%%
%% CORE STORY CONCLUSION
%%
%%  These fragments are used by the game ending.
%%

%%
%% *CS_END_FinalBattle_Greeting
%%
%%  The final battle has started, and the Enemy has just appeared. This is the greeting
%%  for the PC.
%%
%%  PARAM1: Exit Label, presumably to THEME_EXPO
%%

Persona
	requires <*CS_END_FinalBattle_Greeting (2:A.hat|2:A.mut|2:A.pch)>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	Msg%id%01 <How convenient. Here you are, \PC , standing before me at my moment of power. It saves me the trouble of having to hunt you down later on.>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <Let's settle this.>
	Prompt%id%01_2 <>

Persona
	requires <*CS_END_FinalBattle_Greeting 2:A.obs>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	Msg%id%01 <I knew you'd come, \PC ! I wouldn't want you to miss my ascent to power, and your descent into hell!>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <It's time to end this, \CHATNPC .>
	Prompt%id%01_2 <I'm here. And I'm going to end this, now.>

Persona
	requires <*CS_END_FinalBattle_Greeting 2:M.nih>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	Msg%id%01 <Today a new god of death is born, and \PPR ChatNPCID name is \ChatNPC ! You will be among the first to taste my power.>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <The only one who's going to die here is you.>
	Prompt%id%01_2 <Wow, you really have lost it.>

Persona
	requires <*CS_END_FinalBattle_Greeting "Villainous">
	START <EndChat Say %id%01 AddChat %id%01 AddChat %id%02>
	Result%id%01 <Goto %1%>
	Result%id%02 <Goto %1%>
	Msg%id%01 <Well look at this. I haven't started to fight yet, but already you're bleeding... Should I be quick and put you out of your misery, or shall I play with you a while first?>
	Msg%id%01_1 <>
	Msg%id%01_2 <>
	Prompt%id%01_1 <By the end, you'll look way worse than me.>
	Prompt%id%01_2 <I hope you're not afraid of blood, 'cause you're about to see plenty.>
	Prompt%id%02_1 <Enough talking. Let's end this.>
	Prompt%id%02_2 <Are you here to talk or to fight? Let's go.>

Persona
	requires <*CS_END_FinalBattle_Greeting>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	Msg%id%01 <This battle has gone on for long enough. It's time that I end it once and for all, by ending your life...>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01_1 <Let's do this.>
	Prompt%id%01_2 <You're free to try.>


%%
%% *CS_END_Intro_Greeting
%%
%%  The PC has just stumbled into the Enemy's plans, and the Enemy will greet the PC.
%%  This pfrag should be based on the E:A and E:M context.
%%
%%  The PFrag will exit with the PC making a defiant challenge, to be answered below.
%%
%%  PARAM1: Exit Label
%%

Persona
	requires <*CS_END_Intro_Greeting>
	START <EndChat Say %id%01 AddChat %id%01>
	Result%id%01 <Goto %1%>
	Msg%id%01 <Hello, \PC . I've been expecting you. This would hardly be my moment of victory if I didn't get a chance to crush you once and for all.>
	Msg%id%01_1 <>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <>
	CMsg%id%01_6 <ifNPCMelancholy Accept>
	Prompt%id%01_1 <You're the one who's going to get crushed.>
	Prompt%id%01_2 <Don't be so cocky. I haven't even started yet.>

%%
%% *CS_END_Intro_Explanation
%%
%%  The Enemy NPC will explain what's going on, and may mention that the PC is too
%%  late anyhow. This pfrag should be based on the +P state and the enemy faction.
%%
%%  This PFrag should set a storynote (smemo+history).
%%

Persona
	requires <*CS_END_Intro_Explanation +Pla I:++>
	START <EndChat Say %id%01 SMemo %id%02 History %id%03>
	Msg%id%01 <We have the \ITEM &TargetItem . With the knowledge it contains, our forces will be unbeatable! Still, I cannot leave loose ends unaddressed... I've assigned my best fighters to hunting you down. Goodbye \PC .>
	Msg%id%02 <\CHATNPC revealed that \SPR ChatNPCID has obtained the \ITEM &TargetItem ; \SPR ChatNPCID assigned several of \PPR ChatNPCID best fighters to hunting you down.>
	Msg%id%03 <\CHATNPC found the \ITEM &TargetItem , and revealed that it held great knowledge.>

Persona
	requires <*CS_END_Intro_Explanation F:REDMA (+P--|+Pme|+Pun|+Psh|+Pew)>
	START <EndChat Say %id%01 SMemo %id%02 History %id%03>
	Msg%id%01 <The era of the Red Mask Raiders has begun. With our new fleet we will be lords of the spaceways! Soon you will feel our true power, and tremble before it...>
	Msg%id%02 <\CHATNPC revealed that the Red Mask Raiders are making a play for dominance.>
	Msg%id%03 <The Red Mask Raiders unveiled their new fleet, and plans for domination.>

Persona
	requires <*CS_END_Intro_Explanation>
	START <EndChat Say %id%01 SMemo %id%02 History %id%03>
	Msg%id%01 <I'm afraid that you're too late. My forces have already launched, and victory is at hand. I regret that you will not be able to see this, though, as I've sent my best fighters to remove you from the equation.>
	Msg%id%02 <\CHATNPC revealed that \PPR ChatNPCID forces have already launched; \SPR ChatNPCID assigned several of \PPR ChatNPCID best fighters to hunting you down.>
	Msg%id%03 <You arrived too late to prevent \CHATNPC 's forces from launching.>

%%
%% *CS_END_StatusReport
%%
%%  This friendly NPC will explain to the PC what's been going on in the city. This
%%  pfrag will be based on the enemy faction, the enemy NPC, and the +P state.
%%
%%  PARAM1: [Continue] exit label
%%

Persona
	requires <*CS_END_StatusReport F:REDMA E:++>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	Msg%id%01 <The Red Mask Raiders have united under a new admiral, \PERSONA &EnemyNPC . Under \PPR &EnemyNPC leadership they plan to become a major power in the L5 region. They're ravaging \SCENE &EpisodeScene as a demonstration of their strength.>
	Prompt%id%01 <[Continue]>

Persona
	requires <*CS_END_StatusReport F:REDMA +Pew>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	Msg%id%01 <I don't know who's been helping them, but the Red Mask Raiders have obtained state of the art mecha. There's no way pirates could build machines like that by themselves. They're using \SCENE &EpisodeScene as a proving ground.>
	Prompt%id%01 <[Continue]>

Persona
	requires <*CS_END_StatusReport F:REDMA>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	Msg%id%01 <The Red Mask Raiders have completely taken over \SCENE &EpisodeScene . It's almost like they're just showing off their power- they've taken on the police and the military and defeated everyone.>
	Prompt%id%01 <[Continue]>

Persona
	requires <*CS_END_StatusReport>
	START <EndChat Say %id%01 AddChat %id%01>
	result%id%01 <Goto %1%>
	Msg%id%01_1 <\PERSONA &EnemyNPC is launching some kind of big operation. We can't be sure what, but \SPR &EnemyNPC 's got a veritable army in town enforcing \PPR &EnemyNPC will.>
	CMsg%id%01_1 <ifNPCOK &EnemyNPC Accept>
	Msg%id%01_2 <We've been overrun by \FACTION &EnemyFac ; nobody knows what they want, but they've got a veritable army on the street and have been busy crushing all resistance!>
	CMsg%id%01_2 <if# &EnemyFac 0 Accept>
	Msg%id%01_3 <\SCENE &EpisodeScene has been engulfed in chaos! Unaligned cavaliers have been battling in the street and nobody seems to know who's responsible or how to stop it.>
	CMsg%id%01_3 <ifNPCDead &EnemyNPC if= &EnemyFac 0 Accept>
	Prompt%id%01 <[Continue]>



