Plot 0
	name <Historic Site>

	% An item will be found. This item will lead to the next
	% clue; the PC can discover the next clue himself by examining
	% the item.

	element1 <Grab 2>
	element2 <Scene Town !Far 1>
	element3 <PreFab>

	% E4 is the persona to control this plot.
	Element4 <Character Old Heroic !Near 1>

	%  V1 = Initialization Counter
	%  V2 = Clue number for this plot
	%  V3 = Have recovered clue from item
	%  V4 = Combat Indicator

	% At startup, initialize the item.
	Init_Start <if= V1 0 else GoCheckClue V= 1 1 ItemVar= E3 1 E2 V= 2 S202 V+ 2 1 Compose KEY E3 .useKey>
	start <if= V1 0 else GoCheckClue V= 1 1 ItemVar= E3 1 E2 V= 2 S202 V+ 2 1 Compose KEY E3 .useKey>
	GoCheckClue <ifG V2 S203 else GoDelete>
	GoDelete <AdvancePlot 0>

	.usekey <if= V3 0 V= 3 1>

	% At cleanup just get rid of this plot.
	cleanup <AdvancePlot 0>

	% Combat check. If combat has been entered, V4=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.
	% Finally, if the player won, the calling story's faction victory
	% count (by default now story variable 101) will be increased.
	nu1 <if= T1 0 if= V4 1  V= 4 2  LoseRenown>
	nu2 <if= T2 0 if= V4 1  V= 4 3  Reputation 6  1  XPV 50  S= 201 0 S+ 202 1 S= 205 ComTime S+ 205 13800 N= 2 E2 Print 101>

	% Msg101 <The monsters seem to have been defeated.>
	Msg101 <怪物は全滅したようだ。>

sub
	Persona 4
	% rumor <!4 is really upset about an old historic site.>
	rumor <!4 は古代の史跡のことをひどく心配している>
	%  V1 =  Mission Accepted Counter
	%  V2 =  Message Randomizer
	% greeting <NewChat if= P4 3 else GoCheckLoss Say d3 AddReact d12 Memo 0 DeleteKeyItem E3 if= P3 1 else GoJustEnd S= 203 P2 Goto GoDelete>
	greeting <NewChat if= P4 3 else GoCheckLoss Say d3 AddReact d12 Memo 0 DeleteKeyItem E3 if= P3 1 else GoJustEnd S= 203 P2 AdvancePlot 0>
	GoJustEnd <AdvancePlot 0>
	GoCheckLoss <if= P4 2 else GoCheckMission V= 2 15 V+ 2 d3 Say V2 DeleteKeyItem E3 AdvancePlot 0>

	GoCheckMission <if= V1 1 else GoCheckFirst ifItemOK E3 else GoDelete Say 105 Goto GoAddComOps>
	GoDelete <Say 101 S= 201 0 AdvancePlot 0>

	% Right now the PC has only one chance to get the mission-
	% be reasonably well liked. This can be altered so the PC
	% can get the mission if his traits are right, if he's been
	% given the mission by N1, or whatever else.
	GoCheckFirst <ifG React d30 else GoNoChance V= 2 6 V+ 2 d3 Say V2 AddChat d2 V= 2 2 V+ 2 d2 AddChat V2>
	GoNoChance <V= 2 9 V+ 2 d3 Say V2 S= 201 0 AdvancePlot 0>

	GoAddComOps <V= 2 4 V+ 2 d2 AddChat V2 V= 2 6 V+ 2 d2 AddChat V2>

	result1 <NewChat V= 1 1 Memo 104 V= 2 3 V+ 2 d3 Say V2 Goto GoAddComOps>
	result2 <Goto result1>

	% If the PC doesn't want this mission, the entire story will
	%  be blocked. No point continuing if the player doesn't want...
	result3 <NewChat Say 102 AdvancePlot 0>
	result4 <Goto result3>

	% For the purposes of this template, I'll use a combat encounter with
	% the prop included.
	result5 <EndChat V= 2 12 V+ 2 d3 Say V2 Goto GoStartCombat>
	GoStartCombat <SavePos MDynamic 0 S2 .mon .nu1 .nu2 P= 4 1 DynaItem E3>
	.mon <MUTANT ANIMAL BUG>
	.nu1 <if= T1 0 Return>
	.nu2 <>
	result6 <Goto result5>

	result7 <NewChat Say 103>
	result8 <Goto result7>

	%  01 - 03 :  PC has won the mission.
	% Msg1 <You did it! The park has been cleared of vermin... Now it's a safe place to go once again.>
	Msg1 <やりましたね！害獣は公園から駆除されました…。これであそこはまた安全に入れる場所になりました。>
	% Msg2 <Ah, it's good that all those vermin have been cleared out from the park. Now families can go picnic there again.>
	Msg2 <やあ、すべての害獣が公園から駆除されてよかった。これでまた家族がそこへピクニックに行けます。>
	% Msg3 <The monsters have been sent packing. Thank you for helping to clean out the park... Here's your reward.>
	Msg3 <怪物は詰められて送られました。公園を掃除するのに協力してくれてありがとう…。これがあなたの報酬です。>

	%  04 - 06 :  Mission description.
	% Msg4 <The biggest problem with the park is the monsters. There's too many of them... I guess for a park, any monsters at all is too many. I want you to get rid of them.>
	Msg4 <公園に於ける最大の問題は怪物です。怪物が多過ぎです…。公園にとっては少しの怪物でも多過ぎでしょう。怪物を駆除してください。>
	% Msg5 <Honestly speaking, it's not the grass or the litter that's the main problem. It's the monsters that have moved in. I want you to get rid of the lot of them.>
	Msg5 <本当のことを言うと、主な問題は伸びた芝や散らかったゴミではなく、公園に進入した怪物です。怪物の大部分を駆除してください。>
	% Msg6 <Well, I've found someone to cut the grass, and another person to polish the monolith, but neither of them can go to work until the monsters are gone. I need you to head in and exterminate all the monsters that now live in the park.>
	Msg6 <実は、芝を刈ってくれる人物と、石碑を磨いてくれる人物は見つかりましたが、怪物がいなくなるまでは二人とも仕事に取りかかれません。公園に入り現在そこに棲んでいる怪物を全滅させてください。>

	%  07 - 09 :  PC will be offered the mission here.
	% Msg7 <Our memorial park has fallen into disrepair. It's an old place with structures dating back to the Age of Superpowers. I could use the help of a young, able-bodied person such as yourself to go clean it up.>
	Msg7 <私たちの記念公園が荒れています。そこは超大国時代にまで遡る歴史を持つ建物を擁する史跡です。あなたのような若くて丈夫な人物に公園の掃除を手伝ってほしいのです。>
	% Msg8 <The old park outside of town has been abandoned in recent years. It's a place full of history... it's got structures dating back as far as the Age of Superpowers. If you're interested in earning a few dollars, how about cleaning it up?>
	Msg8 <町の外にある古い公園はここ何年か手入れされていません。そこは歴史がいっぱい詰まった場所なのです…。そこには超大国時代にまで遡る歴史を持つ建物があります。もしお金を少し得たいなら、公園を掃除してくれませんか？>
	% Msg9 <Nobody goes to the memorial park anymore. It's a very old place. They say that the monolith was there from before the Night of Fire. Look, if you aren't busy, I can give you a few dollars to head over that way and clean the place up.>
	Msg9 <記念公園にはもう誰も行きません。そこはとても古い場所です。そこの石碑は炎の夜以前から存在したそうです。さて、もし忙しくなければ、その道を行き公園を掃除してくだされば少しですがお金を出しましょう。>

	%  10 - 12 :  Mission will be implied.
	% Msg10 <Kids these days don't care about the past...>
	Msg10 <最近の子供は昔の物に興味を示しません…。>
	% Msg11 <Nobody in town wants to get involved...>
	Msg11 <この町の誰もが関わりたくないと思っているのです…。>
	% Msg12 <It's a shame what's become of the old park...>
	Msg12 <古い公園があんな姿になってしまったのは残念なことです…。>

	%  13 - 15 :  Combat is starting.
	% Msg13 <Good luck. Remember, it's for the community!>
	Msg13 <幸運を祈ります。いいですか、これは社会貢献です！>
	% Msg14 <Do a good job on this one and I may be able to find some more work for you!>
	Msg14 <この仕事を成功させてくだされば、あなたにもっと仕事を紹介できるかもしれません！>
	% Msg15 <I'll be waiting right here for you to finish.>
	Msg15 <あなたが仕事を終えるのをここで待っています。>

	%  16 - 18 :  PC has lost the mission.
	% Msg16 <So, those monsters were too tough for you? I told them we should clean that place more often...>
	Msg16 <それでは、あの怪物たちはあなたが戦うには強すぎるということですか？もっと頻繁に公園の掃除をすべきだと役所に意見していればよかった…。>
	% Msg17 <I'm not surprised that you got your ass kicked. If we cleaned the park more often the monsters wouldn't be able to get so powerful.>
	Msg17 <あなたがやられたのも当然です。もしもっと頻繁に公園を掃除していれば怪物たちはそれほど強力にはならなかったでしょう。>
	% Msg18 <Well, I guess that now the park really does belong to the monsters...>
	Msg18 <まあ、これで公園は本当に怪物たちのものとなるでしょうね…。>

	%  101 :  The item somehow got destroyed...
	% Msg101 <The monolith was destroyed. Not much point in cleaning up the park any more, now is there?>
	Msg101 <石碑が破壊されてしまいました。もはや公園を掃除してもあまり意味がありませんね。>

	%  102 :  The PC refused the mission.
	% Msg102 <That's the trouble... nobody cares about the past anymore!>
	Msg102 <それは困りました…。皆さんは昔の物などもうどうでもいいのですね！>

	%  103 :  The PC needs some time to get ready.
	% Msg103 <Get yourself ready, then come back.>
	Msg103 <準備を整えたら、戻ってきてください。>

	%  104 :  Memo
	% Msg104 <\ELEMENT 4 in \SCENE EScene 4 asked you to remove monsters from the memorial park.>
	Msg104 <\SCENE EScene 4 の \ELEMENT 4 に記念公園から怪物を駆除するように頼まれた。>

	%  105 :  PC has come back after getting ready
	% Msg105 <Are you ready yet?>
	Msg105 <準備はもうよろしいですか？>

	%  01 - 02 :  PC will accept the mission.
	% Prompt1 <Alright, I can do that.>
	Prompt1 <よし。%JFがやろう。>
	% Prompt2 <Okay, I'll do that for you.>
	Prompt2 <よし。%JFに任せろ。>

	%  03 - 04 :  PC doesn't want the mission.
	% Prompt3 <Sorry, that doesn't sound interesting.>
	Prompt3 <申し訳ないが、興味が持てない%JG。>
	% Prompt4 <I'm not interested.>
	Prompt4 <興味ないな。>

	%  05 - 06 :  Start the mission now.
	% Prompt5 <I'm ready to do some cleaning!>
	Prompt5 <掃除の用意はできた%JG！>
	% Prompt6 <All ready to go!>
	Prompt6 <出発の準備は万端だ！>

	%  07 - 08 :  PC needs time to prepare.
	% Prompt7 <I need some time to prepare.>
	Prompt7 <準備に時間が必要だ。>
	% Prompt8 <Give me some time to get ready.>
	Prompt8 <準備を整える時間をくれ。>

end
inv
	STC MONOLITH
	%   instead of investigation you can use Science(29), Mysticism(34),
	%    CodeBreaking(32) or Survival(14)
	% V1 = Location of next encounter
	% V2 = Clue number for this item
	% V3 = Investigation Indicator
	% V4 = PC Investigation skill when last tried
	use <if= V3 1 else GoNoSolve Print 4>
	GoNoSolve <Print 2>
	Clue37 <Print 3>
	Clue29 <ifG PCSkillVal 29 V4 else GoDid Mental V= 4 PCSkillVal 29 ifG SkRoll 29 10 else GoNoSolve V= 3 1 Print 1 XPV 100 Trigger KEY SelfNID>
	GoDid <if= V3 1 else GoNoSolve Print 1>
	% Msg1 <If this monolith is an old style phase antenna, it's aligned to receive signals from what is now \SCENE V1 .>
	Msg1 <もしこの石碑が古い型のフェーズ・アンテナだとすれば、現在は \SCENE V1 である場所から信号を受信するように照準が合わされている。>
	% Msg2 <You can't determine anything from this monolith.>
	Msg2 <この石碑からは何も分からなかった。>
	% Msg3 <It's completely featureless. You won't learn anything about it this way.>
	Msg3 <これには全く特徴がない。この方法ではこの石碑からは何も分からない。>
	% Msg4 <It's a monolith.>
	Msg4 <石碑がある。>

end
