%% COMP_P--.txt
%%
%%  Peaceful Life components

Plot
	name <The Greatest Threat>
	desc <A commander will assess the threats faced by this town.>
	requires <#A +Tgs (+Fcc|+Fpa) +P-- F:-- -L:ENEMY ~L:ALLY ~+Gpe ~+Gpo>
	Size 1

	% E1 is the scene where the speech will take place
	% E2 is a public scene
	% E3 is a military faction allied with the city
	% E4 is a pilot associated with that faction
	% E5 is an enemy of the military faction
	% E6 is a police faction allied with the city
	% E7 is an enemy of the police faction
	Element1 <Grab 6>
	Element2 <Scene Public !Near -7 !Okay -7>
	Element3 <Faction Military !Ally -7 -ArchEnemy>
	Element4 <Character HasMecha Passionate !Comrade 2 !Near 2 NeverFail -Friend -Lover -Family -ArchEnemy -Lancemate>
	NeverFail4 <Mecha Pilot>
	Place4 <1 (Citizens) SD ally>
	Element5 <Faction !Enemy 3 !XClude -3 !XClude -7 -Crime>
	Element6 <Faction Police !Ally -7>
	Element7 <Faction Crime !Enemy 6 !XClude -3>

	% P1 = Entry message Counter

	start <if= SceneID %1% if= P1 0 P= 1 1 Alert 1 Monologue %4% 2 History 3>
	% If E4 dies, this plot fails.
	end <ifNPCDead %4% LoseComp 0 .next>
	.next <+T-- +F-->

	Msg1 <You walk into %name1% just as %name4% is finishing up a speech.>
	Msg2 <So let no reasonable person deny, the greatest danger to \SCENE &EpisodeScene in this modern age is caused by %name5%.>
	Msg3 <You arrived at %name1% just as %name4% was finishing \PPR %4% speech.>

	sub
		Persona 4
		%% V1 = Have agreed or disagreed
		greeting <if= V1 0 else GoSecondTime NewChat Say 1 AddChat 1 AddChat 2  SetXXRAttitude %4% XXR_A_IsSenior>
		GoSecondTime <NewChat Say 5 AddChat 7 AddChat 8>
		result1 <EndChat Say 2 &SetEnemyFac %5% History 3 V= 1 1 AddChat 3>
		result2 <NewChat Say 4 AddChat 4 AddChat 5 AddChat 6>
		result3 <Goto GoSecondTime>
		result4 <EndChat Say 6 &SetEnemyFac %5% History 3 V= 1 1 AddChat 3>
		result5 <EndChat Say 7 &SetEnemyFac %7% History 8 V= 1 1 AddChat 9>
		result6 <EndChat Say 9 History 10 V= 1 1 AddChat 9>
		result7 <EndChat Say 11 History 12 SMemo 13 &SetTargetNPC %4% WinComp %2% .getmission>
		.getmission <+Tgt +Fmi>
		*result8 <*RejectMission GoR8Conclude>
		GoR8Conclude <History 14 SMemo 0 &SetTargetNPC %4% WinComp %2% .nomission>
		.nomission <+T-- +F-->
		result9 <NewChat Say 15 AddChat 7 AddChat 8>
		Msg1_1 <You seem like a good, level-headed citizen; a fellow cavalier, from the look of it. Tell me, what do you think of the speech I gave?>
		Msg2 <You see? I've been trying to explain to these know-nothing parlour generals about %name5%, but they just don't understand. It takes someone with real field experience to see the danger they pose!>
		Msg3 <You agreed with %name4% that %name5% is a major threat.>
		Msg4 <I was just telling these people about the danger posed by %name5%. Wouldn't you agree that they're the greatest threat facing our fine city at this time?>
		Msg5 <How would you like a job? I may have a combat mission for someone like you...>
		Msg6 <Exactly! But try to explain that to these know-nothing parlour generals... They don't believe we're in mortal peril at all!>
		Msg7 <Oh really? You must read too many tabloid newsites... When our day of reconing comes, and it is coming, the threat's gonna be a military force, not any half-baked hooligans.>
		Msg8 <You told %name4% that %name5% is a major threat.>
		Msg9 <Ha! If you really think that, then you're living in a fantasy world... This universe is filled with people who only live to kill us and take our stuff! You either deal with that, or you can die. Your choice.>
		Msg10 <You told %name4% that there were no major threats to \SCENE &EpisodeScene .>
		Msg11 <Great! Meet me at %name2% later on and I'll give you the details then.>
		Msg12 <%name4% offered you a mission, which you accepted.>
		Msg13 <%name4% offered you a mission. You should meet \OPR %4% at %name2%.>
		Msg14 <%name4% offered you a mission, which you refused.>
		Msg15 <The only cure for ignorance like yours is a healthy dose of reality. I could send you on a mission so you can see the danger we're in first hand.>
		Prompt1 <Um, yeah, I agree completely.>
		Prompt2 <Could you go over the main points one more time?>
		Prompt3 <[Continue]>
		Prompt4 <Yes, absolutely. They must be stopped at all costs!>
		Prompt5 <No; the real danger comes from %name7%.>
		Prompt6 <Honestly, I don't think we have much to worry about.>
		Prompt7 <I'd like that a lot.>
		Prompt8 <Thanks, but no thanks.>
		Prompt9 <[Continue]>

		STC MS_PRESENTATION
		SetID 1
	end

Plot
	name <The Police Are Hiring>
	desc <The PC will be offered a job by a police officer.>
	requires <#A (+P--|+Pme|+Pun) +T-- F:CRIME ~P:-->

	% E1 is the scene where this component will take place
	% E2 is the NPC that the PC will speak with
	% E3 is the enemy faction
	element1 <Scene Building Public !Okay -3 !Near -7>
	element2 <Character Police !Near -7 !Okay -7 !Enemy -2 -ArchEnemy>
	Place2 <1 (Guards) SD>
	element3 <Grab 2>

	% All this plot does is activate the mission subplot
	update <if= PlotStatus %plotid% 0  SetPlotStatus %plotid% %id1%>

	%% SubPlot1 is the mission to be offered
	SubPlot1 <*CS_GiveMission 2>

	sub
		Persona 2
		rumor%id1% <%name2% in %name1% has been fighting %name3%.>
	end

Plot
	name <Mysterious Seeker>
	desc <Someone else is also looking for your target.>
	requires <#A +Tgt (T:ACADE|T:MEDIA) S:-- (F:CORPO|F:CRIME|F:POLIT) (+P--|+Pme)>

	% E1 is a public scene for this component.
	% E2 is a member of the enemy faction
	% E3 is the person being sought
	Element1 <Scene Public !Near -7>
	Element2 <Character Wangtta !Comrade -2 NeverFail>
	Place2 <1 (Citizens) Pass>
	NeverFail2 <Spy>
	Element3 <Grab 5>
	Place3 </>

	start <ifNPCDead %2% LoseComp 0 .next>
	.next <>

	sub
		Persona 2
		rumor <%name2% has been asking suspicious questions about %name3%.>
		greeting <NewChat Say 1 AddChat 1 AddChat 2>
		GoEnd <StoryNote 4 WinComp 0 .next>
		.next <+Tgt +Fpr>
		result1 <NewChat Say 2 Goto GoEnd>
		result2 <NewChat Say 3 Goto GoEnd>
		Msg1 <Hey, you wouldn't happen to know where %name3% is, would you?>
		Msg2 <You are? Er... well, forget that I asked anything, then. I'm not looking for %name3% myself... and \FACTION &EnemyFac aren't either.>
		Msg3 <Um... well, it's certainly not because I was sent here by \FACTION &EnemyFac . Definitely not.>
		Msg4 <You met a shady character who was looking for %name3%.>
		Prompt1 <I'm looking for \OPR %3% myself.>
		Prompt2 <Why do you want to find \OPR %3% ?>
	end



Plot
	name <Recruiting Drive>
	desc <Recruiters from two corporate factions are at the conference; maybe the PC will be recruited.>
	requires <#A +Tgs (+P--|+Pme|+Pla) P:-- F:-- (C:CORPO|C:LABOR|C:CRAFT|C:TRADE) ~+Fcc ~+Fmi -+Ffi>
	Size 1

	% E1 is the scene where this component will take place
	% E2 is a corporate building in this city
	% E3 is Corporate Faction 1, ally of E2
	% E4 is Corporate Faction 2, enemy of E3
	% E5 is a member of E3
	% E6 is a public building
	% E7 is a member of E4
	Element1 <Grab 6>
	Element2 <Scene Building Corporate !Near -7>
	Element3 <Faction Corporate !Comrade 2>
	Element4 <Faction Corporate !Enemy 3>
	ELement5 <Character !Comrade 3 !Near 2 NeverFail>
	NeverFail5 <Corporate Executive>
	Place5 <1 (Citizens) Pass Ally>
	Element6 <Scene Building Public !Okay 4 !Near -7>
	ELement7 <Character !Comrade 4 !Near 6 NeverFail>
	NeverFail7 <Corporate Executive>
	Place7 <1 (Citizens) Pass Ally>

	% P5 = Have been offered job by E5
	% P7 = Have been offered job by E7

	start <ifNPCDead %5% ifNPCDead %7% LoseComp 0 .next>
	.next <+T-- +F-->

	% SubPlot1 is the delayed victory, if the PC accepts the job.
	SubPlot1 <*CS_DelayedVictory>

	sub
		Persona 5
		rumor0 <%name5% is recruiting for %name3% at %name1% today.>
		% V1 = Mecha Size
		% V2 = Signing Bonus
		&RecFac <%3%>
		&AltFac <%4%>
		greeting <if= PlotStatus %plotid% 0 else GoChat Goto GoCheckFirst>
		GoChat <NewChat SayAnything>
		GoCheckFirst <IFFACTIONENEMY &RecFac else GoOfferJoin NewChat Say 1 StoryNote 2 &SetEnemyFac &RecFac WinComp 0 .make_enemy>
		GoOfferJoin <NewChat Say 3 AddChat 1 AddChat 2 AddChat 3 AddChat 4 P= 5 1>
		.make_enemy <+T-- +F-->
		result1 <NewChat Say 4 AddChat 2 AddChat 3 AddChat 5 AddChat 6 V= 1 StoryDL V= 2 150000>
		result2 <NewChat Say 5 StoryNote 6 &SetEnemyFac &RecFac WinComp 0 .make_enemy>
		result3 <NewChat Say 7>
		result4 <NewChat Say 8 SMemo 0 &SetAllyFac PCFac WinComp 0 .make_enemy>
		result5 <NewChat Say 9 StoryNote 10 &SetAllyFac &RecFac  SetPCFac &RecFac  RandomMecha .meks V1  CashPrize V2  XPV 200  AlterContext .make_enemy SetPlotStatus %plotid% %id1%>
		.meks <GENERAL \FACTION_DESIG &RecFac>
		result6 <NewChat Say 11 AddChat 2 AddChat 3 AddChat 5 V+ 1 10 V= 2 * 2 V2  &SetEnemyFac &AltFac>
		Msg1 <The evil plans of %name3% will soon come to fruition! Oh, wait, you're not the human resources director... forget I said that.>
		Msg2 <%name5% revealed that %name3% is planning something.>
		Msg3 <You should know that %name3% is looking for some fresh talent. If you'd like a position with our company, I can sign you up right away.>
		Msg3_1 <>
		Msg3_2 <>
		Msg4 <For joining %name3% you'll receive a company mecha, skill training, access to company perks and the possibility of rapid promotion. What do you say?>
		Msg4_1 <>
		Msg4_2 <>
		Msg5 <You choose to reject us? Fine... but be warned that the %name3% juggernaut will not be stopped!>
		Msg5_1 <>
		Msg6 <%name5% seemed upset that you refused to join %name3%.>
		Msg7 <Please do. Let me know when you've made your decision.>
		Msg7_1 <>
		Msg8 <Well, isn't that nice. If you'll excuse me I should go scout out some people who are actually looking for jobs.>
		Msg9 <Great! To start with, here's your company mecha and an equipment bonus. We'll let you know when there's some work for you to do.>
		Msg9_1 <>
		Msg10 <You accepted a job offer from %name3%.>
		Msg11 <Is that so? Well, whatever %name4% is offering, %name3% can promise more! How about it, do we have a deal?>
		Msg11_1 <>
		Prompt1 <What do I get for signing on?>
		Prompt2 <No thanks. I'm not interested.>
		CPrompt2 <if# P5 0 Accept>
		Prompt3 <Hmmm... I'll think about that.>
		Prompt4 <I'm quite happy working for \FACTION PCFac .>
		CPrompt4 <if# PCFac 0 Accept>
		Prompt5 <Alright, I'll join!>
		Prompt6 <%name7% offered me a better deal.>
		CPrompt6 <if# P7 0 Accept>

		Persona 7
		rumor0 <%name7% is recruiting for %name4% at %name1% today.>
		% V1 = Mecha Size
		% V2 = Signing Bonus
		&RecFac <%4%>
		&AltFac <%3%>
		greeting <if= PlotStatus %plotid% 0 else GoChat Goto GoCheckFirst>
		GoChat <NewChat SayAnything>
		GoCheckFirst <IFFACTIONENEMY &RecFac else GoOfferJoin NewChat Say 1 StoryNote 2 &SetEnemyFac &RecFac WinComp 0 .make_enemy>
		GoOfferJoin <NewChat Say 3 AddChat 1 AddChat 2 AddChat 3 AddChat 4 P= 7 1>
		.make_enemy <+T-- +F-->
		result1 <NewChat Say 4 AddChat 2 AddChat 3 AddChat 5 AddChat 6 V= 1 StoryDL V= 2 150000>
		result2 <NewChat Say 5 StoryNote 6 &SetEnemyFac &RecFac WinComp 0 .make_enemy>
		result3 <NewChat Say 7>
		result4 <NewChat Say 8 SMemo 0 &SetAllyFac PCFac WinComp 0 .make_enemy>
		result5 <NewChat Say 9 StoryNote 10 &SetAllyFac &RecFac  SetPCFac &RecFac  RandomMecha .meks V1  CashPrize V2  XPV 200  AlterContext .make_enemy SetPlotStatus %plotid% %id1%>
		.meks <GENERAL \FACTION_DESIG &RecFac>
		result6 <NewChat Say 11 AddChat 2 AddChat 3 AddChat 5 V+ 1 10 V= 2 * 2 V2  &SetEnemyFac &AltFac>
		Msg1 <The evil plans of %name4% will soon come to fruition! Oh, wait, you're not the human resources director... forget I said that.>
		Msg2 <%name7% revealed that %name4% is planning something.>
		Msg3 <You should know that %name4% is looking for some fresh talent. If you'd like a position with our company, I can sign you up right away.>
		Msg3_1 <>
		Msg3_2 <>
		Msg4 <For joining %name4% you'll receive a company mecha, skill training, access to company perks and the possibility of rapid promotion. What do you say?>
		Msg4_1 <>
		Msg4_2 <>
		Msg5 <You choose to reject us? Fine... but be warned that the %name4% juggernaut will not be stopped!>
		Msg5_1 <>
		Msg6 <%name7% seemed upset that you refused to join %name4%.>
		Msg7 <Please do. Let me know when you've made your decision.>
		Msg7_1 <>
		Msg8 <Well, isn't that nice. If you'll excuse me I should go scout out some people who are actually looking for jobs.>
		Msg9 <Great! To start with, here's your company mecha and an equipment bonus. We'll let you know when there's some work for you to do.>
		Msg9_1 <>
		Msg10 <You accepted a job offer from %name4%.>
		Msg11 <Is that so? Well, whatever %name3% is offering, %name4% can promise more! How about it, do we have a deal?>
		Msg11_1 <>
		Prompt1 <What do I get for signing on?>
		Prompt2 <No thanks. I'm not interested.>
		CPrompt2 <if# P7 0 Accept>
		Prompt3 <Hmmm... I'll think about that.>
		Prompt4 <I'm quite happy working for \FACTION PCFac .>
		CPrompt4 <if# PCFac 0 Accept>
		Prompt5 <Alright, I'll join!>
		Prompt6 <%name5% offered me a better deal.>
		CPrompt6 <if# P5 0 Accept>

		STC MS_SOCIAL
		SetID 1
	end


Plot
	name <Not Even The Police Are Safe>
	desc <The officer you have to see for the mission? He got robbed.>
	requires <#A +Tgt (+Fmi|+Fin) +P-- T:POLIC (F:--|F:CRIME) S:++>
	changes <+P>

	% E1 is the building
	% E2 is the police officer
	% E3 is the thief
	element1 <Grab 6>
	element2 <Grab 5>
	Place2 <1 (Citizens) pass>
	element3 <Prefab>

	end <if= PlotStatus %plotid1% 0  ifNPCDead %2%  LoseComp 0 .%id%_loss>
	.%id%_loss <+T-- +F-->

	.%id1%_%plotid1%_GoWin <SetPlotStatus %plotid2% %id2%     SMemo %id%01>
	.%id1%_%plotid1%_GoLoss <SetPlotStatus %plotid3% %id3%    SMemo %id%02>

	Msg%id%01 <You stopped %name3%'s plan. You should go see %name2% at %name1% for a reward.>
	Msg%id%02 <You failed to stop %name3%. You should go report to %name2% at %name1%.>

	%% SubPlot1 is the combat encounter itself
	%% SubPlot2 is the winning condition
	%% SubPlot3 is the loss condition
	SubPlot1 <*:CS_StopNPCMission 3>
	SubPlot2 <*CS_CAWinMission 2>
	SubPlot3 <*CS_CALoseMission 2>

	sub
		STC MS_OFFICE
		SetID 1

		Persona 2
		special <UNLISTED>
		greeting <if= PlotStatus %plotid1% 0 else .%id%_GoRemind NewChat Say 1 AddChat 1>
		*.%id%_GoRemind <*GenericMissionReminder>
		result1 <NewChat Say 2 StoryNote 3 SetPlotStatus %plotid1% %id1% AlterContext .context>
		.context <+Pun>

		Msg1 <It's a sad day in \SCENE &EpisodeScene when not even the police are safe...>
		Msg1_1 <>
		Msg2 <On my way here today I was robbed by %name3%! This could well be the start of a crime wave. Look, I don't have a proper mission available, but if you could help bring %name3% to justice I'll see what kind of a reward I can scrounge up.>
		Msg2_1 <>
		Msg3 <You went to see %name2% , but found \SPR %2% had been robbed by %name3%.>
		Prompt1 <Tell me what happened.>
		Prompt1_1 <What happened here?>
	end
	inv
		NPC Thief
		Combatant
	end

Plot
	name <Surprise Attack>
	size 1
	desc <The meeting place is attacked by mecha!>
	requires <#A +Tgt (+P--|+Pme) T:++ S:meta>
	changes <+P>

	% P1 = Initialization Counter

	% E1 is the scene where this will take place
	% E2 is the NPC the PC wants to talk to
	% E3 is the scene outside the meeting area
	element1 <Grab 6>
	element2 <Grab 5>
	Place2 <1 (Citizens) pass ally>
	element3 <Scene Urban !Near -7>

	% SubPlot1 contains the ambush battle
	% SubPlot2 contains the victory, if the PC defeats the enemies
	SubPlot1 <*CS_AmbushEncounter 3>
	SubPlot2 <*CS_ThanksForRescue&FromCSEnemy 2>

	% Needed Scripts
	.%id1%_%plotid%_GoWin <ifNPCOK %2% else GoJustEnd Alert 4 StoryNote 2 SetPlotStatus %plotid% %id2%>
	.%id1%_%plotid%_GoLose <ifNPCOK %2% else GoJustEnd Alert 3 StoryNote 1 DeleteNPC %2% Goto GoJustEnd>
	GoJustEnd <LoseComp 0 .loss>
	.loss <+T-- +Pun>
	Msg1 <%name2% died during a mecha attack.>
	Msg2 <You rescued %name2% from a mecha attack.>
	Msg3 <%name1% is blasted by the mecha, killing those trapped inside.>
	Msg4 <You have defended %name1% from the mecha attack.>

	sub
		MetaScene 1
		% L1 = Bombing started
		% L2 = Bomb counter

		ClubMap
		MapWidth 20
		MapHeight 25

		type <CLUB LEGIT PUBLIC>
		special <AddExit>
		Content <Some 5 25 Sub *CLUB_X>

		5Min <if= PlotStatus %plotid% 0 else GoBomb if= L1 0 V+ 2 1 ifG V2 1 if= d2 1 Goto GoStartBombing>
		GoStartBombing <SetPlotStatus %plotid% %id1% AirRaidSiren Alert 1 StoryNote 2 Bomb  AlterContext .next  L= 1 1>
		Faint%2% <if= PlotStatus %plotid% 0 Goto GoStartBombing>
		GoBomb <if= PlotStatus %plotid% %id% Print 3 Bomb>
		nu1 <if= T1 0 Return>
		.next <+Pun>
		Msg1 <Unexpectantly, the building is attacked by mecha!>
		Msg2 <While meeting %name2%, %name1% was attacked by mysterious mecha.>
		Msg3 <The battle outside rages!>
		sub
			Team 1

			Team 2
			name <Citizens>
			setally 1
			Passive

			room
			name <Dance Floor>
			desig <EntranceGrid>
			Content <Some 8 45 Here *URBAN_X>
		end

		Persona 2
		special <UNLISTED>
		greeting <if= PlotStatus %plotid% %id1% else GoCheckFirstMeeting EndChat Say 4>
		GoCheckFirstMeeting <if= PlotStatus %plotid% 0 else GoChat Goto GoFirstMeeting>
		*GoFirstMeeting <*HowAreYou GoMessage>
		GoMessage <NewChat Say 1 AddChat 1 AddChat 2>
		*GoChat <*MISC_CHATTER>
		result1 <AddEasygoing d6 Goto result2>
		result2 <Alert 5  EndChat Say 2  AirRaidSiren StoryNote 3 SetPlotStatus %plotid% %id1% AlterContext .next  L= 1 1>
		.next <+Pun>
		Msg1 <Say, do you hear anything?>
		Msg2 <We have to get out of here!>
		Msg3 <While meeting %name2%, %name1% was attacked by mysterious mecha.>
		Msg4 <We're under attack by mecha!>
		Msg5 <Unexpectantly, the building is attacked by mecha!>
		Prompt1 <No, I don't.>
		Prompt2 <Look at the window, there are mecha!>
	end


Plot
	name <A Gentle Reminder>
	desc <Your friend reminds you that you were supposed to attend a meeting.>
	requires <#A +P-- +Tgt ~+F-- T:++ T:FRIEND P:++ -P:PDASS S:++>

	%% E1 is the scene.
	%% E2 is the friend.
	%% E3 is the superior to report to.
	element1 <Grab 6>
	element2 <Grab 5>
	Place2 <1 (Citizens) pass>
	element3 <Character !Comrade -3 !Near -7 Renowned>

	start <ifNPCDead E2  LoseComp 0 .loss>
	.loss <+T-->

	sub
		STC MS_CLUB
		SetID 1

		Persona 2
		special <UNLISTED>
		*greeting <*HowAreYou GoChat>
		*GoChat <*Shimli_Chatter GoRemind>
		GoRemind <NewChat Say 1 AddChat 1 AddChat 2 AddChat 3 AddChat 8 SMemo 2 History 10 Goto GoWin>
		GoWin <&SetTargetNPC %3%  WinComp NPCScene %3% .next>
		.next <+Tgt +Fmi>
		result1 <NewChat AddEasygoing -d3   Say 3 AddChat 4>
		result2 <NewChat AddEasygoing  d6   Say 4>
		result3 <NewChat AddCheerful   d4   Say 5  AddChat 5 AddChat 6>
		result4 <NewChat Say 6>
		result5 <NewChat Say 7>
		result6 <NewChat AddCheerful d4     Say 8 AddChat 5 AddChat 7>
		result7 <NewChat AddCheerful d4     Say 9>
		result8 <NewChat Say 11 AlterContext .loss>
		.loss <+T-- +F-->
		Msg1 <It's been nice chatting, but you better get a move on. Weren't you supposed to meet your boss %name3% today?>
		Msg1_1 <Say, weren't you supposed to meet your boss %name3% today? I think you mentioned something about it last night.>
		Msg1_2 <I guess you have to leave soon. You've got that big meeting with %name3% today...>
		Msg2 <You have to meet %name3% at \SCENE NPCScene %3% for important business regarding \NARRATIVE 3 .>
		Msg3 <Well, it's a good thing you came here then. Otherwise you would've forgotten altogether.>
		Msg4 <As a member of \FACTION PCFac you're always busy. I'll talk with you again after you finish at \SCENE NPCScene %3% .>
		Msg5 <Last night, when we were talking, I'm quite sure you mentioned a meeting at \SCENE NPCScene %3% ...>
		Msg6 <I think you said the meeting was at \SCENE NPCScene %3% . I'll talk with you after work.>
		Msg7 <Are you feeling OK, \PC ? I guess you've been stressed lately... Anyhow, I'll talk with you after work.>
		Msg8 <It's something about your job with \FACTION PCFac ... Are you really sure you don't remember?>
		Msg9 <Strange, you didn't seem drunk last night... Maybe you should go to \SCENE NPCScene %3% and talk with %name3% anyways, just to be sure.>
		Msg10 <%name2% reminded you to meet %name3%.>
		Msg11 <Oh. Well, I guess you won't be having that meeting, then...>
		Prompt1 <That's right! I totally forgot!>
		CPrompt1 <ifNPCOK %3% Accept>
		Prompt1_1 <Argh! I'm late!!!>
		Prompt2 <Yeah, I know.>
		CPrompt2 <ifNPCOK %3% Accept>
		Prompt2_1 <I'm going there now.>
		Prompt3 <No, I don't think so...>
		CPrompt3 <ifNPCOK %3% Accept>
		Prompt3_1 <I don't remember that...>
		Prompt4 <Thanks for the reminder...>
		Prompt4_1 <Thanks for reminding me.>
		Prompt5 <Ah, now I remember...>
		Prompt5_1 <Yes, that's right!>
		Prompt5_2 <Oh, you mean THAT meeting...>
		Prompt6 <Nope. Not ringing any bells.>
		Prompt7 <I'm getting nothing.>
		Prompt8 <Actually, %name3% is dead.>
		CPrompt8 <ifNPCDead %3% Accept>

		Persona 3
		greeting <NewChat Say 1>
		Msg1 <You're too early for our meeting. Come back later.>
	end

Plot
	name <Boring day, let's go duel!>
	Size 1
	desc <Your friend is bored, and suggests that the two of you go duel.>
	requires <#A +Tgt +P-- (+F--|+Fch) T:FRIEND (T:ADVEN|T:MILIT|T:PDASS) ~P:PDASS ~+Gfa>

	% E1 is the scene where the meeting will take place.
	% E2 is the friend being met.
	% E3 is a location for the duel.
	% E4 is a scene to use if the PC refuses the duel
	% E5 is a character to use if the PC refuses the duel
	Element1 <Grab 6>
	Element2 <Grab 5>
	Place2 <1 (Citizens) pass>
	Element3 <Scene Environs !Near -7>
	Element4 <Scene Building Public !Near -7 !Okay -7>
	Element5 <Character "MILIT" !Near -7 !Ally -7 !Okay -3>

	% SubPlot1 is the duel itself
	% SubPlot2 is the path if the PC wins the duel
	% SubPlot3 is the path if the PC loses the duel
	SubPlot1 <*CS_Duel 2 1 3>
	SubPlot2 <*CS_WinDuelVs 2>
	SubPlot3 <*CS_LoseDuelVs 2>

	% V1 = Initialization Counter
	update <if= v1 0 V= 1 1 NPCLevel %2% StoryDL>

	% As long as we're still at the first phase, the NPC's death will end the plot.
	start <if= PlotStatus %plotid% 0 ifNPCDead %2% LoseComp 0 .changes>
	.changes <+T-- +F-->

	.%id1%_%plotid%_GoWin <ifNPCOK %2% else GoE2Died SMemo 1 SetPlotStatus %plotid% %id2%>
	.%id1%_%plotid%_GoLose <SMemo 2 SetPlotStatus %plotid% %id3%>
	GoE2Died <SMemo 0 WinComp 0 .changes>

	Msg1 <You bested %name2% in a duel; \SPR %2% is waiting for you at %name1%.>
	Msg2 <You were defeated by %name2% in a duel; \SPR %2% is waiting for you at %name1%.>

	sub
		Persona 2
		greeting <if= PlotStatus %plotid% 0 else GoChat Goto GoGreet>
		*GoChat <*MISC_CHATTER>
		*GoGreet <*HowAreYou GoChallenge>
		GoChallenge <NewChat Say 1 AddChat 1 AddChat 2>
		result1 <NewChat Say 2  StoryNote 4 SetPlotStatus %plotid% %id1%>
		result2 <NewChat Say 3 AddChat 3 AddChat 4 AddChat 5
		result3 <NewChat Say 5 SMemo 7 &SetTargetNPC %5% NegateComp %4% .gojob>
		.gojob <+Tgt +Fmi>
		result4 <NewChat Say 6 AddEasygoing d8  LoseComp 0 .donothing>
		.donothing <+T-- +F-->
		result5 <Goto result1>
		Msg1 <It's been kind of a boring day. How would you like to try out our new mecha?>
		Msg1_1 <Say, I've been meaning to ask you something. I know that you're a bit of a mecha pilot too... How would you like try out against me in a friendly practice match?>
		CMsg1_1 <ifNPCSociable Accept>
		Msg1_2 <I'm bored. How about we go try out our new mecha in a friendly match?>
		CMsg1_2 <ifNPCShy Accept>
		Msg1_3 <Absolutely nothing's going on around here. I have an idea, though... What say we go try our new mecha in a friendly match?>
		CMsg1_3 <ifNPCEasygoing Accept>
		Msg1_4 <I've been aching to try out my new mecha. Hey, you're a pilot... How about we go spar?>
		CMsg1_4 <ifNPCPassionate Accept>
		Msg1_5 <I've got a fun idea to spice up the day. How'd you like to fight a practice match against me?>
		CMsg1_5 <ifNPCCheerful Accept>
		Msg1_6 <Today has been so dull... I have an idea that might spice things up. How about we have an impromptu mecha fight?>
		CMsg1_6 <ifNPCMelancholy Accept>
		Msg2 <Great. Come meet me in %name3% when you're ready.>
		Msg2_1 <I'll give you some time to get ready. Come meet me in %name3% when you are.>
		Msg3 <Is that so? What could be more important than a senseless mecha fight?>
		Msg3_1 <Really? Well, I didn't know that you had plans. What do you have to do, anyways?>
		CMsg3_1 <ifNPCSociable Accept>
		Msg3_2 <Is that so?>
		CMsg3_2 <ifNPCShy Accept>
		Msg3_3 <Cool. So, what's up?>
		CMsg3_3 <ifNPCEasygoing Accept>
		Msg3_4 <What could possibly be more important than defending your warrior honor?>
		CMsg3_4 <ifNPCPassionate Accept>
		Msg3_5 <Don't tell me that you have a date. What's going on?>
		CMsg3_5 <ifNPCCheerful Accept>
		Msg3_6 <Are you sure you're not just wussing out? What do you have to do that's so important?>
		CMsg3_6 <ifNPCMelancholy Accept>
		Msg4 <Your friend %name2% challenged you to a duel in %name3%.>
		Msg5 <Wow, that is a big deal. Good luck with that. I guess you better head on to %name4% then.>
		Msg5_1 <You don't say. I guess that is more important than a duel that doesn't even have a decent wager on it... You better get over to %name4%, then.>
		Msg6 <That's better than dueling? \PC , I'm not certain that you're cut out to be a cavalier.>
		Msg6_1 <Whatever makes you happy, \PC . I'll find something else to do.>
		Msg7 <You are meeting %name5% at %name4% for some kind of mission.>
		Prompt1 <Alright, let's do it.>
		Prompt1_1 <Sure, why not?>
		Prompt1_2 <That sounds like a fun idea.>
		Prompt2 <I've got better things to do.>
		Prompt2_1 <Sorry, I'm really busy right now.>
		Prompt2_2 <Maybe some other time, but not today.>
		Prompt3 <I'll be meeting %name5% about a job.>
		Prompt4 <I'll be doing nothing.>
		Prompt5 <I guess I can have that duel after all.>

		STC MS_CAFE
		SetID 1
	end




