Plot 0
	name <PLOT: Pricey Head>
	% Edited to v0.901 standard

	% The PC will be informed that there's a price placed on his head.
	% The PC will then face plenty of world map encounters until he
	% locates the main hideout of the gang, and destroys it.

	% E1 is the scene for the current episode.
	% E2 is the character who will tell the PC where to go.
	% E3 is the scene to be used in the next episode.
	Element1 <Grab 3>
	Element2 <Character !Near 1 Heroic HasMecha>
	Element3 <Scene Town Target !Far 1>
	Element4 <Character !Far 1 !Far 3 Heroic Chaotic HasMecha !Member 0>

	% V3 = Email Indicator

	% On a cleanup request just delete this plot.
	cleanup <AdvancePlot 0>

	% If Persona E2 or E4 dies, load a new plot.
	Init_Start <ifPersona E4 else GoDelete ifPersona E2 else GoDelete>
	start <ifPersona E4 else GoDelete ifPersona E2 else GoDelete>
	GoDelete <S= 101 1 AdvancePlot 0>

	% 5Min <if= d50 23 if= V3 0 ifG PCCharm d80 V= 3 1 Email d5>
	5Min <if= d50 23 if= V3 0 ifG PCCharm d80 V= 3 1 SetNPC E2 Email d5>

	% *********************
	% *** MESSAGE BLOCK ***
	% *********************

	% 01 - 05 :  Email Messages.
	%  The NPC is offering the PC a mission via email.
	% Msg1 <\PERSONA E2 @ \SCENE EScene 2 :// Got some bad news, my friend. Better come here in person.>
	Msg1 <\PERSONA E2 @ \SCENE EScene 2 :// ɤʤΤ餻ޤܿͤǤۤ>
	% Msg2 <\PERSONA E2 @ \SCENE EScene 2 :// Heard something not good in \SCENE EScene 2 . Come here and I'll give you the details.>
	Msg2 <\PERSONA E2 @ \SCENE EScene 2 :// \SCENE EScene 2 ɤʤ򼪤ˤޤؤۤоܺ٤ޤ>
	% Msg3 <\PERSONA E2 @ \SCENE EScene 2 :// Your life is in danger. Come here and I'll tell you all I know.>
	Msg3 <\PERSONA E2 @ \SCENE EScene 2 :// ʤοȤ˴äƤޤؤۤлΤäƤ뤳Ȥ򤹤٤Ƥޤ>
	% Msg4 <\PERSONA E2 @ \SCENE EScene 2 :// Bad news- there's a price on your head. I can tell you what I heard.>
	Msg4 <\PERSONA E2 @ \SCENE EScene 2 :// ɤʤΤ餻Ǥʤμ˾޶⤬äƤ뤽ǤʹȤޤ礦>
	% Msg5 <\PERSONA E2 @ \SCENE EScene 2 :// Overheard something at the garage- there's a contract on your life. Come here for more info.>
	Msg5 <\PERSONA E2 @ \SCENE EScene 2 :// 졼Ǥդȼˤޤʤμ˾޶⤬äƤ뤽ǤʾΤꤿФؤۤ>


sub
	Persona 2
	% Fill in something for the rumor string, so the PC will know who
	% has a job to offer. !2 will add the name of the NPC, while !1
	% will add the name of the faction.
	% rumor <!2 heard something that you might be interested in.>
	rumor <!2 ʤζ̣椭ʤȤ򼪤ˤ>

	greeting <NewChat Say 1 AddChat 1 AddChat 2>

	result1 <NewChat Say 4 AddChat 3 AdvancePlot 1>
	result2 <NewChat Reputation 4 d8 Say 5 AddChat 3 AdvancePlot 1>
	result3 <NewChat Say 6>

	% Msg1 <Hey \PC ! I've been looking around for you... I heard something that you ought to know. There's someone trying to kill you!>
	Msg1 <䤢 \PC %JSõƤ%JGġ%JSΤäƤ٤Ȥ%JG%JS򻦤ȤƤʪ%JG>
	% Msg1_1 <I hear a lot of rumors. I heard one that might interest you... Apparently, there's someone trying to kill you.>
	Msg1_1 <%JFϤʱʹƤ뤱ɡ%JSδؿ椭ä%JGġϤäꤤȡ%JS򻦤ȤƤʪ餷%JG>
	CMsg1_1 <ifNPCSociable Accept>
	% Msg1_2 <I have a message for you. There's someone trying to kill you.>
	Msg1_2 <Ȥ%JG%JS򻦤ȤƤͤ%JG>
	CMsg1_2 <ifNPCShy Accept>
	% Msg1_5 <I'm glad I found you! There's something you should know... there's a contract on your life!>
	Msg1_5 <褫ä%JSĤäơ%JSΤäƤ٤Ȥ%JGġ%JSμ˾޶⤬äƤ%JG>
	CMsg1_5 <ifNPCCheerful Accept>
	% Msg1_6 <Hey, \PC , I've got some news for you... There's a contract on your life. Someone wants to see you dead.>
	Msg1_6 <Ϥ \PC %JSΤ餻Ȥ%JGġ%JSμ˾޶⤬äƤ%JG%JS˻ǤۤȻפäƤʪ%JG>
	CMsg1_6 <ifNPCMelancholy Accept>
	% Msg1_7 <You're \PC , right? I heard something the other day that you really ought to know... there's a contract out on your life. Someone's trying to kill you.>
	Msg1_7 <\PC %JSΤäƤ٤Ȥ򼪤ˤ%JGġ%JSμ˾޶⤬äƤ餷%JG%JS򻦤ȤƤͤ%JG>
	CMsg1_7 <ifG 50 React Accept>
	% Msg1_8 <Hey, \PC . I don't like you much but I wouldn't be a very good person if I didn't tell you what I heard. There's a price on your head. Someone's trying to kill you.>
	Msg1_8 <䤢 \PC %JSΤȤϤޤ깥ʤΤȤ%JSʤ%JFϿͤȤ꤬Ȼפäơ%JSμ˾޶⤬äƤ%JG%JS򻦤ȤƤͤ%JG>
	CMsg1_8 <ifG 5 React Accept>

	% Msg4 <I was at the shop fixing up my mecha when I overheard some zoners talking about their next hit... you. The contract's being funded by \NARRATIVE 2 . That's all I know, but \ELEMENT 4 was also there, and may be able to tell you more.>
	Msg4 <ŹǥåƤȡӤϢ椬ΥåȤˤĤäƤΤ򼪤ˤ%JG줬%JSä%JG޶ \NARRATIVE 2 л񤵤Ƥ%JGξ \ELEMENT 4 ⤤ΤǡۤʤäȾܤ򶵤Ƥ뤫⤷ʤ>
	% Msg4_1 <I was getting my mecha repaired in the deadzone- don't ask why. Anyhow I overheard some bandits talking. They were hired to kill you by \NARRATIVE 2 . \ELEMENT 4 was there as well and might be able to provide more information.>
	Msg4_1 <ӤǥåƤäƤȡͳʹʡȤˤĤãäƤΤ򼪤ˤ%JG \NARRATIVE 2 ˸ۤ%JS򻦤ȤƤ%JG\ELEMENT 4 ⤽ξˤΤǡۤʤäȾܤ򤯤뤫⤷ʤ>
	CMsg4_1 <ifNPCSociable Accept>
	% Msg4_2 <It's \NARRATIVE 2 behind the contract. \ELEMENT 4 has better underworld connections than I do... \OPR E4 could tell you more.>
	Msg4_2 <%JSμˤ줿޶ι \NARRATIVE 2  \ELEMENT 4 İŹȤΥͥ%JFĤ궯Ϥġ \OPR E4 ʤäȾܤȤ򶵤Ƥ>
	CMsg4_2 <ifNPCShy Accept>
	% Msg4_3 <From what I've heard it's \NARRATIVE 2 behind the contract. I don't know that much about it myself... My friend \ELEMENT 4 has some underworld contacts and may be able to tell you more, if you're interested.>
	Msg4_3 <ʹȤˤȡ%JSμˤ줿޶ι \NARRATIVE 2 餷%JGηˤĤƤΤʤɤ͡ġͧͤ \ELEMENT 4 ϰŹȤΥͥäƤ뤫顢äȾܤȤ򶵤Ƥ뤫⤷ʤ衣>
	CMsg4_3 <ifNPCEasygoing Accept>
	% Msg4_4 <It's \NARRATIVE 2 behind it. You want to live long enough to find out why? You're going to need some help. Look, go talk with \ELEMENT 4 .>
	Msg4_4 <%JSμˤ줿޶ι \NARRATIVE 2 ˼ʬƤͳΤꤿʤ%JSˤϽɬפˤʤǤ礦 \ELEMENT 4 ΤȤعԤääʹʤ>
	CMsg4_4 <ifNPCPassionate Accept>
	% Msg4_5 <It's your old enemies \NARRATIVE 2 of course. Lucky for you I heard some zoners talking about it at the repair shop... I don't know much about these things, but I know who does. Go see \ELEMENT 4 . Don't worry; \OPR E4 can be trusted.>
	Msg4_5 <%JSε줤Ũ \NARRATIVE 2 %JSϹ衢ӤϢ椬äƤΤʹΤ%JFäΤĤηˤĤƤޤΤʤܤͤʤΤäƤ롣 \ELEMENT 4 ˲񤤤˹Ԥۤʤ \OPR E4 ϿǤ롣>
	CMsg4_5 <ifNPCCheerful Accept>
	% Msg4_6 <Sometimes I visit pirate netsites... You know, just keeping an eye on the dark side of human nature. There was a bounty offer from \NARRATIVE 2 for anyone who could kill you. If you want to find out more, \ELEMENT 4 's the person to see.>
	Msg4_6 <%JFϻˡȤ˥%JGġʹ֤ΰŹ̤褷ܤ򤽤餵ʤ٤ˡ%JS򻦤Ԥ˾޶ʧȤ꤬ \NARRATIVE 2 ФƤ%JGäȾܤΤꤿС񤦤٤ʪ \ELEMENT 4 ͡>
	CMsg4_6 <ifNPCMelancholy Accept>
	% Msg4_7 <I was hanging out in kind of a seedy place... you know the sort. Anyhow, some guy came up to me and offered me the contract to take you out. Said he was working for \NARRATIVE 2 . \ELEMENT 4 was also there and may be able to tell you more.>
	Msg4_7 <򤦤ĤƤĤξȤˤϺͤäƤơ%JS򻦤о޶ФȸäƤ%JG \NARRATIVE 2 μԤäƸäƤ%JGξˤ \ELEMENT 4 ⤤顢ۤʤäȾܤ򶵤Ƥ뤫⤷>
	CMsg4_7 <ifNPCChaotic Accept>

	% Msg5 <I overheard some bandits at the repair shop talking about their next big hit... Every gangster in the dead zone is apparently gunning for your hide now. \ELEMENT 4 was also there with me, and may be able to tell you more details.>
	Msg5 <ĤãǼΥåȤˤĤäƤΤ򼪤ˤġӤˤ륮󥰤%JSäƤΤ餫%JFȰ \ELEMENT 4 ⤽ξˤΤǡۤʤäȾܤ򶵤Ƥ뤫⤷ʤ>
	% Msg5_1 <While getting repairs I overheard some zoners talking about the hit. I don't know what you did to piss \NARRATIVE 2 off, but they really want you dead... \ELEMENT 4 was there at the same time. Maybe \OPR E4 can tell you more.>
	Msg5_1 <δ֡ӤϢ椬ΥåȤˤĤäƤΤ򼪤ˤ%JG \NARRATIVE 2 ˲򤷤Τʤɡ餵%JS˻Ǥ餤餷Ĥξ \ELEMENT 4 ⤤Τ \OPR E4 ʤܤ򶵤Ƥ뤫⤷ʤ>
	CMsg5_1 <ifNPCSociable Accept>
	% Msg5_2 <I don't know any way to help you, but I know someone who might. \ELEMENT 4 has some underworld connections. Believe me, you can trust \SPR E4 .>
	Msg5_2 <%JSˡʤƲפĤʤɡˡΤäƤ뤫⤷ʤʪ%JG \ELEMENT 4 ϰŹȤΥͥäƤ%JG \SPR E4 ˿Ǥʪ衣>
	CMsg5_2 <ifNPCShy Accept>
	% Msg5_3 <What you need is someone with underworld connections, to help get to the bottom of things. My buddy \ELEMENT 4 may be just the person.>
	Msg5_3 <ŹȤΥͥäƤơο򤷤Ƥʪ%JSɬפ͡ \ELEMENT 4 οʪ⤷ʤ>
	CMsg5_3 <ifNPCEasygoing Accept>
	% Msg5_4 <Don't blame me, I'm only trying to help! Look, we heard some bandits talking about it at the garage. I doubt you have much to worry about from them, but there's others on the way. \ELEMENT 4 could probably tell you more than I can.>
	Msg5_4 <%JFդʤǡ%JS쿴ʤ顪Ĥã졼äƤΤʹ%JGĤλٲɬפ̵%JSƻˤ¾ϢΩդ%JG \ELEMENT 4 ʤܤ򶵤ƤǤ礦>
	CMsg5_4 <ifNPCPassionate Accept>
	% Msg5_5 <Forewarned is forearmed, I say. As long as you already know who hired these killers you might as well find out where they're coming from... I think my friend \ELEMENT 4 could help you there.>
	Msg5_5 <䡢žФξפۤäΤïʬäƤ¤ꡢɤΤȤȤʬ뤫⤷ʤʡġ%JFͧ \ELEMENT 4 %JSƤȻפ衣>
	CMsg5_5 <ifNPCCheerful Accept>
	% Msg5_6 <Unfortunately that's all I know. I overheard some bandits talking about it at the machine shop. I do know who might be able to tell you more... you should talk with \ELEMENT 4 .>
	Msg5_6 <ǰʤ%JFΤäƤΤϤǤĤŹǤηˤĤäƤΤʹ%JGäȾܤȤ򶵤Ƥ뤫⤷ʤʪʤΤäƤ%JGġ \ELEMENT 4 äȤ褤Ǥ礦>
	CMsg5_6 <ifNPCMelancholy Accept>

	% Msg6 <\ELEMENT 4 is in \SCENE EScene 4 right now.>
	Msg6 <\ELEMENT 4 Ϻ \SCENE EScene 4 ˤޤ>
	% Msg6_1 <The last time I was talking to \SPR E4 \OPR E4 was in \SCENE EScene 4 . That's the best place to start looking.>
	Msg6_1 <%JFǸ \SPR E4 ä򤷤Ȥ \OPR E4  \SCENE EScene 4 ˤޤ \ELEMENT 4 õϤΤˤϤŬǤ礦>
	CMsg6_1 <ifNPCSociable Accept>
	% Msg6_2 <You can find \SPR E4 in \SCENE EScene 4 .>
	Msg6_2 <\SPR E4 ʤ \SCENE EScene 4 ˤ%JG>
	CMsg6_2 <ifNPCShy Accept>
	% Msg6_3 <I believe \OPR E4 lives in \SCENE EScene 4 , but I could be wrong.>
	Msg6_3 <\OPR E4  \SCENE EScene 4 ˽ǤȻפ㤦⤷ʤ>
	CMsg6_3 <ifNPCEasygoing Accept>
	% Msg6_4 <\ELEMENT 4 lives in \SCENE EScene 4 ... You should hurry.>
	Msg6_4 <\ELEMENT 4  \SCENE EScene 4 ˽Ǥ%JGġޤʤ>
	CMsg6_4 <ifNPCPassionate Accept>

	% Prompt1 <Are you sure!? Who?>
	Prompt1 <ï>
	% Prompt1_1 <Who'd want to kill me?>
	Prompt1_1 <ï%JF򻦤ȤΤ>
	% Prompt2 <I already know that.>
	Prompt2 <⤦ΤäƤ%JG>
	% Prompt2_1 <Tell me something I don't know.>
	Prompt2_1 <%JFΤʤȤ򶵤Ƥ졣>
	% Prompt3 <Where can I find \ELEMENT 4 ?>
	Prompt3 <\ELEMENT 4 Ϥɤˡ>
	% Prompt3_1 <Where can I find \SPR E4 ?>
	Prompt3_1 <\SPR E4 Ϥɤˡ>

	Plot 1
		% The attempts against the PC's life have begun...

		% V2 = Combat Indicator
		% V3 = Number of encounters fought
		% V4 = Current threat level

		% On a cleanup request just delete this plot.
		cleanup <AdvancePlot 0>

		% If Persona E4 dies, load a new plot.
		% If the PC fights 20 encounters without visiting E4,
		%  load a new plot
		Init_Start <ifPersona E4 else GoDelete ifG 20 v3 else GoDelete if= V1 0  V= 1 1 Memo 102>
		start <ifPersona E4 else GoDelete ifG 20 v3 else GoDelete if= V1 0  V= 1 1 Memo 102>
		GoDelete <S= 101 1 AdvancePlot 0>

		% The order is reversed here- the better the encounter,
		% the less likely you are to meet the bad guys.
		ENC1 <if= V2 0            Block Goto GoStartCombat>
		ENC2 <if= V2 0  if= d2 1  Block Goto GoStartCombat>
		ENC3 <if= V2 0  if= d3 1  Block Goto GoStartCombat>
		GoStartCombat <Print 101 SavePos  V+ 3 1  V= 4 S103 V+ 4 V3 Dynamic 2 Threat V4 100 .nu1 .nu2>
		.nu1 <if= T1 0 if= V1 0 V= 1 1 Reputation 6 -1 Return>
		.nu2 <if= T2 0 if= V1 0 V= 1 1 Reputation 6  1 XPV 50 Salvage Return>

		% Combat check. If combat has been entered, V2=1.
		% Combat ends in victory if the number of active masters on
		% team two drops to zero, or ends in defeat is the number of
		% active masters on team one drops to zero. After combat, V2=3
		% if the player was victorious or V2=2 is the player lost.
		nu1 <if= T1 0 if= V2 1  V= 2 2  V+ 3 1   Reputation 6 -5>
		nu2 <if= T2 0 if= V2 1  V= 2 3  V+ 3 1   Reputation 6  1  XPV 100>

		% Msg101 <You are attacked by mecha bearing \NARRATIVE 2 insignia!>
		Msg101 <\NARRATIVE 2 Ϥå˽줿>
		% Msg102 <\ELEMENT 4 in \SCENE EScene 4 may know something about the people trying to kill you.>
		Msg102 <\SCENE EScene 4 ˤ \ELEMENT 4  \PC 򻦤ȤƤ͡ˤĤƲΤäƤ뤫⤷ʤ>
	sub
		Persona 4
		greeting <NewChat if= P2 3 else GoCheckLoss  Say 1 History 12 Goto GoEndMission>
		GoCheckLoss <if= P2 2 else GoCheckMission ifG ComTime V5 else GoWaitRecharge P= 2 0 Say 2 AddChat 1 AddChat 2 AddChat 3>
		GoWaitRecharge <Say 3>
		GoCheckMission <if= V1 1 else GoFirstTime Say 4 AddChat 1 AddChat 2 AddChat 3>

		% Unlike most combat missions, the PC is guaranteed to be offered
		% this one, since it's personal.
		% Set V1, V3, V4 here.
		GoFirstTime <V= 3 Threat S103 135  V= 4 Reward V3 150 Memo 11 Say 6 AddChat 4 AddChat 5>

		% Do everything here that has to be done. If some of the ExtraRandom
		% parameters need to be changed, do that here as well.
		GoEndMission <S= 101 1 S+ 102 1 S= 105 1 N= 3 E3 AdvancePlot 0>

		% Combat being entered
		result1 <EndChat Say 5 SavePos P= 2 1 V= 5 ComTime V+ 5 86400 Dynamic 2 V3 .nu1 .nu2 SetMapType 11>
		.nu1 <if= T1 0 Return>
		.nu2 <if= T2 0 Salvage Return>
		% Combat being delayed
		result2 <NewChat Say 7>
		% How many points do the enemy have?
		result3 <NewChat Say 8 AddChat 1 AddChat 2>

		% Result 4 - may add Reputation command or whatnot
		result4 <NewChat Say 9 AddChat 6>

		% Result 5 - may add Reputation command or whatnot
		result5 <NewChat Say 10 AddChat 6>

		result6 <NewChat V= 1 1 Say 13 AddChat 1 AddChat 2 AddChat 3>

		% 1 : Player has won the mission
		%    Should mention that next episode will happen in \ELEMENT 3
		% Msg1 <That did it. You should have no problem from those killers from now on... At least, not until \NARRATIVE 2 regroups. I heard that some of the bandits were seen fleeing for \ELEMENT 3 .>
		Msg1 <ǤȤ󡣤줫%JSϻǺޤ뤳ȤʤʤϤġʤȤ \NARRATIVE 2 ƷޤǤϡΤĤ \ELEMENT 3 ƨƤä餷%JG>
		% Msg1_1 <A major part of the crime network has been destroyed, thanks to you. You should be safe for a while at least. I heard that some of the gang members were seen fleeing to \ELEMENT 3 . It won't take \NARRATIVE 2 long to regroup.>
		Msg1_1 <Ⱥͥåȥʬ˲줿ʡ꤬Ȥ衣ʤȤ⤷Ф餯%JSʤϤΥ󥰤 \ELEMENT 3 ƨƤä餷%JG \NARRATIVE 2 ƷΤĹϤʤ͡>
		CMsg1_1 <ifNPCSociable Accept>
		% Msg1_2 <The gang has been dispersed, though \NARRATIVE 2 won't give up that easily. Some of their mecha were seen heading for \ELEMENT 3 .>
		Msg1_2 <󥰤ϻ껶ˤʤä͡ \NARRATIVE 2 Ϥʤʤ򤢤ʤäɡ \NARRATIVE 2 å \ELEMENT 3 ظä餷%JG>
		CMsg1_2 <ifNPCShy Accept>
		% Msg1_3 <That should get \NARRATIVE 2 off your back for a while. Some of the gang's mecha were seen fleeing to \ELEMENT 3 ... I don't know what they're doing, but you're probably going to find out.>
		Msg1_3 <ǤФ餯 \NARRATIVE 2 %JSĤͤ餦ȤϤʤʡΥĥå \ELEMENT 3 ƨƤäɡġ%JFˤϤĤ餬򤷤ƤΤʬʤ֤%JSʤǤ>
		CMsg1_3 <ifNPCEasygoing Accept>
		% Msg1_4 <Justice has been done. The murder gang has been dispersed to the four winds... I heard some survivors fled towards \ELEMENT 3 . This is a major blow to \NARRATIVE 2 !>
		Msg1_4 <κۤ줿ŻĤϻͻġ餫Ĥ \ELEMENT 3 ƨƤä餷%JG \NARRATIVE 2 Ƿʡ>
		CMsg1_4 <ifNPCPassionate Accept>
		% Msg1_5 <You did it! Those killers won't be bothering you ever again... Of course, your probably just made \NARRATIVE 2 angrier. I heard that some mecha were seen fleeing in the direction of \ELEMENT 3 . They're probably going to regroup from there.>
		Msg1_5 <뤲ʡ⤦٤Ȥλ%JSǺޤϤʤġ¿ʬ \NARRATIVE 2 ܤ餻ˤʤ뤬餫Υå \ELEMENT 3 ƨƤä餷%JG餯ϤǺƷĤʡ>
		CMsg1_5 <ifNPCCheerful Accept>
		% Msg1_6 <The gang has been destroyed... that should buy you a little time, at least. I heard some \NARRATIVE 2 mecha were spotted in \ELEMENT 3 . It might be a good idea for you to avoid that place for a while.>
		Msg1_6 <ĤϲǤġ%JSοȤΰϾʤȤ⾯δ֤ϳݤǤ櫓餫 \NARRATIVE 2 å \ELEMENT 3 ˽ޤä餷%JGФ餯 \ELEMENT 3 ˶ʤΤ͡>
		CMsg1_6 <ifNPCMelancholy Accept>

		% 2 : Player lost mission previously, now time to try again
		% Msg2 <Would you like to try your luck against those bandits again? I can show you where the base is, but you'll have to take them out yourself.>
		Msg2 <ޤΤĤɤ˱򤷤ΤϤΰ֤򶵤褦ǤĤɤʧΤ%JSǤʤʤʤ>
		% Msg2_1 <The murder gang holds a contract on your life placed by \NARRATIVE 2 . The last time you fought, they defeated you. I can show you where to find them again, if you're ready for a rematch.>
		Msg2_1 <ŻĤ \NARRATIVE 2 %JSμˤ޶褤ŤƤ%JG襤Ǥϡ%JS̤ѰդǤƤʤ顢ɤؤФĤޤȯǤ뤫褦>
		CMsg2_1 <ifNPCSociable Accept>
		% Msg2_2 <Ready to try again?>
		Msg2_2 <νϴλ>
		CMsg2_2 <ifNPCShy Accept>
		% Msg2_3 <How'd you like to try your luck against the bandits again?>
		Msg2_3 <Ĥɤˤޤ򤹤ΤϤɤ>
		CMsg2_3 <ifNPCEasygoing Accept>
		% Msg2_4 <Last time the murder gang was just too powerful for you... think you've got what it takes to face them now?>
		Msg2_4 <󡢰ŻĤ%JSμ館ʤäʡġϤĤйǤ뤯餤ʤä>
		CMsg2_4 <ifNPCPassionate Accept>
		% Msg2_5 <I'm sure you'll do much better now than you did the last time you fought the murder gang. Want to try?>
		Msg2_5 <ΤʤʤŻĤäȤ礭̤򤢤Ȼפ%JG뤫>
		CMsg2_5 <ifNPCCheerful Accept>
		% Msg2_6 <Those bandits really thumped you the last time. Do you think you're ready to face them again?>
		Msg2_6 <%JSϤΤĤɤ˥ܥܥˤƤޤä͡ĤȺ魯Ϥ>
		CMsg2_6 <ifNPCMelancholy Accept>

		% 3 : Player has lost mission, must wait until tomorrow to try again
		% Msg3 <They creamed you out there... But, you're still breathing, so they won't be collecting their bounty yet. Come back tomorrow and we can try again.>
		Msg3 <äʡġ%JSϤޤƤ롣ĤޤĤϤޤ޶򤤤ʤ%JGäƤĩ魯뤾>
		% Msg3_1 <The murder gang defeated you... but at least nobody's going to collect on that bounty yet. Go get some rest. We can try another assault tomorrow.>
		Msg3_1 <%JSϰŻĤ̤ĤʤȤޤï޶򤤤ʤ%JGٷƤˤ椱ޤĩ魯뤾>
		CMsg3_1 <ifNPCSociable Accept>
		% Msg3_2 <You lost. We'll try again tomorrow.>
		Msg3_2 <%JS餱ĩ>
		CMsg3_2 <ifNPCShy Accept>
		% Msg3_3 <Having a bit of a bad day, aren't you? Let's do this again tomorrow.>
		Msg3_3 <äȤĤƤʤäʡĩ>
		CMsg3_3 <ifNPCEasygoing Accept>
		% Msg3_4 <They were too powerful... You're going to have to improve if you hope to defeat them. Come back tomorrow and let's do this again.>
		Msg3_4 <Ĥ϶ġĤ˾ʤ%JSϤäȶʤɬפ褦͡äƤĩ路褦>
		CMsg3_4 <ifNPCPassionate Accept>
		% Msg3_5 <Well, at least they didn't succeed at killing you! We can mount another offensive tomorrow... until then, you better get patched up.>
		Msg3_5 <ޤʤȤĤ%JS򻦤ȤޤǤϤʤä%JGĩǤ%JGġޤξ֤ˤƤʤ>
		CMsg3_5 <ifNPCCheerful Accept>
		% Msg3_6 <You're lucky to still be breathing. Next time they might not fail. Come back tomorrow and we'll try this again.>
		Msg3_6 <%JSϹˤޤƤ%JGĤ⼡Ϥʤ⤷ʤ%JGäƤĩ路褦>
		CMsg3_6 <ifNPCMelancholy Accept>
		% Msg3_7 <You made it back... what a shame. Well, we can try another attack tomorrow.>
		Msg3_7 <ȤϡġѤΤ졣ޤĩʡ>
		CMsg3_7 <ifG 0 React Accept>

		% 4 : Player has accepted mission, has returned from repair
		% Msg4 <Are you still interested in seeing the bandit base? I can lead you there now, if you want.>
		Msg4 <ޤĤɤδϤ򸫤Ƥߤ⤷ʤ顢%JS򤽤ϢƤ衣>
		% Msg4_1 <I can lead you to the murder gang that's hosting the contract on your life. Defeat them and you'll at least delay the plans of \NARRATIVE 2 . We can go now, if you like.>
		Msg4_1 <%JSμˤ줿޶褤ŤƤŻĤΤȤذ⤹衣Ĥݤ%JS \NARRATIVE 2 ηײ򾯤ʤȤ٤餻뤳ȤˤϤʤϤ%JS褱Сȯ褦>
		CMsg4_1 <ifNPCSociable Accept>
		% Msg4_2 <Ready to start?>
		Msg4_2 <ȯ롩>
		CMsg4_2 <ifNPCShy Accept>
		% Msg4_3 <Want to see where those bandits are yet? I'm not doing anything.>
		Msg4_3 <ΤĤɤ⤬ɤˤ뤫ޤ%JFϼĤƤʤ%JG>
		CMsg4_3 <ifNPCEasygoing Accept>
		% Msg4_4 <Are you all ready? This is gonna be a tough battle.>
		Msg4_4 <ϤǤ襤ˤʤ뤫͡>
		CMsg4_4 <ifNPCPassionate Accept>

		% 5 : Combat is starting
		% Msg5 <Good luck. Come talk with me after you're finished and let me know how it went.>
		Msg5 <𱿤򡣻Ѥ%JFäˤƤ졣̤򶵤Ƥۤ>
		% Msg5_1 <I'll be waiting to hear about how it went. Good luck.>
		Msg5_1 <̤ʹƤ餦ΤԤäƤ衣𱿤>
		CMsg5_1 <ifNPCSociable Accept>
		% Msg5_2 <Good luck.>
		Msg5_2 <𱿤>
		CMsg5_2 <ifNPCShy Accept>
		% Msg5_3 <Hopefully this will all go smoothly. Let me know how it works out.>
		Msg5_3 <֤󤹤٤ʤʤǤ礦̤ʹƤ͡>
		CMsg5_3 <ifNPCEasygoing Accept>
		% Msg5_4 <You'll be fighting for your life out there... Better give them hell!>
		Msg5_4 <Ǥ̿Ҥ臘ȤˤʤġĤϹäƤʤ>
		CMsg5_4 <ifNPCPassionate Accept>
		% Msg5_5 <I'm certain you'll be able to defeat them. Good luck!>
		Msg5_5 <%JSʤ餭äȤĤ˾ƤȻפ%JG𱿤>
		CMsg5_5 <ifNPCCheerful Accept>
		% Msg5_6 <Be careful. If you get killed, all you'll have done is save those bandits the trouble of finding you.>
		Msg5_6 <Ĥơ⤷%JSСΤĤɤˤȤäƤϤ虜虜%JSõ֤ʤΤȤˤʤ뤫ʡ>
		CMsg5_6 <ifNPCMelancholy Accept>

		% 6 : NPC explains what the PC should do in this mission, and why
		% Msg6 <Hi \PC . I thought you'd be coming to see me. There's a lot of word on the underground right now about that contract on your head... Every criminal yahoo with a mecha is gearing up to try and get it.>
		Msg6 <䤢 \PC %JF˲񤤤ˤȻפäƤ%JGŹˤ%JSμˤ줿޶˴ؤ뤿ξήƤ%JGġåääΤ褦ȺԤɤ⤬%JSμäƽƤ%JG>
		% Msg6_1 <Hello \PC ; I've heard about your troubles. There's been a lot of talk in the underground about that price on your head. Just about every two-bit criminal in the FedTer is gearing up to take you out.>
		Msg6_1 <ˤ \PC %JSޤ줿ȥ֥ˤĤƤʹƤ%JGŹ%JSμˤ줿޶˴ؤäǤϢˮڤˤĤޤʤȺԤɤϤ%JS򻦤ȽƤ%JG>
		CMsg6_1 <ifNPCSociable Accept>
		% Msg6_2 <Hello \PC . You've come to see me about the contract on your head, right?>
		Msg6_2 <ˤ \PC %JSμˤ줿޶ΤȤ%JF˲񤤤褿Ǥ礦>
		CMsg6_2 <ifNPCShy Accept>
		% Msg6_3 <Are you still alive? I heard that \NARRATIVE 2 placed a gigantic price on your head. I guess you're here to ask me about that, huh?>
		Msg6_3 <ޤƤΤ \NARRATIVE 2 %JSμ˵ۤξ޶򤫤äʹƤ%JGΤȤˤĤ%JFʹ褿Ǥ礦>
		CMsg6_3 <ifNPCEasygoing Accept>
		% Msg6_4 <Hey \PC . I knew you'd make it here eventually. Word on the underground is that \NARRATIVE 2 has a massive price on your head.>
		Msg6_4 <䤢 \PC ǸˤϤؤäƤȻפäƤ%JGŹξǤ \NARRATIVE 2 %JSμ˵ۤξ޶򤫤Ƥ餷%JG>
		CMsg6_4 <ifNPCPassionate Accept>
		% Msg6_5 <It looks like \NARRATIVE 2 isn't getting their money's worth out of that contract on your head. Still, with every wannabe hitman in the FedTer aiming for you, it won't be long before they hit the jackpot.>
		Msg6_5 < \NARRATIVE 2 %JSμ˾޶򤫤Τ϶ΤǤϤʤ褦Ǥ⡢Ϣˮڤˤ뼫λ%JSäƤʾ塢Ĥ餬޶ޤǤۤĹϤʤ͡>
		CMsg6_5 <ifNPCCheerful Accept>
		% Msg6_6 <Good to see you're still alive. According to the talk on the street, you should be dead for ages. Every yahoo with a mecha is lining up to collect the contract \NARRATIVE 2 has on your head.>
		Msg6_6 <%JSޤƤʬäɤä衣αˤȡ%JSϤ֤˻ǤȤää%JGåääɤϳ \NARRATIVE 2 %JSˤ޶褦ȽƤ%JG>
		CMsg6_6 <ifNPCMelancholy Accept>

		% 7 : PC needs some time to get ready
		% Msg7 <Make sure that you're ready, because they sure as hell are.>
		Msg7 <üǧʤʤʤĤϤä緲顣>
		% Msg7_1 <Make sure everything's in working order before heading out.>
		Msg7_1 <ȯˤ٤üǧʤ>

		% 8 : How many points? Use "\VAL V3 " for that
		% Msg8 <I think they'll have around \VAL V3 points worth of mecha. Think you can handle all that?>
		Msg8 <ĤΥå \VAL V3 ݥˤʤȻפ%JGĤ餹٤ƤˤǤ뤫>
		% Msg8_1 <What am I, some kind of statistician!? If I had to make an educated guess, I'd say they have \VAL V3 threat points worth of mecha.>
		Msg8_1 <%JFϲ׳ؼԤΤ¬򤷤ȤΤʤ顢ĤΥå \VAL V3 ݥˤʤȸ%JG>
		CMsg8_1 <ifNPCPassionate Accept>

		% 9 : Response to Prompt4
		% Msg9 <As a matter of fact, I know something. The contract was paid for by \NARRATIVE 2 but is being hosted by an action merchant in the dead-zone. Destroy his gang, and the economic incentive to kill you disappears too.>
		Msg9 <¤Ϥ%JG޶򤫤ƤΤ \NARRATIVE 2 ޶褤ŤƤΤϴӤΰŻͤʤΰ̣ݤС%JS򻦤ƶ褦Ȥưä%JG>
		% Msg9_1 <I know the identity of the action merchant who's hosting the contract. You see, \NARRATIVE 2 doesn't handle this directly, they contract out to a murder gang. If you stop them you effectively stop the contract.>
		Msg9_1 <ŻŤƤŻͤʬäƤ%JG \NARRATIVE 2 ľܤξ޶褤شƤ櫓ǤʤŻĤ˰ꤷƤ%JGŻĤߤС޶褤ΨŪ˻ߤ뤳ȤǤ%JG>
		CMsg9_1 <ifNPCSociable Accept>
		% Msg9_2 <That depends. I know who's hosting the contract, if you'd like to put that particular action merchant out of business.>
		Msg9_2 <Ⱦˤ%JG%JFϾ޶褤ŤƤʪΤäƤ%JG⤷%JSΰŻͤѶȤˤʤ顢%JFϤĤΤȤ򶵤褦>
		CMsg9_2 <ifNPCShy Accept>
		% Msg9_3 <I wouldn't waste your time if I didn't. \NARRATIVE 2 contracted out this hit to an action merchant in the dead-zone. Defeat his gang and the whole machination should fall apart.>
		Msg9_3 <Τʤä%JSߤʤ衣 \NARRATIVE 2 Ϥξ޶褤ӤΰŻͤ˰ꤷ%JGΰ̣ݤзײϤ٤ƴ򤹤Ǥ礦>
		CMsg9_3 <ifNPCEasygoing Accept>
		% Msg9_4 <Don't underestimate me. I know that the contract placed by \NARRATIVE 2 is being administered by a murder gang in the dead-zone; if you destroy the gang, the economic incentive to kill you disappears as well.>
		Msg9_4 <ӤʤǤ \NARRATIVE 2 Τ޶ϴӤΰŻĤƤ%JGΰ̣ݤС%JS򻦤ƶ褦Ȥưä%JG>
		CMsg9_4 <ifNPCPassionate Accept>
		% Msg9_5 <It's your lucky day. You should know that \NARRATIVE 2 doesn't handle this kind of thing itself; they contracted out to a dead-zone murder gang. All you have to do now is defeat them.>
		Msg9_5 <ϤĤƤ͡ \NARRATIVE 2 ϤΤȤشȤ˼ʬμʤȤȤФƤۤĤϾ޶褤ӤΰŻĤ˰ꤷ%JG%JSϤΰŻĤݤФ%JG>
		CMsg9_5 <ifNPCCheerful Accept>
		% Msg9_6 <I can tell you, but I can't guarantee that you'll want to hear it. The contract placed by \NARRATIVE 2 is being hosted by a murder gang in the dead-zone. The only way to end it is to put them out of business, and that won't be easy.>
		Msg9_6 <뤱ɡ%JSʹ󤫤ɤݾǤʤ衣 \NARRATIVE 2 Τ޶褤ϴӤΰŻĤŤƤ%JG޶褤򽪤餻ͣˡϤĤѶȤ뤳ȤñˤϤʤ͡>
		CMsg9_6 <ifNPCMelancholy Accept>

		% 10 : Response to Prompt5
		% Msg10 <You can take a lot of them, I'm sure, but they'll just keep coming until you're dead... I know something you can do about it, though. Destroy the gang that's handling the contract and the wannabe hitmen should dissipate.>
		Msg10 <%JSʤĤˤǤȤϻפɡ%JS̤ޤǤĤϼ鼡ؤȤäƤġˡ%JG޶褤شƤ̣ݤСλɤϻäƤ>
		% Msg10_1 <I heard you were pretty cocky... But I don't think you can take them all. Fortunately you don't have to. The hit's been contracted out to a dead-zone murder gang. Defeat them and you'll be safe for a while.>
		Msg10_1 <%JSϤʤ̤ܤ䤵äʹƤġǤ%JSĤˤǤȤϻפʤ%JGˤˤɬפϤʤ%JGλϴӤΤŻĤ˰ꤵƤ%JGĤݤФФ餯ϰ>
		CMsg10_1 <ifNPCSociable Accept>
		% Msg10_2 <That may be, but there's a better suggestion. What you need to do is take the fight to the murder gang that's holding the contract.>
		Msg10_2 <͡Ǥ⤤Ƥ%JG%JSϾ޶褤ŤƤŻĤݤǤ%JG>
		CMsg10_2 <ifNPCShy Accept>
		% Msg10_3 <Honestly, in some of these cases just sitting back and doing nothing really isn't the best solution. Not when you can take the fight to the murder gang holding the contract, and wipe them off the face of the Earth...>
		Msg10_3 <ޤäˤ˵ѤƲ⤷ʤΤ˺κȸʤ%JG޶褤ŤƤŻĤݤʤȡ%JSɤĤ鳧ϵɽ̤ä뱩ܤˤʤ%JGġ>
		CMsg10_3 <ifNPCEasygoing Accept>
		% Msg10_4 <Pretty confident of your own abilities, aren't you? Admirable though that may be, you can't count on them giving up anytime soon. However, if you were to destroy the murder gang hosting the contract, that could buy you some time...>
		Msg10_4 <ʬǽϤˤʼ򤪻Τ褦ǡϤǷ빽Ĥ餬ˤȻפäְ㤤Ǥ⡢޶褤ŤƤŻĤݤȤΤʤ顢%JSϤĤȤΰݤǤġ>
		CMsg10_4 <ifNPCPassionate Accept>
		% Msg10_5 <You're an optimist. I like that. In any case, there's a better solution... I happen to know that the contract on your life is being administered by a dead-zone murder gang. Destroy the gang and the contract disappears, at least for a while.>
		Msg10_5 <%JSŷȤʡʤ͡ɤʾǤ⡢ΤġΤäȤ%JSμˤ줿޶ϴӤΤŻĤˤäƴƤ餷%JGΰ̣ݤСʤȤ⤷Ф餯Ͼ޶褤ä%JG>
		CMsg10_5 <ifNPCCheerful Accept>
		% Msg10_6 <Hubris comes before a fall. Look, there is one thing you can do to save your life... The contract's being held by an action merchant in the dead-zone. Defeat his gang and the economic incentive to kill you disappears too.>
		Msg10_6 <ˤʤ롣ʬοȤΤ%JSǤ뤳ȤĤ%JGġξ޶褤ϴӤΤŻͤŤƤ%JGΰ̣ݤС%JS򻦤ƶ褦Ȥưä%JG>
		CMsg10_6 <ifNPCMelancholy Accept>

		% 11 : Memo
		% Msg11 <\ELEMENT 4 in \SCENE EScene 4 knows where to find the killers pursuing you.>
		Msg11 <\SCENE EScene 4 ˤ \ELEMENT 4 ʤɤɤˤ뤫ΤäƤ롣>

		% Msg12 <You defeated the bandits \NARRATIVE 2 hired to kill you.>
		Msg12 <ʤϡ\NARRATIVE 2 ʤ򻦤٤˸ۤä±ݤ>

		% Msg13 <As a matter of fact I do, and out of the kindness of my heart I'll even tell you for free. You wanna go kick some ass now, or do you need to freshen up first?>
		Msg13 <¤ΤäƤ%JGڿ̵ǶƤ褦襤˹ԤȤޤϽɬפ뤫>
		% Msg13_1 <Yes, I do... But if you want to go there, I should warn you that it will be pretty dangerous. The murder gang will protect their assets well. Would you like me to show you now, or will you come back later?>
		Msg13_1 <ΤäƤ%JGġǤ⤽ξ˹ԤΤʤ顢%JSܤˤȷٹ𤷤褦ŻĤϾ޶򸷽Ť˼äƤ顣⤷ƤۤȤäƤ뤫>
		CMsg13_1 <ifNPCSociable Accept>
		% Msg13_2 <Of course. Do you want to visit them now, or will you be back later?>
		Msg13_2 <󡣺ĤΤȤعԤȤäƤ뤫>
		CMsg13_2 <ifNPCShy Accept>
		% Msg13_3 <What kind of use would I be if I didn't? I won't even charge you for the info... Would you like me to show you now, or do you need to freshen up?>
		Msg13_3 <⤷Τʤäʤ%JFϤޤäΩˤʤäƤޤʤξ̵󶡤褦ġ襤˹ԤȤޤϽɬפ뤫>
		CMsg13_3 <ifNPCEasygoing Accept>
		% Msg13_4 <I do, and I'll lead you straight to them. I've got my own reasons for wanting to see these jerks scragged. Want to get on it right away?>
		Msg13_4 <ΤäƤ%JG%JSĤΤȤؤޤäϢƤäƤ褦ɤ⤬©κߤΤ򸫤ĿŪͳ%JFˤ⤢äƤ͡ȯ뤫>
		CMsg13_4 <ifNPCPassionate Accept>
		% Msg13_5 <Fortunately I do. I can show you where they are, if you'd like. Think of it as my community service.>
		Msg13_5 <ΤäƤ%JG⤷褱ФĤΤޤǰ⤷褦ܥƥȻפäƤ졣>
		CMsg13_5 <ifNPCCheerful Accept>
		% Msg13_6 <I do, but if you're planning to go there you might wish that I didn't... The place is heavily guarded. Want me to show you right now?>
		Msg13_6 <ΤäƤ%JGǤ⤷%JSξعԤȤΤʤ顢%JS%JSʾΤʤФ褫äΤˤȻפ⤷ʤ%JGġξ϶Ǥ˼Ƥ%JG⤷Ƥۤ>
		CMsg13_6 <ifNPCMelancholy Accept>
		% Msg13_7 <Yes I do, and since you're such a good friend I won't even charge you for the information. Do you need to freshen up or are you ready to go there now?>
		Msg13_7 <ΤäƤ롣%JSϤФ餷̵ͤǶƤ褦ޤɬפ뤫Ȥ⺣ξعԤǤƤ뤫>
		CMsg13_7 <ifG React 35 Accept>

		% 1 - 3 :  Standard combat entry options:
		%         Start Mission, Delay Mission, Mission Details
		% Prompt1 <I'm ready to go now.>
		Prompt1 <ȯäƤ롣>
		% Prompt1_1 <There's no time like the present.>
		Prompt1_1 <Ԥ>
		% Prompt2 <Let's do that a bit later.>
		Prompt2 <ˤ褦>
		% Prompt2_1 <I'm not ready yet.>
		Prompt2_1 <ޤǤƤʤ>
		% Prompt3 <How much to they have at the base?>
		Prompt3 <ĤϴϤˤɤΤ餤ϤäƤ롩>
		% Prompt3_1 <How many mecha are we talking about?>
		Prompt3_1 <ŨϤϤɤ줯餤>

		% 4 - 5 :  PC can have different reactions to Msg6 above
		% Prompt4 <Can you tell me something useful?>
		Prompt4 <ΩĤȤϤ뤫>
		% Prompt4_1 <Do you know anything about it?>
		Prompt4_1 <ηˤĤƲΤäƤ뤫>
		% Prompt5 <I'm not too worried about it.>
		Prompt5 <ʤ˵ˤƤʤɤ͡>
		% Prompt5_1 <I can protect myself no problem.>
		Prompt5_1 <ۤʤʬοȤϼʬǼ롣>

		% Prompt6 <Know where I can find this gang?>
		Prompt6 <ΰ̣εΤäƤ뤫>
		% Prompt6_1 <Any idea where I can find them?>
		Prompt6_1 <Ĥεʬ뤫>

	end

end
