plot 0
	name <News Story>

	% - Edited to v0.901 "light" standard

	% E1 is the scene for the current episode.
	% E2 is the character who will give the PC a mission.
	% E3 is the scene to be used in the next episode.
	% E4 is the computer
	% E5 is the bounty hunter
	Element1 <Grab 3>
	Element2 <Prefab>
	Element3 <Scene Town Target !Far 1>
	Element4 <Prefab>
	Element5 <Character Bounty Hunter Heroic !Far 1>

	% V1 = Initialization counter
	% V2 = Combat Counter
	% V3 = Victory indicator
	% V4 = Email indicator

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

	% If Persona E2 dies, load a new plot.
	% Init_Start <ifNPCOK E2 else GoDelete ifItemOK E4 else GoDelete if= V1 0 V= 1 1 Compose KEY E4 .usecomp>
	Init_Start <ifFaction N2 else GoDelete ifNPCOK E2 else GoDelete ifItemOK E4 else GoDelete if= V1 0 V= 1 1 Compose KEY E4 .usecomp>
	% start <ifNPCOK E2 else GoDelete ifItemOK E4 else GoDelete if= V1 0 V= 1 1 Compose KEY E4 .usecomp>
	start <ifFaction N2 else GoDelete ifNPCOK E2 else GoDelete ifItemOK E4 else GoDelete if= V1 0 V= 1 1 Compose KEY E4 .usecomp>
	GoDelete <S= 101 1 AdvancePlot 0>

	.usecomp <if= P3 0 P= 3 1 History 101 XPV 100>

	% halfhour <if= V4 0 ifG PCRep 6 d50 V= 4 1 email 1>
	halfhour <if= V4 0 ifG PCRep 6 d50 V= 4 1 SetNPC E2 email 1>

	% Msg1 <\ELEMENT 2 @ \ELEMENT 1 :// I have some information for you regarding \NARRATIVE 2 . Come see me.>
	Msg1 <\ELEMENT 2 @ \ELEMENT 1 :// \NARRATIVE 2 ˴ؤޤۤ>
	% Msg1_1 <\ELEMENT 2 @ \ELEMENT 1 :// \PC , you don't know me but I need your help. Come meet me in \ELEMENT 1 .>
	Msg1_1 <\ELEMENT 2 @ \ELEMENT 1 :// \PC ʤϻΤʤǤ礦ϤʤνɬפǤ \ELEMENT 1 ޤǤۤ>
	% Msg1_2 <\ELEMENT 2 @ \ELEMENT 1 :// I know you've had dealings with \NARRATIVE 2 in the past. There's something I need to discuss with you.>
	Msg1_2 <\ELEMENT 2 @ \ELEMENT 1 :// ʤ \NARRATIVE 2 äȤΤäƤޤʤȤäʤФʤʤȤޤ>

	% Msg101 <You discovered that \NARRATIVE 2 killed your family.>
	Msg101 <\NARRATIVE 2 ʤβ²򻦤Ȥʬä>

sub
	Persona 2
	% rumor <!2 has been researching a dark conspiracy.>
	rumor <!2 ϼٰʱŤˤĤĴ٤Ƥ>

	% ********************
	% *** SCRIPT BLOCK ***
	% ********************
	% If you're feeling faint of heart, just skip this
	% and jump straight to the messages block below.
	% Here are the variables used in this conversation:
	%  V1 = Job offer counter, V1=1 is job offered, V1=-1 if job denied
	%  V2 = Message Randomizer
	%  V3 = Threat value of enemy mecha
	%  V4 = Reward offered to PC for the mission
	%  V5 = Recharge time if mission fails
	% At startup, first check to see whether the PC has already
	% completed the mission or not.

	greeting <NewChat if= P3 1 else GoCheckLoss  Say 1  CashPrize V4   Goto GoEndMission>
	GoCheckLoss <if= P2 1 else GoCheckMission ifG ComTime V5 else GoWaitRecharge P= 2 0 Say 2 AddChat 1 AddChat 2>
	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 <P= 4 1 V= 1 1 V= 3 Threat S103 100  V= 4 Reward V3 150 Memo 11 History 12 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 XRBadThing NAV_XRBSeekingRevenge AdvancePlot 0>

	% Combat being entered
	result1 <EndChat Say 5 SavePos P= 2 1 V= 5 ComTime V+ 5 86400 Goto GoStartCombat>
	GoStartCombat <LoadD .scene V= 2 S103 V+ 2 -d10 PassVar 2 WMThreat S103 TMStockD 3 V2 .mon TMStockD 4 V2 .mon DynaItemTeam E4 5>
	.scene <SCENE_GuardedMansion.txt>
	.mon <CRIMINAL ROBOT SYNTH>

	% Combat being delayed
	result2 <NewChat Say 7>

	% PC doesn't really want this mission...
	result3 <NewChat ifG PCRep 6 S103 else GoR3WussOut Say 15 AddChat 8>
	GoR3WussOut <Say 8 AddChat 6 AddChat 7>

	result4 <NewChat Say 9 AddChat 8 AddChat 3>
	result5 <NewChat Say 10 AddChat 8 AddChat 3>

	result6 <NewChat Say 13 CashPrize Threat S103 35 AdvancePlot 1>
	result7 <NewChat Say 14 AddChat 1 AddCHat 2>
	result8 <NewChat Say 14 AddChat 1 AddCHat 2>

	% 1 : Player has won the mission
	%    Should mention that next episode will happen in \ELEMENT 3
	% Msg1 <So that's what it's all about... People have to know what those monsters are planning! I've had some leads pointing to \ELEMENT 3 ... that's where I'll go investigate next.>
	Msg1 <줬Τ٤ƤǤġĤδߤ˽ϪʤС \ELEMENT 3 򼨤꤬ޤġϤĴˤȻפޤ>
	% Msg1_1 <So that's it... I have to get the word out about what they're planning! My next lead points to \ELEMENT 3 ... That's where I'm planning to investigate next.>
	Msg1_1 <줬ǤġĤδߤ˽ϪʤСμ꤬ \ELEMENT 3 򼨤ƤޤġϤĴ褦Ȼפޤ>
	CMsg1_1 <ifChatNPCSociable Accept>
	% Msg1_2 <So that's the story. This is something people ought to know... I'll be heading to \ELEMENT 3 next, to investigate another lead.>
	Msg1_2 <줬Ǥ˽Ϫ٤ΤǤ͡ġ⤦Ĥμ꤬ˤĤĴ뤿ᡢ \ELEMENT 3 ظȻפޤ>
	CMsg1_2 <ifChatNPCShy Accept>
	% Msg1_3 <I thought they'd be planning something like that. Hopefully if we get the word out we can ruin \NARRATIVE 2 's plans. My next lead points to \ELEMENT 3 , so that's where I'm headed.>
	Msg1_3 <ĤϤʤȤǤȻפäƤޤ˽ϪСޤ \NARRATIVE 2 ηײ̵ˤǤǤ礦μ꤬ \ELEMENT 3 򼨤Ƥޤ顢Ϥظޤ>
	CMsg1_3 <ifChatNPCEasygoing Accept>
	% Msg1_4 <An ancient weapon... If they reactivate it, \NARRATIVE 2 could be unstopable! Thanks for your help. I've got a lead that they're planning something in \ELEMENT 3 , so I'll be going there next.>
	Msg1_4 <ʼġ⤷Ĥ餬ʤ \NARRATIVE 2 ߤ뤹٤ϤʤǤ礦ʤΤǡĤ餬 \ELEMENT 3 ǲǤȤ꤬ޤǡϤعԤȻפޤ>
	CMsg1_4 <ifChatNPCPassionate Accept>
	% Msg1_5 <Thanks, the information you recovered will make a great story! I've got some leads indicating that \NARRATIVE 2 has something planned for \ELEMENT 3 . I'll be going there next.>
	Msg1_5 <꤬ȤޤʤФƤ줿Ϥäˤʤޤ衪 \NARRATIVE 2  \ELEMENT 3 ǲƤƤ뤳Ȥ򼨤꤬ޤϤعԤȻפޤ>
	CMsg1_5 <ifChatNPCCheerful Accept>
	% Msg1_6 <This is definitely bad news. If \NARRATIVE 2 is close to recovering the PreZero weapon, they could already be unstopable. My leads point to \ELEMENT 3 as their next target... I'll be going there as soon as I can.>
	Msg1_6 <μ¤˰˥塼Ǥ⤷ \NARRATIVE 2 ⤦ǵ쵪ʼ褵ȤȤΤʤ顢⤦ߤ뤹٤ϤʤǤ礦μ꤬ϤĤμʤɸŪȤ \ELEMENT 3 򼨤ƤޤġϤǤ¤᤯عԤĤǤ>
	CMsg1_6 <ifChatNPCMelancholy Accept>

	% 2 : Player lost mission previously, now time to try again
	% Msg2 <Are you ready to try infiltrating the base again?>
	Msg2 <Ϥܺ˺ĩ魯ϤǤޤ>
	% Msg2_1 <You didn't find anything the last time you tried infiltrating \NARRATIVE 2 's base. Are you prepared to try it again?>
	Msg2_1 < \NARRATIVE 2 δϤܺߤȤϲ⸫ĤޤǤ͡ĩνϤǤޤ>
	CMsg2_1 <ifChatNPCSociable Accept>
	% Msg2_2 <Back for another try?>
	Msg2_2 <ĩ路ˤΤǤ>
	CMsg2_2 <ifChatNPCShy Accept>
	% Msg2_3 <Would you like to try infiltrating the base one more time?>
	Msg2_3 <⤦ٴϤؤܺĩ路Ǥ>
	CMsg2_3 <ifChatNPCEasygoing Accept>
	% Msg2_4 <If they put so much effort into security, \NARRATIVE 2 must really have something to hide! Ready to infiltrate the base?>
	Msg2_4 <Ĥ餬ˤۤϫϤ䤤ƤΤʤ顢 \NARRATIVE 2 ˵̩äƤ˰㤤ޤ󡪴ϤؤϤǤޤ>
	CMsg2_4 <ifChatNPCPassionate Accept>
	% Msg2_5 <The infiltration didn't go so well last time, but I'm sure you can do it today. Ready to try?>
	Msg2_5 <ܺϤޤꤦޤޤǤϤȻפޤϤǤޤ>
	CMsg2_5 <ifChatNPCCheerful Accept>
	% Msg2_6 <Last time you were driven away from the base; this time they'll probably kill you. Want to try the infiltration anyway?>
	Msg2_6 <ϴϤɤФƤޤޤ͡餯٤ʤ̿ϤʤǤ礦Ȥˤܺĩ路ޤ>
	CMsg2_6 <ifChatNPCMelancholy Accept>

	% 3 : Player has lost mission, must wait until tomorrow to try again
	% Msg3 <You didn't find anything in there worth writing about. Come back tomorrow and we can try again.>
	Msg3 <ˤۤɤΤȤϸĤޤǤۤĩ路ޤ礦>
	% Msg3_1 <You searched the base but didn't find anything? There must be something you missed. Come back tomorrow and let's try again.>
	Msg3_1 <ϤõäɲʤääơƨϤǤۤĩ路ޤ礦>
	CMsg3_1 <ifChatNPCSociable Accept>
	% Msg3_2 <You found nothing? You can try again later.>
	Msg3_2 <ʤäǺĩ路ޤ礦>
	CMsg3_2 <ifChatNPCShy Accept>
	% Msg3_3 <It's not likely they'd have so many guards in the area and nothing worth protecting. We can try again tomorrow.>
	Msg3_3 <Ĥ餬ۤɤμҤΩƤƲβͤʤΤäƤʤƤꤨޤĩ路ޤ礦>
	CMsg3_3 <ifChatNPCEasygoing Accept>
	% Msg3_4 <You were crushed out there... Come here tomorrow and we will try again.>
	Msg3_4 <Ƥޤޤ͡ġƤĩ路ޤ礦>
	CMsg3_4 <ifChatNPCPassionate Accept>
	% Msg3_5 <It seems the guards are more capable than I suspected. It's too dangerous to go back now, but come here tomorrow and let's try again.>
	Msg3_5 <ĤμҤϻפäǤ褦Ǥ͡ˤޤΤϴޤƤĩ路ޤ礦>
	CMsg3_5 <ifChatNPCCheerful Accept>
	% Msg3_6 <They nearly killed you... It's too dangerous to go back now. We can try again tomorrow.>
	Msg3_6 <˰ޤ͡ġˤޤΤϴޤĩ路ޤ礦>
	CMsg3_6 <ifChatNPCMelancholy Accept>

	% 4 : Player has accepted mission, has returned from repair
	% Msg4 <Is all your equipment in shape? Are you ready to try that infiltration now?>
	Msg4 <ˤ̤Ϥޤ󤫡⤦ܺνϤǤޤ>
	% Msg4_1 <I'm certain that \NARRATIVE 2 is guarding some secret in their base. Are you ready to try infiltrating it now?>
	Msg4_1 <\NARRATIVE 2 ϤδϤǲ餫ε̩äƤȻפޤ⤦ܺνϤǤޤ>
	CMsg4_1 <ifChatNPCSociable Accept>
	% Msg4_2 <Ready to go?>
	Msg4_2 <ϤǤޤ>
	CMsg4_2 <ifChatNPCShy Accept>
	% Msg4_3 <>
	Msg4_3 <>
	CMsg4_3 <ifChatNPCEasygoing Accept>
	% Msg4_4 <>
	Msg4_4 <>
	CMsg4_4 <ifChatNPCPassionate Accept>
	% Msg4_5 <>
	Msg4_5 <>
	CMsg4_5 <ifChatNPCCheerful Accept>
	% Msg4_6 <>
	Msg4_6 <>
	CMsg4_6 <ifChatNPCMelancholy Accept>

	% 5 : Combat is starting
	% Msg5 <Good luck in there. Be careful... If their mission is as sensitive as I think it is, they've probably got the base heavily guarded.>
	Msg5 <𱿤򡣵ĤƤ͡ġ⤷ĤǤ̳ιͤۤɵ̩˴ؤΤʤ顢֤ĤϴϤ򶯸Ǥ˼äƤǤ礦顣>
	% Msg5_1 <>
	Msg5_1 <>
	CMsg5_1 <ifChatNPCSociable Accept>
	% Msg5_2 <>
	Msg5_2 <>
	CMsg5_2 <ifChatNPCShy Accept>
	% Msg5_3 <>
	Msg5_3 <>
	CMsg5_3 <ifChatNPCEasygoing Accept>
	% Msg5_4 <>
	Msg5_4 <>
	CMsg5_4 <ifChatNPCPassionate Accept>
	% Msg5_5 <>
	Msg5_5 <>
	CMsg5_5 <ifChatNPCCheerful Accept>
	% Msg5_6 <>
	Msg5_6 <>
	CMsg5_6 <ifChatNPCMelancholy Accept>

	% 6 : NPC explains what the PC should do in this mission, and why
	% Msg6 <I've discovered that \NARRATIVE 2 has a secret base in this city; exactly what they've been doing I can't say. I know that you've fought with them in the past... What I need is a cavalier to infiltrate their base and look for information.>
	Msg6 <\NARRATIVE 2 Į̩Ϥ򹽤Ƥ뤳ȤʬޤȤäƤ⡢Ĥ餬򤷤ƤΤΤˤʬޤ󤬡ʤϤĤۤäǤ͡ġˤۤδϤƾõäƤ뵳ΤɬפǤ>
	% Msg6_1 <>
	Msg6_1 <>
	CMsg6_1 <ifChatNPCSociable Accept>
	% Msg6_2 <>
	Msg6_2 <>
	CMsg6_2 <ifChatNPCShy Accept>
	% Msg6_3 <>
	Msg6_3 <>
	CMsg6_3 <ifChatNPCEasygoing Accept>
	% Msg6_4 <>
	Msg6_4 <>
	CMsg6_4 <ifChatNPCPassionate Accept>
	% Msg6_5 <>
	Msg6_5 <>
	CMsg6_5 <ifChatNPCCheerful Accept>
	% Msg6_6 <>
	Msg6_6 <>
	CMsg6_6 <ifChatNPCMelancholy Accept>

	% 7 : PC needs some time to get ready
	% Msg7 <Alright. Do whatever it is that you have to do and then come back here. We can start up then.>
	Msg7 <λ򤷤ޤɬפʤȤѤޤ餳äƤƤﳫϤϤ줫ˤޤ礦>
	% Msg7_1 <>
	Msg7_1 <>
	CMsg7_1 <ifChatNPCSociable Accept>
	% Msg7_2 <>
	Msg7_2 <>
	CMsg7_2 <ifChatNPCShy Accept>
	% Msg7_3 <>
	Msg7_3 <>
	CMsg7_3 <ifChatNPCEasygoing Accept>
	% Msg7_4 <>
	Msg7_4 <>
	CMsg7_4 <ifChatNPCPassionate Accept>
	% Msg7_5 <>
	Msg7_5 <>
	CMsg7_5 <ifChatNPCCheerful Accept>
	% Msg7_6 <>
	Msg7_6 <>
	CMsg7_6 <ifChatNPCMelancholy Accept>

	% 8 : PC doesn't really want this mission
	% Msg8 <Well, I do know another adventurer who may be able to help... If you could contact \ELEMENT 5 in \SCENE EScene 5 for me, \SPR E5 could do the infiltration instead.>
	Msg8 <ޤ˶ϤԤ¾ˤΤäƤޤġ⤷ʤΤ \SCENE EScene 5 ˤ \ELEMENT 5 ϢȤäƤʤ顢 \SPR E5 ܺäƤǤ礦>
	% Msg8_1 <>
	Msg8_1 <>
	CMsg8_1 <ifChatNPCSociable Accept>
	% Msg8_2 <>
	Msg8_2 <>
	CMsg8_2 <ifChatNPCShy Accept>
	% Msg8_3 <>
	Msg8_3 <>
	CMsg8_3 <ifChatNPCEasygoing Accept>
	% Msg8_4 <>
	Msg8_4 <>
	CMsg8_4 <ifChatNPCPassionate Accept>
	% Msg8_5 <>
	Msg8_5 <>
	CMsg8_5 <ifChatNPCCheerful Accept>
	% Msg8_6 <>
	Msg8_6 <>
	CMsg8_6 <ifChatNPCMelancholy Accept>

	% 9 : Response to Prompt4
	% Msg9 <It's clear that they're up to no good. As a reporter, it's my job to keep the public informed of things they need to know. The answers will be found in their base. It's vital that someone get in there and find out what they're planning!>
	Msg9 <Ĥ餬ߤ򤷤ƤΤ餫ǤԤȤơ̱ΤʤФʤʤȤΤ餻ƤȤλŻǤϤĤδϤǸĤǤ礦ïδϤäƤĤδߤ˽ʤФʤޤ>
	% Msg9_1 <>
	Msg9_1 <>
	CMsg9_1 <ifChatNPCSociable Accept>
	% Msg9_2 <>
	Msg9_2 <>
	CMsg9_2 <ifChatNPCShy Accept>
	% Msg9_3 <>
	Msg9_3 <>
	CMsg9_3 <ifChatNPCEasygoing Accept>
	% Msg9_4 <>
	Msg9_4 <>
	CMsg9_4 <ifChatNPCPassionate Accept>
	% Msg9_5 <>
	Msg9_5 <>
	CMsg9_5 <ifChatNPCCheerful Accept>
	% Msg9_6 <>
	Msg9_6 <>
	CMsg9_6 <ifChatNPCMelancholy Accept>

	% 10 : Response to Prompt5
	% Msg10 <That's good to hear. I guess that you know first-hand the danger that \NARRATIVE 2 represents... There's only one way to know what they're doing: Someone has to sneak into their base and get out with the information.>
	Msg10 <Ϥ褫äʤϤޤ \NARRATIVE 2 ΰ̣ΤäƤȤǤ礦ġĤ餬äƤΤΤˡĤޤĤޤꡢïĤδϤƾФΤǤ>
	% Msg10_1 <>
	Msg10_1 <>
	CMsg10_1 <ifChatNPCSociable Accept>
	% Msg10_2 <>
	Msg10_2 <>
	CMsg10_2 <ifChatNPCShy Accept>
	% Msg10_3 <>
	Msg10_3 <>
	CMsg10_3 <ifChatNPCEasygoing Accept>
	% Msg10_4 <>
	Msg10_4 <>
	CMsg10_4 <ifChatNPCPassionate Accept>
	% Msg10_5 <>
	Msg10_5 <>
	CMsg10_5 <ifChatNPCCheerful Accept>
	% Msg10_6 <>
	Msg10_6 <>
	CMsg10_6 <ifChatNPCMelancholy Accept>

	% 11 : Memo
	% Msg11 <\ELEMENT 2 in \SCENE EScene 2 wants you to infiltrate a base belonging to \NARRATIVE 2 .>
	Msg11 <\SCENE EScene 2  \ELEMENT 2  \NARRATIVE 2 δϤ褦ޤ줿>

	% Msg12 <\ELEMENT 2 asked you to help investigate \NARRATIVE 2 .>
	Msg12 <\ELEMENT 2  \NARRATIVE 2 ˴ؤĴμ򤹤褦ޤ줿>

	% Msg13 <Great! You're going to have to bring \OPR E5 \PPR E5 hiring fee, of course. This cash should cover that... if there's any change you can keep that for yourself.>
	Msg13 <Ф餷 \OPR E5 ˸ۤäƤäƤΤ餤­Ǥ礦ġ⤷Ѥäʤ顢ʤǼäƤƤ>
	% Msg13_1 <>
	Msg13_1 <>
	CMsg13_1 <ifChatNPCSociable Accept>
	% Msg13_2 <>
	Msg13_2 <>
	CMsg13_2 <ifChatNPCShy Accept>
	% Msg13_3 <>
	Msg13_3 <>
	CMsg13_3 <ifChatNPCEasygoing Accept>
	% Msg13_4 <>
	Msg13_4 <>
	CMsg13_4 <ifChatNPCPassionate Accept>
	% Msg13_5 <>
	Msg13_5 <>
	CMsg13_5 <ifChatNPCCheerful Accept>
	% Msg13_6 <>
	Msg13_6 <>
	CMsg13_6 <ifChatNPCMelancholy Accept>

	% Msg14 <You'll have to sneak into the base, past the guards, and search for anything that might tell us what they're up to. If you can find any documents or a computer terminal that'd be great.>
	Msg14 <ʤϴϤҤ򤹤ȴơĤδߤ򼨤꤬õʤФʤޤ󡣤⤷ʸ䥳ԥ塼üĤкǹǤ͡>
	% Msg14_1 <>
	Msg14_1 <>
	CMsg14_1 <ifChatNPCSociable Accept>
	% Msg14_2 <>
	Msg14_2 <>
	CMsg14_2 <ifChatNPCShy Accept>
	% Msg14_3 <>
	Msg14_3 <>
	CMsg14_3 <ifChatNPCEasygoing Accept>
	% Msg14_4 <>
	Msg14_4 <>
	CMsg14_4 <ifChatNPCPassionate Accept>
	% Msg14_5 <>
	Msg14_5 <>
	CMsg14_5 <ifChatNPCCheerful Accept>
	% Msg14_6 <>
	Msg14_6 <>
	CMsg14_6 <ifChatNPCMelancholy Accept>

	% Msg15 <Well, I don't have anyone else who could help me, so... I'd hate to give up this investogation, but I may have no other choice. Are you sure you can't do this?>
	Msg15 <ǤäƤͤϤʤʳˤޤ󡢤ǤġϤĴФˤ᤿ʤΤǤ¾ϤʤΤ⤷ޤ̵͡Ǥ礦>
	% Msg15_1 <>
	Msg15_1 <>
	CMsg15_1 <ifChatNPCSociable Accept>
	% Msg15_2 <>
	Msg15_2 <>
	CMsg15_2 <ifChatNPCShy Accept>
	% Msg15_3 <>
	Msg15_3 <>
	CMsg15_3 <ifChatNPCEasygoing Accept>
	% Msg15_4 <>
	Msg15_4 <>
	CMsg15_4 <ifChatNPCPassionate Accept>
	% Msg15_5 <>
	Msg15_5 <>
	CMsg15_5 <ifChatNPCCheerful Accept>
	% Msg15_6 <>
	Msg15_6 <>
	CMsg15_6 <ifChatNPCMelancholy Accept>

	% 1 - 3 :  Standard combat entry options:
	%         Start Mission, Delay Mission, Mission Details
	% Prompt1 <I'm ready to start now.>
	Prompt1 <ϤǤƤ%JG>
	% Prompt2 <I need a while to get ready.>
	Prompt2 <ˤФ餯%JG>

	% Prompt3 <I'm not much of an infiltrator.>
	Prompt3 <ܺʤ%JFˤ̵>

	% 4 - 5 :  PC can have different reactions to Msg6 above
	% Prompt4 <Why the interest in \NARRATIVE 2 ?>
	Prompt4 <ʤ \NARRATIVE 2 ˶̣ä>
	% Prompt5 <I'd be glad to help you.>
	Prompt5 <Ǥ褦>

	% Prompt6 <I can do that for you.>
	Prompt6 <褦>
	% Prompt7 <Naah, I'll do the mission myself.>
	Prompt7 <䡢äѤ%JF>

	% Prompt8 <Alright, I'll help you.>
	Prompt8 <褷褦>

	Plot 1
		% The PC doesn't want to perform the mission himself...
		% must go and contact E5 about it.
		% The amount of money needed is Threat S103 35
		Init_Start <ifNPCOK E2 else GoDelete ifNPCOK E5 else GoDelete memo 101>
		start <ifNPCOK E2 else GoDelete ifNPCOK E5 else GoDelete memo 101>
		GoDelete <S= 101 1 AdvancePlot 0 if# V1 0 MoveChar E5 V1>

		% P1 = Have paid E5; actually original location of E5

		% Msg101 <\ELEMENT 2 in \ELEMENT 1 asked you to contact \ELEMENT 5 in \SCENE EScene 5 to help investigate \NARRATIVE 2 .>
		Msg101 <\ELEMENT 1  \ELEMENT 2 顢 \NARRATIVE 2 ˴ؤĴäƤ \SCENE EScene 5  \ELEMENT 5 褦ޤ줿>
	sub
		Persona 2
		greeting <NewChat if# P1 0 else GoFirstTime Say 2 AddChat 1>
		GoFirstTime <Say 1>
		result1 <NewChat Say 3 goto GoEndMission>
		GoEndMission <History 4 MoveChar E5 P1 S= 101 1 S+ 102 1 N= 3 E3 S= 105 -1 XRBadThing NAV_XRBSeekingRevenge AdvancePlot 0>
		% Msg1 <Go find \ELEMENT 5 in \SCENE EScene 5 , and pay \OPR E5 for the mission.>
		Msg1 <\SCENE EScene 5  \ELEMENT 5 򸫤Ĥ˹ԤäơǤ̳ \OPR E5 ʧʤ>

		% Msg2 <\ELEMENT 5 has done the job; \NARRATIVE 2 is planning to reactivate something called the "T-1". Plus, we found something that will be of great personal interest to you...>
		Msg2 <\ELEMENT 5 ŻԤƤޤ \NARRATIVE 2 ϡT-1פȸƤФ벿褦ȤƤޤäơʤĿŪ礭ʴؿĤ褦ʤȤʬޤġ>
		% Msg2_1 <\ELEMENT 5 infiltrated the complex and found the info. That's why people say \SPR E5 's so good. Apparently \NARRATIVE 2 is planning to activate something called "T-1"; also, something was found that would be of personal interest to you.>
		Msg2_1 <\ELEMENT 5 ϤꤷƤޤ \SPR E5 ɾȽʤˤ褤ΤǼǤ͡ɤ \NARRATIVE 2 ϡT-1פȸƤФ벿褦ȤƤޤޤʤĿŪΤꤿȤʬޤ衣>
		CMsg2_1 <ifChatNPCSociable Accept>
		% Msg2_2 <My investigation is complete. I've learned that \NARRATIVE 2 plans to active a PreZero weapon codenamed "T-1". I also found something of personal interest to you.>
		Msg2_2 <Ĵϴλޤ \NARRATIVE 2 ϡT-1פȤɡ͡ǸƤФ쵪ʼ褦ȤƤ뤳ȤʬޤޤʤĿŪ˴ؿĤ褦ʤȤʬޤ衣>
		CMsg2_2 <ifChatNPCShy Accept>
		% Msg2_3 <>
		Msg2_3 <>
		CMsg2_3 <ifChatNPCEasygoing Accept>
		% Msg2_4 <>
		Msg2_4 <>
		CMsg2_4 <ifChatNPCPassionate Accept>
		% Msg2_5 <\ELEMENT 5 has completed the infiltration... \NARRATIVE 2 has located a PreZero weapon called "T-1". They're gonna use it to take over the world, it'll make a great headline. Oh, and there was something about you in their files too...>
		Msg2_5 <\ELEMENT 5 ԤƤޤġ \NARRATIVE 2 ϡT-1פȸƤФ쵪ʼ򹽤ƤޤȤäĤǤ礦˥塼ˤʤޤ衣ĤΥեˤʤ˴ؤΤ⤢ޤġ>
		CMsg2_5 <ifChatNPCCheerful Accept>
		% Msg2_6 <>
		Msg2_6 <>
		CMsg2_6 <ifChatNPCMelancholy Accept>

		% Msg3 <According to the communications recovered, \NARRATIVE 2 was responsible for the death of your parents. They knew something about this "T-1" thing. What's more, they view you as sort of a loose end... You're marked for death as well.>
		Msg3 <줿̿ʸˤȡʤξƤ˴ʤäΤ \NARRATIVE 2 ΤΤ褦ǤξƤϡT-1פˤĤƲΤäƤޤä褦ǤΤĤϤʤֻŻΤĤפȹͤƤޤġʤޤ̿Ƥ褦Ǥ>
		% Msg3_1 <>
		Msg3_1 <>
		CMsg3_1 <ifChatNPCSociable Accept>
		% Msg3_2 <It seems that \NARRATIVE 2 is responsible for the death of your parents. They discovered about the "T-1" plan. You are also marked for termination.>
		Msg3_2 <ʤξƤ˴ʤäΤ \NARRATIVE 2 ΤΤ褦ǤξƤϡT-1׷ײΤäƤޤä褦ǤʤޤƤޤ>
		CMsg3_2 <ifChatNPCShy Accept>
		% Msg3_3 <>
		Msg3_3 <>
		CMsg3_3 <ifChatNPCEasygoing Accept>
		% Msg3_4 <Your parents were murdered by \NARRATIVE 2 because they found out something about "T-1". You're also slated to be killed...>
		Msg3_4 <ʤξƤϡT-1פˤĤƲΤäƤޤäᡢ \NARRATIVE 2 ˻ޤʤ⻦ͽǤġ>
		CMsg3_4 <ifChatNPCPassionate Accept>
		% Msg3_5 <>
		Msg3_5 <>
		CMsg3_5 <ifChatNPCCheerful Accept>
		% Msg3_6 <Your parents were killed by \NARRATIVE 2 ... They knew something about "T-1". You've also been marked for death. Now that I know, my life is probably in danger as well... but the truth must get out.>
		Msg3_6 <ʤξƤ \NARRATIVE 2 ˻ޤġξƤϡT-1פˤĤƲΤäƤޤä褦Ǥʤ̿ƤޤΤäƤޤäˤϡ餯̿ޤǤ礦ġ¤ߤ˽ФʤФʤޤ>
		CMsg3_6 <ifChatNPCMelancholy Accept>

		% Msg4 <\ELEMENT 5 discovered that \NARRATIVE 2 killed your family.>
		Msg4 <\ELEMENT 5 ˤ \NARRATIVE 2 ʤβ²򻦤Ȥ餫ˤʤä>
		% Prompt1 <What is it?>
		Prompt1 <ϲ>
		% Prompt1_1 <Tell me.>
		Prompt1_1 <Ƥ졣>

		Persona 5
		% V1 = Price to hire E5.
		greeting <NewChat if# V1 0 else GoFirst Say 4  AddChat 2 ifG PC$ V1 AddChat 3>
		GoFirst <AddChat 1 V= 1 20 V+ 1 d60 ifG React V1 else GoNoFriend Say 1 V= 1 Threat S103 30>
		GoNoFriend <Say 2 V= 1 Threat S103 40>
		GoPaid <AddReact d8 P= 1 EScene 5 FreezeChar E5>
		result1 <NewChat Say 3 AddChat 2 ifG PC$ V1 AddChat 3>
		result2 <NewChat Say 5>
		result3 <EndChat Say 6 Cash+ -V1 Goto GoPaid>
		% Msg1 <Hey \PC , how's it going? It's not so good myself... I've been out of work for a while, hoping that a good mission would turn up.>
		Msg1 <䤢 \PC ĴҤϤɤ%JFϤޤ褯ʤ%JGġФ餯ŻʤäǡŻĤä餤ʤȻפäƤ%JG>
		% Msg1_1 <>
		Msg1_1 <>
		CMsg1_1 <ifChatNPCSociable Accept>
		% Msg1_2 <>
		Msg1_2 <>
		CMsg1_2 <ifChatNPCShy Accept>
		% Msg1_3 <>
		Msg1_3 <>
		CMsg1_3 <ifChatNPCEasygoing Accept>
		% Msg1_4 <>
		Msg1_4 <>
		CMsg1_4 <ifChatNPCPassionate Accept>
		% Msg1_5 <>
		Msg1_5 <>
		CMsg1_5 <ifChatNPCCheerful Accept>
		% Msg1_6 <>
		Msg1_6 <>
		CMsg1_6 <ifChatNPCMelancholy Accept>

		% Msg2 <Can I help you? I'm very busy today. My services are high in demand.>
		Msg2 <ä㤤Ϥ䤱˻%JG%JFϰĥ͡>
		% Msg2_1 <>
		Msg2_1 <>
		CMsg2_1 <ifChatNPCSociable Accept>
		% Msg2_2 <>
		Msg2_2 <>
		CMsg2_2 <ifChatNPCShy Accept>
		% Msg2_3 <>
		Msg2_3 <>
		CMsg2_3 <ifChatNPCEasygoing Accept>
		% Msg2_4 <>
		Msg2_4 <>
		CMsg2_4 <ifChatNPCPassionate Accept>
		% Msg2_5 <>
		Msg2_5 <>
		CMsg2_5 <ifChatNPCCheerful Accept>
		% Msg2_6 <>
		Msg2_6 <>
		CMsg2_6 <ifChatNPCMelancholy Accept>

		% Msg3 <A mission in \ELEMENT 1 , huh? Well, my regular price for a job is $ \VAL V1 . If you've got that then I can get started right away.>
		Msg3 <ؤ \ELEMENT 1 ǤλŻäơʡ%JFϤդ $ \VAL V1 ǻŻäƤ%JG%JSäƤ顢%JFϤˤȤ꤫>
		% Msg3_1 <>
		Msg3_1 <>
		CMsg3_1 <ifChatNPCSociable Accept>
		% Msg3_2 <>
		Msg3_2 <>
		CMsg3_2 <ifChatNPCShy Accept>
		% Msg3_3 <>
		Msg3_3 <>
		CMsg3_3 <ifChatNPCEasygoing Accept>
		% Msg3_4 <>
		Msg3_4 <>
		CMsg3_4 <ifChatNPCPassionate Accept>
		% Msg3_5 <>
		Msg3_5 <>
		CMsg3_5 <ifChatNPCCheerful Accept>
		% Msg3_6 <>
		Msg3_6 <>
		CMsg3_6 <ifChatNPCMelancholy Accept>

		% Msg4 <I normally charge $ \VAL V1 for a mission. As soon as I'm paid I can move out.>
		Msg4 <%JFϤդҤȻŻդ $ \VAL V1 äƤ%JGꤷȤ꤫>
		% Msg4_1 <>
		Msg4_1 <>
		CMsg4_1 <ifChatNPCSociable Accept>
		% Msg4_2 <>
		Msg4_2 <>
		CMsg4_2 <ifChatNPCShy Accept>
		% Msg4_3 <>
		Msg4_3 <>
		CMsg4_3 <ifChatNPCEasygoing Accept>
		% Msg4_4 <>
		Msg4_4 <>
		CMsg4_4 <ifChatNPCPassionate Accept>
		% Msg4_5 <>
		Msg4_5 <>
		CMsg4_5 <ifChatNPCCheerful Accept>
		% Msg4_6 <>
		Msg4_6 <>
		CMsg4_6 <ifChatNPCMelancholy Accept>

		% Msg5 <You do that.>
		Msg5 <Ƥ졣>
		% Msg5_1 <>
		Msg5_1 <>
		CMsg5_1 <ifChatNPCSociable Accept>
		% Msg5_2 <>
		Msg5_2 <>
		CMsg5_2 <ifChatNPCShy Accept>
		% Msg5_3 <>
		Msg5_3 <>
		CMsg5_3 <ifChatNPCEasygoing Accept>
		% Msg5_4 <>
		Msg5_4 <>
		CMsg5_4 <ifChatNPCPassionate Accept>
		% Msg5_5 <>
		Msg5_5 <>
		CMsg5_5 <ifChatNPCCheerful Accept>
		% Msg5_6 <>
		Msg5_6 <>
		CMsg5_6 <ifChatNPCMelancholy Accept>

		% Msg6 <Very good. I'll head to \ELEMENT 1 straight away.>
		Msg6 <褷 \ELEMENT 1 ˸衣>
		% Msg6_1 <>
		Msg6_1 <>
		CMsg6_1 <ifChatNPCSociable Accept>
		% Msg6_2 <>
		Msg6_2 <>
		CMsg6_2 <ifChatNPCShy Accept>
		% Msg6_3 <>
		Msg6_3 <>
		CMsg6_3 <ifChatNPCEasygoing Accept>
		% Msg6_4 <>
		Msg6_4 <>
		CMsg6_4 <ifChatNPCPassionate Accept>
		% Msg6_5 <>
		Msg6_5 <>
		CMsg6_5 <ifChatNPCCheerful Accept>
		% Msg6_6 <>
		Msg6_6 <>
		CMsg6_6 <ifChatNPCMelancholy Accept>

		% Prompt1 <I've got a job for you.>
		Prompt1 <%JS˻ŻäƤ%JG>
		% Prompt2 <I'll be back with the money soon...>
		Prompt2 <˶äƤġ>
		% Prompt3 <Here you go. [Give Money]>
		Prompt3 <ɤ[Ϥ]>

	end

end
inv
	NPC Journalist
	place <1 PASS ALLY>
	chardesc Heroic Lawful

	STC COMPUTER-1
	use <ifYesNo 1 2 3 Alert 4 Alert 5 Alert 6 Trigger KEY SELFNID>
	% Msg1 <Someone left the computer on... Do you want to check the files?>
	Msg1 <ïԥ塼ưޤޤġեĴ٤ޤ>
	% Msg2 <Yes please.>
	Msg2 <롣>
	% Msg3 <No thank you.>
	Msg3 <䡢빽>
	% Msg4 <It is imperative that no-one outside of the organization learn of our plans to reactivate T-1.>
	Msg4 <T-1׳ײϳοʹ֤ΤƤϤʤʤ>
	% Msg5 <Recent cleanup mission proceeded well; all witnesses liquidated. Still, there is a loose end to tie up.>
	Msg5 <ǶνϽĴ˿ʹԤƤ롣ܷԤϳõ줿ޤ־äĤפϤ롣>
	% Msg6 <The child of the witnesses, \PC , may have been told something before they died. Must be eliminated as well. See to this.>
	Msg6 <ܷԤϻ˻Ҷ \PC ˲⤷ʤäʤФʤʤǧ衣>

end
