Plot 0
	name <Betrayal>

	Element1 <Character Villainous !Lancemate>
	Element2 <Scene Town City Target>
	Element3 <Scene Town Target !Far 2>
	Element4 <Scene Town Target !Far 2 !Far 3>


	% V1 = Initialization counter
	% V2 = Have started combat

	% start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 432000 Compose EWM E2 .ambush Compose EWM E3 .ambush Compose EWM E4 .ambush>
	% GoDelete <AdvancePlot 0>
	%
	% .ambush <Goto GoAmbush>
	% GoAmbush <ifG PCRep 6 d100 else GoDelete BLOCK FreezeChar E1 V= 2 1 Alert 1 History 2 Dynamic 0 Threat PCRep 6 1 .nu1 .nu2 ComposeD TYPE .type Goto GoPrepEnemy>
	% GoPrepEnemy <DynaNPC E1 2 PCEnemy E1 ComposeD START .start PassVar 1 E1 PassVar 2 E2>

	Init_Start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 432000 Compose EWM E2 .ambush2 Compose EWM E3 .ambush3 Compose EWM E4 .ambush4>
	start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 432000 Compose EWM E2 .ambush2 Compose EWM E3 .ambush3 Compose EWM E4 .ambush4>
	GoCheckTime <ifG ComTime V1 AdvancePlot 0>
	GoDelete <AdvancePlot 0>

	.ambush2 <Goto GoAmbush2>
	GoAmbush2 <ifG PCRep 6 d100 else GoDelete BLOCK FreezeChar E1 V= 2 1 Alert 1 History 2 SavePos Dynamic 0 Threat PCRep 6 1 .nu1 .nu2 ComposeD TYPE .type Goto GoPrepEnemy2>
	GoPrepEnemy2 <DynaNPC E1 2 PCEnemy E1 ComposeD START .start PassVar 1 E1 PassVar 2 E2>
	.ambush3 <Goto GoAmbush3>
	GoAmbush3 <ifG PCRep 6 d100 else GoDelete BLOCK FreezeChar E1 V= 2 1 Alert 1 History 2 SavePos Dynamic 0 Threat PCRep 6 1 .nu1 .nu2 ComposeD TYPE .type Goto GoPrepEnemy3>
	GoPrepEnemy3 <DynaNPC E1 2 PCEnemy E1 ComposeD START .start PassVar 1 E1 PassVar 2 E3>
	.ambush4 <Goto GoAmbush4>
	GoAmbush4 <ifG PCRep 6 d100 else GoDelete BLOCK FreezeChar E1 V= 2 1 Alert 1 History 2 SavePos Dynamic 0 Threat PCRep 6 1 .nu1 .nu2 ComposeD TYPE .type Goto GoPrepEnemy4>
	GoPrepEnemy4 <DynaNPC E1 2 PCEnemy E1 ComposeD START .start PassVar 1 E1 PassVar 2 E4>

	.start <if# L1 0 ForceChat L1 L= 1 0>
	.nu1 <if= T1 0 Return if= V3 0 V= 3 1 LoseRenown>
	.nu2 <if= T2 0 if= V3 0 V= 3 1 Reputation 6 1 XPV 100 Exit L2>
	.type <SOLO>

	% Msg1 <As you approach town, \ELEMENT 1 draws you aside for a private discussion...>
	Msg1 <町に入ろうとすると、内密の話があるといって \ELEMENT 1 に引き寄せられた…。>
	% Msg2 <You were betrayed by your lancemate \ELEMENT 1 .>
	Msg2 <仲間の \ELEMENT 1 に裏切られた。>

sub
	Persona 1
	greeting <NewChat if= P2 0 else GoStartCombat SayAnything>
	GoStartCombat <EndChat Say 1 AdvancePlot 0>

	% Msg1 <Yeah, I know we're supposed to be allies, but... there's an enormous bounty on your head and I'd be a fool not to take it.>
	Msg1 <そう、%JFも%JFたちは仲間であるべきだと思う%JG…しかし%JSに莫大な賞金がかかっているからには、それを頂かないのは愚か者のすることだ。>
	% Msg1_1 <You've got quite a bounty on your head. I'd be a fool not to take it...>
	Msg1_1 <%JSの首には莫大な賞金がかかっている%JG。それを頂かないのは愚か者のすることだ…。>
	CMsg1_1 <ifG 0 NPCRep E1 3 Accept>
	% Msg1_2 <We've been together for a while, but you've earned a huge bounty on your head. If I kill you that'll make me rich... Sorry, this is just business. I really will miss you when it's all over.>
	Msg1_2 <%JFたちは行動を共にしてしばらくになるけれど、%JSの首に莫大な賞金がかかっている%JG。%JSを殺せば%JFも金持ちだ…。残念だが、これも金のためだ。ことがすべて済んだら%JFは%JSの死を悼むだろう。>
	CMsg1_2 <ifG NPCRep E1 3 0 Accept>
	% Msg1_3 <Wow, I'll bet you never expected to be attacked by one of your own lancemates. I wouldn't be doing this if not for the enormous amount of money I've been offered to kill you...>
	Msg1_3 <ふん、仲間の一人から襲われるとは%JSも決して予想しなかっただろうね。%JFも%JSを殺せば莫大な額の金を出そうと言われなければこんなことはしなかったのだが…。>
	CMsg1_3 <ifG NPCRep E1 4 0 Accept>
	% Msg1_4 <At last I can finally tell you... I hate you! I've hated working with you all this time! And because I've been offered a sizable reward for ending your life, now I can finally be rid of you! It's time to die...>
	Msg1_4 <ついに%JFは%JSに言える%JG…%JFは%JSがまったく気に喰わない%JG！これまでずっと%JSと共に働くのが心底嫌だった%JG！%JSを殺せば多額の報酬を出そうと言われて、今やっと%JFから%JSを消し去れる%JG！さあ死ね…。>
	CMsg1_4 <ifG 0 NPCRep E1 4 Accept>
	% Msg1_5 <I've got something fun for the two of us to do right now. You see, there's an enormous bounty on your head, and I've decided to collect. Of course it wouldn't be any fun if it were a fair fight...>
	Msg1_5 <今から二人で楽しいことをしよう。そう、%JSには莫大な賞金がかけられているが、%JFはそれを頂こうと決心した%JG。もちろん、これが賞金などかかっていない公正な戦いなら全く楽しめないだろうけどね…。>
	CMsg1_5 <ifG NPCRep E1 5 0 Accept>
	% Msg1_6 <And now, the great hero will meet a tragic end... I have decided to claim the bounty that's been placed on your head. Oh, I know, you must feel betrayed... Don't worry, you won't live long enough to suffer.>
	Msg1_6 <そして今、偉大なる英雄は非業の死を迎える…。%JFは%JSにかけられた莫大な賞金を要求しようと決めた%JG。まあ、%JSは裏切られたと思うにちがいないね…心配はいらない%JG、苦しむ間もなく葬ってあげるから。>
	CMsg1_6 <ifG 0 NPCRep E1 5 Accept>
	% Msg1_7 <You've made a lot of enemies all over the place, \PC , and they've offered a lot of money for anyone who can kill you. It's only sensible that I take the prize, isn't it? It's the most logical thing to do...>
	Msg1_7 <\PC 、%JSはそこら中に敵を作ってきた。その敵は%JSを殺せたものに多額の金を出すと言っている%JG。%JFがその賞金を頂くのはまったく理に叶っているだろう？最も合理的な選択だよ…。>
	CMsg1_7 <ifG NPCRep E1 7 0 Accept>
	% Msg1_8 <You've made some powerful enemies, \PC . They believe you could be the hero of destiny... I'm willing to bet the prize money on your head that they're wrong. Your great destiny ends here, today...>
	Msg1_8 <\PC 、%JSは強大な敵を作ってしまった%JG。その敵は%JSを運命の英雄かもしれないと思っている%JG…。%JFは彼らの考えが間違っていることに%JSの首を差し出せばもらえる賞金をかけよう。%JSの偉大なる運命も今日、ここで終わる%JG…。>
	CMsg1_8 <ifG 0 NPCRep E1 7 Accept>

end

