>
		% CMsg%id%01_5 <ifNPCCheerful Accept>
		% Msg%id%01_6 <Stand back, I'm dying... I think I caught a dose of the plague or something...>
		% CMsg%id%01_6 <ifNPCMelancholy Accept>
		% Msg%id%02 <%name2% asked you to do a mission for \OPR %2% while \SPR %2% recovers from the flu. You should go meet %name4% at \EXACT_SCENE %3% .>
		% Msg%id%03 <%name2% asked you to fill in for \OPR %2% while \SPR %2% 's sick.>
		% Msg%id%04 <Yeah, you're probably right... Could you do me a favor? I know you're kinda decent with a mecha, can you fill in for me today? Just go talk to %name4% at \EXACT_SCENE %3% ... I gotta go lie down.>
		% Msg%id%04_1 <But I had a mission! Aw, screw it, going into battle like this I'd just get myself killed... I know you're kinda decent with a mecha, you can fill in for me if you want. Just go talk to %name4% at \EXACT_SCENE %3% ...>
		% Msg%id%05 <%name2% leaves the building.>
		% Msg%id%06 <Alright, sure, just as long as it's not going to involve any needles...>
		% Msg%id%06_1 <Go ahead. I guess this is one of the benefits of being friends with a \PCJOB ...>
		% Msg%id%07 <It's just a cold. What you need right now is rest, and plenty of fluids.>
		% Msg%id%07_1 <You have the flu. I'll write you a note so you can call in sick.>
		% Msg%id%08 <Thanks \PC . Say, would you like to fill in for me while I'm recuperating? Just go talk to %name4% at \EXACT_SCENE %3% .>
		% Msg%id%08_1 <Thanks \PC . I hate to leave %name4% hanging, though... You're good with a mecha, aren't you? Why don't you go to \EXACT_SCENE %3% and fill in for me while I'm sick?>
		% Msg%id%09 <Er... maybe you have a brain tumor? I don't know.>
		% Msg%id%09_1 <This can't be right... according to my guidebook, you probably have a mild case of scurvy.>
		% Msg%id%10 <You examine %name2%'s condition.>
		% Msg%id%11 <Thanks for trying. I think I better go see a real doctor... If you're here looking for a mission, you can always fill in for me while I'm on sick leave. Just go talk to %name4% at \EXACT_SCENE %3% .>
		% Msg%id%11_1 <I appreciate the fact that you tried. I'm going to call in sick... If you want a mission, you can go fill in for me while I'm gone. Just go speak with %name4% at \EXACT_SCENE %3% .>
		% Prompt%id%01 <You should go home and get some rest.>
		% Prompt%id%01_1 <Maybe you should go back home and go to bed.>
		% Prompt%id%02 <Here, let me take a look at you.>
		% CPrompt%id%02 <ifPCHasSkill NAS_Medicine Accept>
		% Prompt%id%02_1 <Let me see if I can help.>
		% Prompt%id%03 <[Continue]>
		Msg%id%01 <うぐ……最悪の気分%JG_DAYO%JV_SIL_R。何か病気になったみたいな%JG_NDA。>
		Msg%id%01_1 <これは駄目%JV_M_DA%JV_F_NE……鼻水も咳も止まらないし、こんな鎧を着てるのにひどく寒い……。%JF2は風邪でも引いたの%JG_KANA？>
		CMsg%id%01_1 <ifNPCSociable Accept>
		Msg%id%01_2 <うぐ……病気になった……よりにもよってこんな日に……。>
		CMsg%id%01_2 <ifNPCShy Accept>
		Msg%id%01_3 <うぐ……。何か病気になっちゃった%JG_SK。薬か何か飲まないとダメ%JG_KANA。>
		CMsg%id%01_3 <ifNPCEasygoing Accept>
		Msg%id%01_4 <くっ……こんな風邪には負けない%JV_ZO……行かないと……。>
		CMsg%id%01_4 <ifNPCPassionate Accept>
		Msg%id%01_5 <%JR_HEY \PC。今日は厄日%JG_DAYO%JV_SIL_R風邪か何かでも貰ったみたいな%JV_N%JV_M_DA。>
		CMsg%id%01_5 <ifNPCCheerful Accept>
		Msg%id%01_6 <来ないで%JG_R_AGG。%JF2はもうここまで%JG_DA%JV_SIL_R風邪か何か引きまくったらしい%JG_NDA%JV_SIL_R。>
		CMsg%id%01_6 <ifNPCMelancholy Accept>
		Msg%id%02 <風邪による病欠のため、%name2% はあなたにミッションの代行を依頼した。\EXACT_SCENE %3% にいる %name4% に会いに行こう。>
		Msg%id%03 <%name2% は、病気から回復する間の代役をあなたに頼んだ。>
		Msg%id%04 <%JR_YES、たぶんそれが正解……じゃあ、ちょっと頼まれてもらえない%JG_KANA？ %JS2も確かメックの腕はそれなりだったし、今日の代役をお願いしたい%JG_NDA。\EXACT_SCENE %3% の %name4% のところに行けば分かるから……%JF2はもう帰って寝る%JG_YO%JV_SIL_R。>
		Msg%id%04_1 <でも任務がある%JG_SK！ ……うう、やっぱり無理だ%JV_F_WA……こんな状態で戦ったら死ぬだけ%JG_DA。%JS2も確かメックの腕はそれなりだった%JV_OJO_WAよ%JV_NA、よかったら代役になってもらえない%JG_KANA。\EXACT_SCENE %3% の %name4% のところに行けば分かるから……。>
		Msg%id%05 <%name2% は建物から去っていった。>
		Msg%id%06 <ああ……いい%JV_ZO%JV_F_YO、針が出てこないのなら何でもいい%JG_YO%JV_SIL_R。>
		Msg%id%06_1 <やってみて%JG_R_AGG%JV_SIL_R。こういうのも\PCJOBの友達がいるご利益%JV_M_DAよ%JV_NA……。>
		Msg%id%07 <ただの風邪%JG_DAYO。ゆっくり休んで、あとは水分をたっぷり取らないと。>
		Msg%id%07_1 <風邪%JG_DANE。診断書代わりのメモを渡しておくから、病欠の連絡を入れてくるといい%JG_YO。>
		Msg%id%08 <ありがとう \PC。よかったら、%JF2が寝てる間に代役をお願いできない%JG_KANA？ \EXACT_SCENE %3% にいる %name4% に会えば分かる%JG_YO。>
		Msg%id%08_1 <ありがとう \PC。でも、%name4% の待たせるのは嫌%JG_DANE%JV_SIL_R%JS2も確かメックには乗れた%JV_OJO_WAよ%JV_NA？ %JF2が寝てる間、\EXACT_SCENE %3% で代役を務めてもらえない%JG_KANA？>
		Msg%id%09 <えぇ……もしかして脳腫瘍？ 分からない%JV_F_WA。>
		Msg%id%09_1 <そんな、あり得ない……この本によると、軽い壊血病の兆候らしい%JG_YO。>
		Msg%id%10 <%name2% の身体の状態を調べた。>
		Msg%id%11 <とりあえず、ありがとう。本物の医者に見せに行ったほうが良さそう%JG_DANE%JV_SIL_Rもし何か仕事を探しに来てるんだったら、%JF2が寝てる間の代役をお願いする%JG_YO。\EXACT_SCENE %3% にいる %name4% に会いに行ってみて%JG_R。>
		Msg%id%11_1 <その気持ちだけでも十分%JG_DAYO。もう病欠にするしかない%JG_GA%JV_NA……もし仕事を探してるなら、%JF2がいない間の代役をお願いする%JG_YO。\EXACT_SCENE %3% にいる %name4% に会いに行ってみて%JG_R。>
		Prompt%id%01 <家に帰って休まないと。>
		Prompt%id%01_1 <家に帰って横になってたほうがいい%JG_YO。>
		Prompt%id%02 <ほら、ちょっと診せて%JG_R_AGG。>
		CPrompt%id%02 <ifPCHasSkill NAS_Medicine Accept>
		Prompt%id%02_1 <何とかできないか試してみ%JV_YOUか。>
		Prompt%id%03 <[続ける]>
	end


Plot
	name <Civic Duty>
	% desc <You're told of a civil defense mission.>
	desc <街を守る任務について知らされる。>
	requires <*CORE_Intro (P:--|L:ALLY) -L:ENEMY -C:THIEF>

	% E1 is the CavClub
	% E2 is the PC's friend
	% E3 is a scene for the meeting
	% E4 is the NPC to speak with
	element1 <Scene !Near -7 cavclub>
	element2 <NewNPC -3 -7 Friend>
	place2 <1 pass>
	element3 <Scene Building Public !Near -7 !Okay -3 -cavclub>
	element4 <Character (POLIT|MILIT|POLIC) !Near -7 !Ally -7 -Enemy>
	place4 </>

	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %1% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %2% MoveNPC %4% %3% LoseEpisode>

	% Msg%id%01 <As you enter the Cavalier's Club, your friend %name2% waves you over.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name2% があなたに向けて手を振っていた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 4>

	sub
		Persona 2
		greeting <if= PlotStatus %plotid% %id% else GoChat Goto .%id%_GoGreet>
		% rumor0 <%name2% has been looking for you.>
		rumor0 <%name2% が%JS2のことを探している>
		GoChat <NewChat SayAnything>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAdvise>
		.%id%_GoAdvise <NewChat Say 1 SMemo 2 History 3 MoveNPC %4% %3% SetPlotStatus %plotid1% %id1% AddChat 1>
		result1 <NewChat Say 4>
		% Msg1 <You should know that %name4% is looking for a pilot to run some kind of mission for \SCENE RootSceneID . If you head over to \EXACT_SCENE %3% right away, you could be the one who gets the job.>
		% Msg1_1 <>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <%name4% needs to hire a cavalier. You can speak with \OPR %4% at \EXACT_SCENE %3% .>
		% Msg3 <%name2% told you that %name4%'s looking for a cavalier.>
		% Msg4 <Good luck. Hopefully you'll be given one of those easy missions with a big payoff.>
		% Prompt1 <Thanks for the tip.>
		% Prompt1_1 <I'll have to go check that out.>
		Msg1 <知ってた%JV_KA_Q？ %name4% が \SCENE RootSceneID の何かの任務を任せるパイロットを探しているらしい%JG_NDA。今すぐ \EXACT_SCENE %3% に行けば、%JS2がその仕事にありつけるかもしれない%JV_ZO%JV_F_YO。>
		Msg1_1 <>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name4% がメック乗りを雇う予定らしい。\SPR %4%に会いに \EXACT_SCENE %3% に行こう。>
		Msg3 <%name2% から、%name4% がメック乗りを探していると伝えられた。>
		Msg4 <頑張って。簡単で割のいい仕事がもらえるといい%JV_F_WA%JV_NA。>
		Prompt1 <情報ありがとう。>
		Prompt1_1 <それは確かめに行かないと%JV_NA。>
	end

Plot
	name <Local Defense>
	% desc <The city government is hiring.>
	desc <市政庁が有志を募っている。>
	requires <*CORE_Intro (P:PDASS|L:Ally) -L:ENEMY ~C:ADVEN ~C:MILIT>

	% E1 is the scene where this component will take place
	% E2 is a character allied with the city
	element1 <Scene !Near -7 cavclub>
	element2 <Character (MILIT|POLIT|POLIC) !Near -7 !Ally -7 !Okay -3 -ENEMY>
	Place2 <1 (Citizens) pass>

	start <if= PlotStatus %plotid% 0  if= SceneID %1%  Alert %id%01 SetPlotStatus %plotid1% %id1%>

	% Msg%id%01 <As you enter the Cavalier's Club, you see %name2% looking for a pilot to hire.>
	Msg%id%01 <Cavalier's Club に入ると、%name2% がパイロットを募集しているのを見かけた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 2>

Plot
	name <Bounty Hunter>
	requires <*CORE_Intro (P:--|C:POLIC) ~C:ADVEN>
	% desc <A bounty hunter will have a conversation.>
	desc <賞金稼ぎと話をする。>

	% E1 is the cavclub scene
	% E2 is your the bounty hunter
	element1 <Scene !Near -7 cavclub>
	element2 <Prefab>
	place2 <1 guards>

	start <if= PlotStatus %plotid% 0  if= SceneID %1%  Alert %id%01 SetPlotStatus %plotid1% %id1%>

	% Msg%id%01 <As you enter the Cavalier's Club, you see %name2% the bounty hunter looking around for a cavalier.>
	Msg%id%01 <Cavalier's Club に入ると、賞金稼ぎの %name2% がメック乗りを探して回っている姿を見た。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 2>

	inv
		NPC Bounty Hunter
	end

Plot
	name <First Mission>
	requires <*CORE_Intro P:++>
	% desc <A member of the PC's faction will have a conversation.>
	desc <PC の所属勢力のメンバーと話をする。>

	% E1 is the cavclub scene
	% E2 is your friend
	element1 <Scene !Near -7 cavclub>
	element2 <Character !Near 1 !Comrade -3 NeverFail>
	NeverFail2 <Mecha Pilot>
	place2 <1 guards>

	start <if= PlotStatus %plotid% 0  if= SceneID %1%  Alert %id%01 SetPlotStatus %plotid1% %id1%>

	% Msg%id%01 <As you enter the Cavalier's Club, you remember that you were supposed to meet %name2% here today.>
	Msg%id%01 <Cavalier's Club に入ると、今日はここで %name2% と会う予定だったのを思い出した。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 2>


Plot
	name <Crime Wave>
	% desc <A criminal faction is on a crime spree.>
	desc <犯罪者の勢力が犯罪を撒き散らしている。>
	requires <*CORE_Intro (C:CORPO|C:POLIC|C:LABOR|P:CORPO|P:POLIC) F:-- -L:ENEMY>
	changes <F:++>

	% E1 is the CavClub
	% E2 is the PC's friend
	% E3 is a scene for the meeting
	% E4 is the local police faction
	% E5 is the NPC who will give the mission
	% E6 is the new enemy crime faction
	element1 <Scene !Near -7 cavclub>
	element2 <NewNPC -3 -7 Friend>
	place2 <1 pass>
	element3 <Scene Building Public !Near -7 !Okay -3 -cavclub>
	element4 <Faction Police !Ally -7>
	element5 <Character !Near -7 !Comrade 4 NeverFail>
	NeverFail5 <Bounty Hunter>
	place5 </>
	element6 <Faction Crime !Enemy 4>

	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %1% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %2% MoveNPC %5% %3% LoseEpisode>

	% Msg%id%01 <As you enter the Cavalier's Club, you notice your friend %name2% looking worried.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name2% が不安そうな顔をしているのを見かけた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 5>

	sub
		Persona 2
		% V%id%01 = History counter
		greeting <if= PlotStatus %plotid% %id% else GoChat Goto .%id%_GoGreet>
		% rumor0 <%name2% has been looking for you.>
		rumor0 <%name2% が%JS2のことを探している>
		GoChat <NewChat SayAnything>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAdvise>
		.%id%_GoAdvise <NewChat Say 1  AddChat 1 AddChat 2 if= v%id%01 0 V= %id%01 1  History 2 &SetEnemyFac %6%>
		.%id%_GoSetMission <SMemo 3 MoveNPC %5% %3% SetPlotStatus %plotid1% %id1%>
		result1 <NewChat Say 4 Goto .%id%_GoSetMission>
		result2 <NewChat Say 5 AddCheerful -d10 Goto .%id%_GoSetMission>
		% Msg1 <Did you hear about all the robberies by %name6% lately? It's a dangerous time to work in a bank, that's for sure...>
		% Msg1_1 <I heard there's been a string of robberies committed by %name6% . If you ask around, I'm sure there must be a bounty for helping to catch them.>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <Do you know about %name6% ? They've been responsible for a string of robberies.>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <I saw on the news that there have been a number of robberies by %name6% . Did you hear about that?>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <There had been many robberies by %name6% .>
		% Msg3 <%name2% suggested that you go see %name5% at %name3% about a mission.>
		% Msg4 <%name5% is at %name3% looking for a cavalier to help fight them. If you head over there right away, I'm sure you can get the job.>
		% Msg5 <Aren't cavaliers supposed to be fearless? I think it'd be a good experience for you to confront these fears head on... by going over to %name3% and asking %name5% for a mission.>
		% Prompt1 <Someone ought to do something about that.>
		% Prompt1_1 <I heard, but what can I do?>
		% Prompt2 <Yeah, I'm hoping to avoid them.>
		% Prompt2_1 <Looks like I picked the wrong week to become a pilot...>
		Msg1 <最近、%name6% が盗みを繰り返してるっていう話はもう聞いた%JV_KA_Q？ こういう時って、銀行勤めとか間違いなく危険%JV_DAROU%JV_NA……。>
		Msg1_1 <話によると、%name6% による窃盗が相次いでるらしい%JG_NDA。あちこち聞いて回れば、そいつらを捕まえる仕事が必ず見つかるはず%JG_DAYO。>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <%name6% のことは知ってる%JV_Q%JV_SIL？ 多発してる窃盗事件、そいつらのせいらしい%JV_F_WA……。>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <%name6% による窃盗が多発中、ってニュースでやってるのを見た%JG_NDA。%JS2は知ってた%JV_Q？>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name6% による窃盗事件が多発していた。>
		Msg3 <%name2% から、仕事を求めて %name3% の %name5% に会いに行くよう促された。>
		Msg4 <%name3% にいる %name5% が、そいつらと戦うメック乗りを探してるらしい%JG_NDA。今からすぐに行けば、きっと仕事が貰えると思う%JG_YO。>
		Msg5 <メック乗りは怖いもの知らずじゃなきゃ駄目なんじゃないの%JV_KA_Q？ これは恐怖に立ち向かういい機会になると思う%JV_ZO…… %name3% に行って、%name5% に仕事がないか聞きに行く%JG_SK。>
		Prompt1 <いい加減、誰かが何とかしないと%JV_NA。>
		Prompt1_1 <それは聞いてる%JG_GA、%JF2にできることはあるの%JG_KANA。>
		Prompt2 <%JR_YES、そいつらと出会わないことを願ってる%JG_YO。>
		Prompt2_1 <パイロットになる時期を間違えた%JG_KANA%JV_SIL_R。>
	end

Plot
	name <You've Got Work>
	% desc <You're reminded of a business meeting.>
	desc <仕事の会議があることを念押しされる。>
	requires <*CORE_Intro P:++ -P:PDASS -P:CRIME>

	% E1 is the CavClub
	% E2 is the PC's friend
	% E3 is a scene for the meeting
	% E4 is the NPC to speak with
	element1 <Scene !Near -7 cavclub>
	element2 <NewNPC -3 -7 Friend>
	place2 <1 pass>
	element3 <Scene Building Public !Near -7 !Okay -3 -cavclub>
	element4 <Character !Near -7 !Comrade -3 NeverFail>
	NeverFail4 <Mecha Pilot>
	place4 </>

	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %1% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %2% MoveNPC %4% %3% LoseEpisode>

	% Msg%id%01 <As you enter the Cavalier's Club, your friend %name2% looks at you quizzically.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name2% が心配そうな顔でこちらを見てきた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 4>

	sub
		Persona 2
		greeting <if= PlotStatus %plotid% %id% else GoChat Goto .%id%_GoGreet>
		% rumor0 <%name2% has been looking for you.>
		rumor0 <%name2% が%JS2のことを探している>
		GoChat <NewChat SayAnything>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAdvise>
		.%id%_GoAdvise <NewChat Say 1 SMemo 2 History 3 MoveNPC %4% %3% SetPlotStatus %plotid1% %id1% AddChat 1 AddChat 2>
		result1 <NewChat Say 4>
		result2 <NewChat Say 5 AddEasygoing d10>
		% Msg1 <I know you're very excited about being accepted into \FACTION &AllyFac . Are you all ready for your meeting with %name4% at %name3% today?>
		% Msg1_1 <Everyone's talking about how great it is that you've been accepted into \FACTION &AllyFac . Do you have everything ready for the meeting with %name4% at %name3% later on today?>
		% CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <I see. All ready for your big meeting with %name4% at %name3% today?>
		% CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <Being a member of \FACTION &AllyFac must really keep you busy. Are you ready for that big meeting with %name4% at %name3% ?>
		% CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <It must be a great honor for you to be a part of \FACTION &AllyFac . Are you ready for the meeting with %name4% at %name3% later today?>
		% CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <Congratulations on being accepted into \FACTION &AllyFac . All ready for the big meeting with %name4% at %name3% ?>
		% CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <I guess the work never ends now that you're a member of \FACTION &AllyFac . Did you get everything ready for the meeting with %name4% at %name3% later on today?>
		% CMsg1_6 <ifNPCMelancholy Accept>
		% Msg2 <You have to meet %name4% at %name3%.>
		% Msg3 <%name2% reminded you about your meeting with %name4%.>
		% Msg4 <Good luck with that. Hopefully you'll be given one of those easy missions with a big payoff.>
		% Msg5 <Don't worry, I'm sure you'll do fine. Good luck.>
		% Prompt1 <I'm all ready for it.>
		% Prompt1_1 <No problem. I'm ready to go.>
		% Prompt2 <Ack, I forgot all about it!>
		% Prompt2_1 <I knew there was something I had to do...>
		Msg1 <\PC、\FACTION &AllyFac に入れて舞い上がってるのは知ってる%JG_GA……今日の %name3% での %name4% とのミーティング、準備は本当に大丈夫なの%JV_Q？>
		Msg1_1 <%JS2が \FACTION &AllyFac に入れたのは本当に凄いことだって皆が言ってる%JG_YO。今日の %name3% での %name4% とのミーティング、準備は万端%JV_Q？>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <その様子……今日 %name3% での %name4% との大事なミーティング、準備は大丈夫%JV_KA_Q？>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <\FACTION &AllyFac の一員になって、本当に忙しいに違いない%JV_DAROU%JG_GA…… %name3% での %name4% との大事なミーティング、準備は大丈夫%JV_Q？>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <\FACTION &AllyFac の一員になれたこと、%JS2にとっては本当に誇らしい%JV_DAROU%JV_NA。今日の %name3% での %name4% とのミーティング、準備は大丈夫%JV_KA_Q？>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <\FACTION &AllyFac への加入、おめでとう。%name3% での %name4% との大事なミーティング、準備は大丈夫%JV_Q？>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <\FACTION &AllyFac に入って、%JS2はこれからずっと働き詰めになるん%JV_DAROU%JV_NA。今日の %name3% での %name4% とのミーティング、ちゃんと準備はできてる%JG_Q？>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <%name4% に会いに %name3% に行かなくては。>
		Msg3 <%name2% に言われて、%name4% とのミーティングの予定があることを思い出した。>
		Msg4 <頑張って。簡単で割のいい仕事がもらえるといい%JV_F_WA%JV_NA。>
		Msg5 <大丈夫%JV_M_DA%JV_F_YO、きっと何とかなる%JG_YO。頑張って%JV_NA。>
		Prompt1 <準備万端%JG_DAYO。>
		Prompt1_1 <問題ない%JV_F_WA%JV_YO。大丈夫%JV_M_DA。>
		Prompt2 <あ、忘れてた%JV_ZO！>
		Prompt2_1 <何か忘れてるとは思ってた%JG_SK%JV_SIL_R。>
	end


Plot
	name <Friend Conversation>
	requires <*CORE_Intro>
	% desc <The PC's friend will have a conversation. Something will ensue.>
	desc <PC の友人と話をする。この後にも何かが続く。>

	% E1 is the cavclub scene
	% E2 is your friend
	element1 <Scene !Near -7 cavclub>
	element2 <NewNPC -3 -7 Friend>
	place2 <1 pass>

	start <if= PlotStatus %plotid% 0  if= SceneID %1%  Alert %id%01 SetPlotStatus %plotid1% %id1%>

	% Msg%id%01 <As you enter the Cavalier's Club, you notice your friend %name2% looking agitated.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name2% が慌てた様子でいることに気がついた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 2>

Plot
	name <In The Army Now>
	% desc <The NPC is joining the army; maybe the PC can join as well!>
	desc <NPC が軍に入る。PC も入れるかもしれない！>
	requires <*CORE_Intro P:-- -L:ENEMY ~+Gpe>
	changes <P:++>

	% Element1 is the NPC to meet
	% Element2 is a military faction allied to the current city
	% Element3 is a nearby member of the faction
	% Element4 is an enemy of the faction
	% Element5 is the meeting scene
	% Element6 is the Cavalier's Club
	element1 <NewNPC -3 -7 Friend>
	place1 <6 pass>
	Element2 <Faction Military !Ally -7 !Okay 1>
	Element3 <Character !Comrade 2 !Near -7 NEVERFAIL>
	Place3 </>
	Element4 <Faction !Enemy 2>
	Element5 <Scene Building Public !Near -7 !Okay 2 -cavclub>
	element6 <Scene !Near -7 cavclub>

	% P%id%01 = Initialization Counter
	update <if= P%id%01 0 P= %id%01 1 NPCLevel %1% StoryDL SetNPCFaction %1% %2%>

	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %6% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %1% LoseEpisode>

	% Msg%id%01 <As you enter the Cavalier's Club, you notice your friend %name1% wearing a new uniform.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name1% が真新しい制服に身を包んでいることに気がついた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 3>

	sub
		Persona 1
		greeting <if= PlotStatus %plotid% %id% else GoChat ifChatNPCInPlay else .%id%_GoNotHere Goto .%id%_GoGreet>
		GoChat <NewChat SayAnything>
		% v%id%01 = First Reputation Counter
		*.%id%_GoNotHere <*NotByPhone>
		*.%id%_GoGreet <*HowAreYou .%id%_GoAsk>
		.%id%_GoAsk <NewChat Say %id%01 AddChat %id%01 AddChat %id%02>
		GoStartMeeting <SMemo %id%05 MoveNPC %3% %5% SetPlotStatus %plotid1% %id1%>
		result%id%01 <NewChat Say %id%02    AddCHat %id%03 AddChat %id%04 AddChat %id%05    if= V%id%01 0 V= %id%01 1 AddCheerful d6>
		result%id%02 <NewChat Say %id%03    AddCHat %id%03 AddChat %id%04 AddChat %id%05    if= V%id%01 0 V= %id%01 1 AddCheerful -d6>
		result%id%03 <NewChat Say %id%04   SMemo %id%05  History %id%06   PCAlly %1% AddLancemate %1%  SetXXRMotivation %1% XXR_M_Professional SetXXRAttitude %1% XXR_A_IsJunior  &SetAllyFac %2% SetPCFac %2% XPV 200 Goto GoStartMeeting>
		result%id%04 <NewChat Say %id%07   StoryNote %id%05               PCAlly %1% AddLancemate %1%  SetXXRAttitude %1% XXR_A_IsJunior  Goto GoStartMeeting>
		result%id%05 <NewChat Say %id%08 AddChat %id%06 AddChat %id%07>
		result%id%06 <EndChat Say %id%09 SMemo 0 History %id%10 FreezeNPC %1% LoseEpisode>
		result%id%07 <Goto result%id%04>
		% Msg%id%01 <There's been a lot of fighting with %name4% recently. Some people say there's going to be a war... That's why I've decided to sign up with %name2%.>
		% Msg%id%02 <I'm glad you think so. How would you like to join %name2% as well? I'm supposed to go see %name3% about my first mission, but I'm a bit nervous. I'd feel better if I had someone else to go with.>
		% Msg%id%03 <Why do you always have to be so mean? I told %name3% that you were interested in joining as well. Would you come with me on the first mission? I'm a bit nervous about it, and could really use the morale support.>
		% Msg%id%04 <Really? Wow! Alright then, let's head over to %name5% and see what this mission is about. This is so exciting!>
		% Msg%id%05 <You agreed to go with %name1% to meet %name3% at %name5% for a mission.>
		% Msg%id%06 <You agreed to join %name2% with %name1%.>
		% Msg%id%07 <Great! Let's head over to %name5% and see what this mission is about, then.>
		% Msg%id%08 <Are you sure I can't change your mind? You'll be sorry when %name4% invades and forces us all to wear lederhosen.>
		% Msg%id%09 <So that's how it is. I'll see you later, \PC . I'm likely to be very busy with my duties for the next while at least.>
		% Msg%id%10 <Your friend %name1% joined %name2% because of the war brewing.>
		% Prompt%id%01 <Great! This could be a good opportunity for you.>
		% Prompt%id%02 <I knew you were a fool, but I didn't know it was this bad.>
		% Prompt%id%03 <Yes, I'd love to join %name2%.>
		% Prompt%id%04 <I'll come on your mission, but I'm not joining.>
		% Prompt%id%05 <Sorry, but you can do this by yourself.>
		% Prompt%id%06 <My mind is made. Don't ask me again.>
		% Prompt%id%07 <Alright, I'll go on your stupid mission.>
		Msg%id%01 <最近、%name4% との戦闘が増えているよ%JV_NA。戦争になるって言ってる人もいる%JG_YO%JV_SIL_Rだから、%JF2は %name2% に入ることに決めた%JG_NDA。>
		Msg%id%02 <そう言ってくれて嬉しい%JG_YO。良かったら、%JS2も一緒に %name2% に入らない%JV_Q？ これから最初の任務のことで %name3% %JG_SANに会いに行く予定になってるんだ%JG_GA、ちょっと不安で%JV_NA。誰か一緒にいてくれれば心強い%JG_YO。>
		Msg%id%03 <何でいつもそんなキツい%JV_N%JV_M_DAよ……？ %JF2も入隊に興味があるって、もう %name3% には言っちゃった%JG_SK。最初の任務、一緒に来てくれない%JG_KANA？ ちょっと不安で、心の支えが欲しいところなんだ%JG_GA。>
		Msg%id%04 <本当%JV_KA_Q？ やった！ それじゃあ、どんな任務なのか聞きに %name5% に行%JV_KOU！ 楽しみ%JG_TY！>
		Msg%id%05 <%name1% の誘いに応じて、%name5% にいる %name3% から任務の話を聞きに行くことになった。>
		Msg%id%06 <%name1% と一緒に %name2% に入隊することにした。>
		Msg%id%07 <やった！ それじゃあ、%name5% に任務の話を聞きに行%JV_KOU。>
		Msg%id%08 <本当に考えを変える気はないの%JV_Q？ %name4% に侵略されて、みんな奴隷にされてから後悔しても遅い%JG_SK。>
		Msg%id%09 <じゃあ、もう仕方ない%JV_N%JV_M_DA%JV_NA。また今度%JV_NA、\PC。しばらくの間は、仕事でかなり忙しくなる%JV_DAROUから。>
		Msg%id%10 <戦争の気配を感じて、友人の %name1% は %name2% に加わった。>
		Prompt%id%01 <偉い%JV_NA！ いい決断だったと思う%JG_YO。>
		Prompt%id%02 <バカだとは思ってた%JG_GA、まさかここまでとは……。>
		Prompt%id%03 <%JR_YES、%JF2も %name2% に入りたい%JG_YO。>
		Prompt%id%04 <任務には一緒に行く%JG_YO%JV_SIL_Rでも入隊はしない。>
		Prompt%id%05 <行かない%JG_GA、%JS2なら一人で大丈夫%JG_DAYO。>
		Prompt%id%06 <心は決まってる%JG_NDA。もう聞かないで%JG_R_AGG。>
		Prompt%id%07 <分かった%JV_F_WAよ、下らない任務に付き合ってやる%JG_YO。>
	end

Plot
	name <Fix My Stuff>
	% desc <The PC will be asked to fix some things.>
	desc <PC がいろいろと修理を頼まれる。>
	requires <*CORE_Intro C:CRAFT>

	% E1 is the person who has problems. Lots of them.
	% E2 is the corporate executive to whom E1 will reccomend the PC
	%   following the repairs.
	% E3 is a scene for the next meeting
	% E4 is the Cavalier's Club
	element1 <NewNPC -3 -7 Friend>
	place1 <4 pass>
	Element2 <Character Corporate !Near -7 !Okay -3 !Okay 1 !XClude -2>
	Place2 </>
	Element3 <Scene Building Public !Near -7 !Okay -3 !Okay 2 -cavclub>
	element4 <Scene !Near -7 cavclub>

	start <if= PlotStatus %plotid% 0 else .%id%_GoCheckDead if= SceneID %4% Alert %id%01  SetPlotStatus %plotid% %id%>
	.%id%_GoCheckDead <if= PlotStatus %plotid% %id% ifNPCDead %1% LoseEpisode MoveNPC %2% %3%>

	% Msg%id%01 <As you enter the Cavalier's Club, you notice your friend %name1% looking somewhat lost.>
	Msg%id%01 <Cavalier's Club に入ると、友人の %name1% がどこか困っている様子であることに気がついた。>

	% SubPlot1 is the conversation you're going to have.
	subplot1 <*CS_Conversation 2>

	sub
		Persona 1
		% V%id%01 = Have explained situation
		% V%id%02 = Skill for test
		greeting <if= PlotStatus %plotid% %id% else .%id%_GoChat if= V%id%01 0 else .%id%_GoCheckRepair Goto .%id%_GoKnownGreeting>
		.%id%_GoChat <NewChat SayAnything>
		*.%id%_GoKnownGreeting <*HowAreYou .%id%_GoExplain>
		.%id%_GoGiveUp <NewChat Say %id%01 History %id%12  AddChat %id%12  Goto .%id%_GoSetMeeting>
		.%id%_GoExplain <NewChat Say %id%02 StoryNote %id%03   AddChat %id%01 AddChat %id%02   V= %id%01 1>
		.%id%_GoCheckRepair <NewChat Say %id%04 AddChat %id%03 AddChat %id%04 AddChat %id%05 AddChat %id%06>
		.%id%_GoRepairFailed <NewChat Say %id%09 AddChat %id%10 AddCHat %id%11 AddChat %id%06>
		.%id%_GoRepairSucceed <AddReact d20  NewChat Say %id%10 History %id%17 XPV 100 SetXXRAttitude %1% XXR_A_Thankful AddChat %id%12 Goto .%id%_GoSetMeeting>
		.%id%_GoSetMeeting <SMemo %id%12 MoveNPC %2% %3% SetPlotStatus %plotid1% %id1%>
		result%id%01 <Goto .%id%_GoCheckRepair>
		result%id%02 <NewChat Say %id%05 AddChat %id%07 AddChat %id%08>
		result%id%03 <EndChat Say %id%06 V= %id%02 NAS_Repair AddChat %id%09>
		result%id%04 <EndChat Say %id%07 V= %id%02 NAS_Repair AddChat %id%09>
		result%id%05 <EndChat Say %id%08 V= %id%02 NAS_CodeBreaking AddChat %id%09>
		result%id%06 <Goto .%id%_GoGiveUp>
		result%id%07 <Goto .%id%_GoCheckRepair>
		result%id%08 <Goto .%id%_GoGiveUp>
		result%id%09 <ifSkillTest V%id%02 STAT_Craft SkillTar StoryDL else .%id%_GoRepairFailed Goto .%id%_GoRepairSucceed>
		result%id%10 <NewChat Say %id%13 AddChat %id%03 AddChat %id%04 AddChat %id%05 AddChat %id%06>
		result%id%11 <NewChat Say %id%14>
		result%id%12 <NewChat Say %id%15>
		% Msg%id%01 <Yeah, maybe it's best that you're getting into this cavalier thing, since you're total crap as a mechanic. Tell you what, though, I know that %name2% needs help with something. I can put in a good word for you.>
		% Msg%id%02 <I need some technical help. There are a couple of things around my house which need fixing. I know you're pretty good with machines, so if you wouldn't mind...>
		% Msg%id%03 <%name1% asked you to fix some of \PPR %1% things.>
		% Msg%id%04 <My videoset is busted, my computer's picked up some kind of virus, and my car has been making a kind of grindy-whiny noise.>
		% Msg%id%05 <I thought you were a professional... Anyhow, I can't afford to bring all this stuff to a shop.>
		% Msg%id%06 <Great. I don't know exactly what's wrong; I had the plasma grid relined just a few weeks ago.>
		% Msg%id%07 <Thanks. Sometimes there's no picture, but when there is it's all purple. The audio works fine, though.>
		% Msg%id%08 <I don't know what's wrong with it. My friend was using it a few days ago; I think he might have done something with it.>
		% Msg%id%09 <I'm sorry, but you don't seem to be good enough to fix this.>
		% Msg%id%10_10 <Thanks, it works now! Say, if you're looking for some work that might actually pay money, I know that %name2% needs help with something. I can put in a good word for you.>
		% CMsg%id%10_10 <if= NPCFac %2% 0 Accept>
		% Msg%id%10_20 <Thanks, it works now! Say, if you're looking for some work that might actually pay money, I know that %name2% of \FACTION NPCFac %2% needs help with something. I can put in a good word for you.>
		% CMsg%id%10_20 <if# NPCFac %2% 0 Accept>
		% Msg%id%11 <Thanks, it works now! I wish I had some useful information to give you in exchange for the help, but at least you have my gratitude.>
		% Msg%id%12 <%name1% sent you to do some work for %name2% at %name3%.>
		% Msg%id%13 <Sure. What do you want to take a look at?>
		% Msg%id%14 <No problem. I may be asking for free service, but I'm not going to be pushy about it.>
		% Msg%id%15 <You can find \OPR %2% at %name3% . Just tell \OPR %2% that I sent you and you're sure to get a job.>
		% Msg%id%16 <It's up to you. Once again, thanks for the help.>
		% Msg%id%17 <You repaired your friend %name1%'s stuff.>
		% Prompt%id%01 <Alright, let me take a look.>
		% Prompt%id%02 <Why don't you go to a professional, instead?>
		% Prompt%id%03 <I'll take a look at the car.>
		% Prompt%id%04 <I'll take a look at the videoset.>
		% Prompt%id%05 <I'll take a look at the computer.>
		% Prompt%id%06 <That's enough. I can't fix your stuff.>
		% Prompt%id%07 <Fine. Tell me what's wrong.>
		% Prompt%id%08 <You can't afford me, either.>
		% Prompt%id%09 <[Attempt Repair]>
		% Prompt%id%10 <Let me try something else.>
		% Prompt%id%11 <I'll be back later to try again.>
		% Prompt%id%12 <I'll do that.>
		Msg%id%01 <%JR_YES、%JS2がメック乗りになろうとしてるのは良いこと%JV_M_DAよ%JV_NA、メカニックとしてはさっぱりなんだから。ところで話は変わる%JG_GA、%name2% が何か助っ人を欲しがってるみたいな%JG_NDA。よかったら%JS2のことを売り込んでおく%JG_YO。>
		Msg%id%02 <ちょっと助けてくれない%JG_KANA？ 家のものがいくつか壊れてて、修理が必要な%JG_NDA。%JS2は機械弄りが得意だし、もし良かったら……。>
		Msg%id%03 <%name1% から私物の修理を頼まれた。>
		Msg%id%04 <ビデオプレーヤーがダメになって、パソコンが何かのウイルスに引っかかって、車からはガタガタ変な音がする%JG_NDA。>
		Msg%id%05 <%JS2もプロだと思ってたんだ%JG_GA……とりあえず、全部を店に持ち込むようなお金はない%JG_SK。>
		Msg%id%06 <やった。何が原因なのかイマイチ分からない%JV_N%JV_M_DAよ%JV_NA。何週間か前にプラズマ・グリッドを繋ぎ変えはした%JG_GA。>
		Msg%id%07 <ありがとう。たまに画面が出なくなったと思ったら、いきなり紫一色になったりとかで……音はずっと鳴ってるんだけど%JV_NA。>
		Msg%id%08 <何が原因か分からない%JG_NDA。数日前に友達が使ったから、その人が何かしたんじゃないかと思うんだ%JG_GA。>
		Msg%id%09 <残念%JV_F_NE、%JS2では腕が足りなかったみたい%JG_DANE。>
		Msg%id%10_10 <ありがとう、直った%JG_YO！ %JR_HEY、もしちゃんとお金になる仕事を探してるのなら、ちょうど %name2% が何かで人を募集してるはず%JG_DAYO。必要なら%JF2から後押しもするから%JV_NA。>
		CMsg%id%10_10 <if= NPCFac %2% 0 Accept>
		Msg%id%10_20 <ありがとう、直った%JG_YO！ %JR_HEY、もしちゃんとお金になる仕事を探してるのなら、ちょうど \FACTION NPCFac %2% の %name2% が何かで人を募集してるはず%JG_DAYO。必要なら%JF2から後押しもするから%JV_NA。>
		CMsg%id%10_20 <if# NPCFac %2% 0 Accept>
		Msg%id%11 <ありがとう、直った%JG_YO！ お礼に何か役に立つ情報でも知ってたら良かったんだ%JG_GA……とりあえず感謝の気持ちだけでも受け取って%JG_R！>
		Msg%id%12 <%name1% は、%name3% にいる %name2% から仕事を受けることを勧めてきた。>
		Msg%id%13 <頼む%JG_YO。どれにする？>
		Msg%id%14 <分かった%JV_F_WA。タダ働きを頼みはしても、無理強いしたりはしないから%JV_NA。>
		Msg%id%15 <あの人には %name3% に行けば会える%JG_YO。%JF2の勧めで来たって言えば、間違いなく仕事が貰えると思うから。>
		Msg%id%16 <%JS2次第%JG_DAYO。とにかく、助けてくれてありがとう。>
		Msg%id%17 <友人である %name1% の私物を修理した。>
		Prompt%id%01 <分かった、見てみる%JG_YO。>
		Prompt%id%02 <それより、プロに見せに行ったら？>
		Prompt%id%03 <車を見てみる。>
		Prompt%id%04 <ビデオプレーヤーを見てみる。>
		Prompt%id%05 <コンピューターを見てみる。>
		Prompt%id%06 <いやもういいから。直せない%JG_YO。>
		Prompt%id%07 <ああそう……で、何が壊れたって？>
		Prompt%id%08 <%JF2にも払えない%JV_F_WA%JV_NA、それじゃ。>
		Prompt%id%09 <[修理を試みる]>
		Prompt%id%10 <他のものを見てみる%JG_YO。>
		Prompt%id%11 <また後で挑戦してみる%JG_YO。>
		Prompt%id%12 <行ってみる%JG_YO。>
	end

