Plot 0
	name <Accused!>

	% - Edited to v0.901 "light" standard

	% The PC used to be a member of [ENEMY]. E2 thinks he still is, and
	% so is planning to hunt him down. The PC can fight with E2 and
	% pick up a new enemy, or can evade him and take on the secret
	% project in E3.

	% 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 <Prefab>
	Element3 <Scene Town Target !Far 1>
	Element4 <Scene Town Target !Far 1 !Far 3>
	Element5 <Prefab>

	% V1 = Combat Can Start
	% V2 = Combat Indicator
	% V3 = Forced conversation indicator

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

	% If the combat start counter has been set, and the PC enters the world map,
	% better start combat. At this point in time the NPC who starts the mission
	% becomes irrelevant.
	Init_Start <goto GoCheckPersona>
	start <if= V1 1 else GoCheckPersona if= SceneID 1 else GoCheckInTheMission Goto GoStartCombat>
	GoCheckInTheMission <if= V2 1 else GoCheckPersona if= V3 0 V= 3 1 ForceChat E2>

	% If Persona E2 dies, load a new plot.
	GoCheckPersona <ifNPCOK E2 else GoDelete>
	GoDelete <S= 101 1 AdvancePlot 0>

	GoStartCombat <Block Print 101 History 102 SavePos P= 2 1 Dynamic 2 Threat S103 140 .nu1 .nu2 NPCLevel E2 S103 DynaNPC E2 2>
	.nu1 <if= T1 0 Return>
	.nu2 <if= T2 0 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  LoseRenown  S= 105 -1 N= 3 E3 History 103 AdvancePlot 1>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 50 S= 101 1 S+ 102 1 S= 105 -1 N= 3 E3 PCEnemy E2 History 104 AdvancePlot 0>

	% Msg101 <While leaving town, you are attacked by \ELEMENT 2 !>
	Msg101 <ĮФ褦Ȥȡ \ELEMENT 2 äƤ>
	% Msg102 <\ELEMENT 2 confronted you because of your past affiliations.>
	Msg102 <\ELEMENT 2 ΰ狼餢ʤιԤˤ>
	% Msg103 <You escaped from \ELEMENT 2 .>
	Msg103 <\ELEMENT 2 ƨ>
	% Msg104 <You defeated \ELEMENT 2 in combat.>
	Msg104 <\ELEMENT 2 ݤ>

sub
	Persona 2
	% rumor <!2 has been looking all over for you.>
	rumor <!2 ʤõƤ>
	greeting <ifG P2 0 else GoInTown EndChat Say 101 AddChat 101 AddChat 102>
	result101 <EndChat Say 102>
	result102 <EndChat Say 103>
	% Msg101 <I told you I'd be coming for you... Now that we're outside of town, we can settle things!>
	Msg101 <ä%JSɤĤƤߤȸäƤġĮγˤ뤫ˤϡդ褦ʤ>
	% Msg102 <Then you had better start running, because there's no way I'm letting you escape!>
	Msg102 <ʤ%JSƨۤʤʤ%JF%JSƨ櫓Ϥʤʡ>
	% Msg103 <You will pay for all the evil you've done!>
	Msg103 <%JSϤޤȤԤΤĤʧΤ>
	% Prompt101 <I don't want to fight you.>
	Prompt101 <%JSȤ襤ʤ%JG>
	% Prompt102 <If you want to die, fine with me.>
	Prompt102 <%JSˤΤʤ顢%JFϹʤ>
	GoInTown <NewChat AddChat 1 AddChat 2 ifFaction N2 else GoCheckChara Say 1 AddChat 3>
	GoCheckChara <ifNPCOK N1 else GoUnknownEnemy Say 2 AddChat 4>
	GoUnknownEnemy <Say 3>
	result1 <NewChat Say 4  AddChat 5 AddChat 6>
	result2 <NewChat Say 5  AddChat 5 AddChat 6>
	result3 <NewChat Say 6  AddChat 5 AddChat 6>
	result4 <NewChat Say 7  AddChat 5 AddChat 6>
	result5 <EndChat Say 8 Reputation 3 -d8 Goto GoSetAmbush>
	result6 <EndChat Say 9 Reputation 3 d8  Goto GoSetAmbush>
	GoSetAmbush <FreezeChar E2 P= 1 1>
	% Msg1 <I've been looking for you, \PC ... I know what you and \NARRATIVE 2 have been planning for \ELEMENT 3 , and I won't let you get away with it!>
	Msg1 <%JSõƤ%JG \PC ġ%JS \NARRATIVE 2  \ELEMENT 3 ǲ򤷤ǤȤƤ뤳ȤʬäƤ%JG%JFϤ򸫲ᤴ櫓ˤϤʤ%JG>
	% Msg2 <I've been looking for you, \PC ... I know what you and \NARRATIVE 1 have been planning for \ELEMENT 3 , and I won't let you get away with it!>
	Msg2 <%JSõƤ%JG \PC ġ%JS \NARRATIVE 1  \ELEMENT 3 ǲ򤷤ǤȤƤ뤳ȤʬäƤ%JG%JFϤ򸫲ᤴ櫓ˤϤʤ%JG>
	% Msg3 <I've been looking for you, \PC ... I know what you and your gang have been planning for \ELEMENT 3 , and I won't let you get away with it!>
	Msg3 <%JSõƤ%JG \PC ġ%JS%JSΰ̣ \ELEMENT 3 ǲ򤷤ǤȤƤ뤳ȤʬäƤ%JG%JFϤ򸫲ᤴ櫓ˤϤʤ%JG>
	% Msg4 <So, trying to find out how much I know, eh? It's not going to work. I'm on to you, and so are half the bounty hunters in the FedTer...>
	Msg4 <ۤ%JFɤΤäƤ뤫Τ褦ȤΤʤȤ򤷤Ƥ̵̤%JF⡢Ϣˮξ޶ԤȾ%JSδߤ˵ŤƤ%JGġ>
	% Msg5 <Playing innocent isn't going to help. I'm on to you, and so are half the bounty hunters in the FedTer...>
	Msg5 <Τ̤դ򤷤Ƥ̵̤%JF⡢Ϣˮξ޶ԤȾ%JSδߤ˵ŤƤ%JGġ>
	% Msg6 <The wolf may change his coat but not his spots. Word on the underground is that you're deeply involved in this project. Now every bounty hunter in the FedTer is after you.>
	Msg6 <ϵѤƤͤѤʤ%JG΢ҲäˤС%JSϤαŤ˿ؤäƤ뤽ʡϢˮξ޶Ԥ%JSɤäƤ%JG>
	% Msg7 <That's not what I heard. Word on the underground is that you're very important to \NARRATIVE 1 . Now every bounty hunter in the FedTer is after you, hoping to get to your boss.>
	Msg7 <Ͻ鼪ʡ΢ҲäˤС%JS \NARRATIVE 1 ˤȤä˽פʿʪ餷Ϣˮξ޶Ԥ%JSιȤ館褦ȡ%JSɤäƤ%JG>
	% Msg8 <I know exactly who you are and what you've done. You'll be getting your justice soon enough, believe me on that.>
	Msg8 <%JF%JSԤǲ򤷤ƤΤΤäƤ%JGФˡ%JSϤޤʤۤ>
	% Msg9 <You're very good at lying; I almost want to believe you. You'll be getting your justice soon enough, though. If not from me then from someone else...>
	Msg9 <ĤΤꤤۤʡ%JFϤ⤦%JS򿮤פȤä衣%JSϤޤʤۤ⤷%JFäƤ⡢¾οʹ֤ۤ򲼤ġ>
	% Prompt1 <We've been planning what?>
	Prompt1 <%JFǤäơ>
	% Prompt2 <I don't know what you're talking about.>
	Prompt2 <%JSäƤΤʬʤ%JG>
	% Prompt3 <I left \NARRATIVE 2 a long time ago.>
	Prompt3 <%JFϤäΤ \NARRATIVE 2 ȴ衣>
	% Prompt4 <\NARRATIVE 1 and I are enemies now.>
	Prompt4 < \NARRATIVE 1 %JFŨƱΤ>
	% Prompt5 <Think what you like. I don't care.>
	Prompt5 <ʤ褦˹ͤƤ졣%JFϹʤ>
	% Prompt6 <Please understand, you're wrong about me!>
	Prompt6 <ʬäƤ졢>


	Plot 1
	% PC refused to fight the hunter, and now has a chance to find the
	% secret project referred to by the hunter...
	name <Accused! Act 2>

	% V2 = Combat Indicator
	Init_Start <ifNPCOK E5 else GoDelete Memo 1>
	start <ifNPCOK E5 else GoDelete Memo 1>
	GoDelete <S= 101 1 AdvancePlot 0>
	% Msg1 <\ELEMENT 2 said that your old enemies were doing something in \ELEMENT 3 .>
	Msg1 <\ELEMENT 2 ˤȡ%JSΤŨ \ELEMENT 3 ǲǤ餷>

	nu1 <if= T1 0 if= V2 1 if= L2 1 else GoLose  V= 2 3>
	GoLose <V= 2 2 LoseRenown>

	sub
		Persona 5
		% rumor <!5 saw some weird mecha outside of town.>
		rumor <!5 ĮγѤʥå򸫤>
		% V1 = Combat Recharge
		greeting <NewChat if= P2 3 else GoCheckLoss AddReact d30 Say 7 XPV 100 Reputation 1 1 S= 101 1 S+ 102 1 S= 105 1 N= 3 E4 XRBadThing NAV_XRBResolved AdvancePlot 2>
		% GoCheckLoss <if= P2 2 else GoMaybeFirst Say 5 V= 1 ComTime V+ 1 19800>
		GoCheckLoss <if= P2 2 else GoMaybeFirst Say 5 V= 1 ComTime V+ 1 19800 P= 2 0>
		GoMaybeFirst <if# V1 0 else GoFirstTime ifG ComTime V1 else GoWaitRecharge Say 6 AddChat 2>
		GoWaitRecharge <Say 4>
		GoFirstTime <AddChat 1 ifFaction N2 else GoCheckChara Say 1 Memo 8>
		GoCheckChara <ifNPCOK N1 else GoUnknownEnemy Say 2 Memo 9>
		GoUnknownEnemy <Say 3 Memo 10>
		result1 <EndChat Say 11 Goto GoStartCombat>
		result2 <Goto result1>
		GoStartCombat <P= 2 1 V= 3 Threat S103 225 SavePos Staged .scene V3>
		.scene <SCENE_DestroyTarget.txt>
		% Msg1 <I saw some mecha with \NARRATIVE 2 markings in the woods outside of town. I hope they aren't planning invade here...>
		Msg1 <%JFĮγο \NARRATIVE 2 ΥܥޡդΥå򸫤%JGۤ餬ؿƤʤФΤɡġ>
		% Msg2 <A while back there was a mecha pilot named \NARRATIVE 1 in town. He said they had a big project going on in the woods, but from the look of things I don't think he was up to any good.>
		Msg2 < \NARRATIVE 1 Ȥ̾ΥåѥåȤĮˤ%JGϼʬ礭ʷײʤƤȸäƤɡΤ褦ǤɤȤͤƤȤϻפʤ%JG>
		% Msg3 <There have been mysterious mecha going back and forth in the forest outside town. I don't know what's going on but I don't like it one bit.>
		Msg3 <ĮγοԤä褿ꤷƤ̯ʥå%JG򤷤ƤΤʬʤɡʴ>
		% Msg4 <Come back in a few hours and I'll show you where I saw the mecha again.>
		Msg4 <ָˤޤƤ졣%JFå򸫤ذ⤷褦>
		% Msg5 <I hear things didn't go so well for you. Go rest up, then come back here in a few hours and maybe you can try again.>
		Msg5 <ޤꤦޤʤä͡ä٤Ǥ餳äȤФޤĩǤ衣>
		% Msg6 <You want to go find that mecha base again?>
		Msg6 <ޤΥåϤõ˹Ԥ>
		% Msg7 <Their base has been destroyed! Our town will be safe, for a while at least... I heard that some of the surviving pilots were headed for \ELEMENT 4 .>
		Msg7 <ۤδϤ˲줿%JG%JFĮϰˤʤʤȤ⤷Ф餯δ֤ϡġĤΥѥåȤΰ \ELEMENT 4 ظä餷%JG>
		% Msg8 <\ELEMENT 5 in \ELEMENT 3 saw mecha from \NARRATIVE 2 near town.>
		Msg8 <\ELEMENT 3  \ELEMENT 5 Įζ᤯ \NARRATIVE 2 Υå򸫤>
		% Msg9 <\ELEMENT 5 in \ELEMENT 3 saw \NARRATIVE 1 doing something near town.>
		Msg9 <\ELEMENT 3  \ELEMENT 5  \NARRATIVE 1 Įζ᤯ǲƤΤ򸫤>
		% Msg10 <\ELEMENT 5 in \ELEMENT 3 saw mysterious happenings in the woods.>
		Msg10 <\ELEMENT 3  \ELEMENT 5 ϿǴ̯ʽ˽Ф路>
		% Msg11 <I don't understand why they came here, but I know it's bad for \ELEMENT 3 . Please stop them.>
		Msg11 <ۤ餬ʤ褿ΤʬʤɡŪ \ELEMENT 3 ˤȤäưȤȤȤʬ%JGۤߤƤ졣>
		% Prompt1 <Can you show me where they went?>
		Prompt1 <ۤ餬ɤعԤäƤʤ>
		% Prompt2 <I'm ready to go.>
		Prompt2 <Ԥ%JG>

	Plot 2
		name <Accused! Act 3>
		Init_Start <if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 864000 goto InitCheckE2>
		InitCheckE2 <ifNPCinPlay E2 else InitCheckFin print 10002 goto InitCheckFin>
		% Msg10002 <\ELEMENT 2 has left this area.>
		Msg10002 <\ELEMENT 2 ϤΥꥢä>
		InitCheckFin <MoveChar E2 E1 ifFaction N2 else GoCheckPersona History 1>
		start <if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 864000 MoveChar E2 E1 ifFaction N2 else GoCheckPersona History 1>
		GoCheckPersona <ifNPCOK N1 else GoMisc History 2>
		GoMisc <History 3>
		GoCheckTime <ifG ComTime V1 AdvancePlot 0>
		% Msg1 <You destroyed a base belonging to \NARRATIVE 2 .>
		Msg1 <\NARRATIVE 2 ˽°Ϥ˲>
		% Msg2 <You destroyed a base belonging to \NARRATIVE 1 .>
		Msg2 <\NARRATIVE 1 ˽°Ϥ˲>
		% Msg3 <You destroyed a base belonging to your former employers.>
		Msg3 <ۤȿ˽°Ϥ˲>

	sub
		Persona 2
		% rumor <!2 wants to apologize to you.>
		rumor <!2 ʤ˼դꤿȸäƤ>
		greeting <NewChat Say 1 PCAlly E2 XPV 100 AdvancePlot 0>
		% Msg1 <I have to apologize. I was wrong about you... You've really shown your true colors. It would be an honor to fight at your side, some day.>
		Msg1 <%JFϼդʤФʤʤ%JG%JF%JS򤷤Ƥ%JGġ%JSϤ夦֤ʬä%JGĤ%JSȶ廊ɤ˻פ%JG>

	end

	end

end
inv
	NPC Bounty Hunter
	chardesc Heroic Passionate
	EquipChar 25000
	place <1 ally>
	mecha <Neko.txt>

	NPC Citizen
	chardesc Young Heroic
	place <3 ally pass>

end
