%%
%% CORE STORY RANDOM CONTENT
%%
%% These fragments are used by the core story. Therefore, they can use all the story
%% context descriptors in their REQUIRES blocks, and can access the XRan palette freely.
%%
%% In addition, some of these fragments are tied to specific components, and may not
%% be readily reusable in other components.
%%

%%
%% *CS_END_Final_Allies Content
%%
%%  The final battle is starting. Load some allies to help the PC. All of these
%%  NPCs should say something upon receiving the RollCall trigger.
%%

Content
	name <Core Ally>
	requires <*CS_END_Final_Allies P:++>

	Element1 <Character !Comrade -3 HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <%name1% , reporting for \FACTION &AllyFac !>
	Msg%id%01_1 <Don't worry, \PC - \FACTION &AllyFac is here to back you up!>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <%name1% reporting for duty.>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <They say that you're the one who got \FACTION &AllyFac into this mess. Well, never mind... I'm here to back you up, anyhow.>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <For the honor and power of \FACTION &AllyFac , let's win this one!>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <Wow! I've never been in a battle this large before... I'll do my best, \PC !>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <The outcome of this battle could spell the end for \FACTION &AllyFac ... Stand firm, we can't afford to lose this one.>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Faction Ally>
	requires <*CS_END_Final_Allies ~P:PCFAC>

	Element1 <Faction PCFac>
	Element2 <Character !Comrade 1 !Okay -3 HasMecha !Global>
	Team2 <Allies>
	TeamData2 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %2% %id%01 NPCLevel %2% StoryDL Goto %pop%>

	Msg%id%01 <This is %name1% reporting for duty, \RANK .>
	Msg%id%01_1 <They say that you're the one in charge of this mess, \RANK . I await your orders.>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <%name2% reporting for %name1%.>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <Hey, you didn't think that \FACTION %1% would let you take on this fight alone, did you? I've got your back, \RANK .>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <\RANK , \FACTION %1% sent me to help. Let's kick some ass!>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <Hey \RANK ! Together there's no way we can lose, right?>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <What kind of mess have you gotten into, \RANK ? Well, live or die, \FACTION %1% is behind you...>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Personal Ally>
	requires <*CS_END_Final_Allies Common>

	Element1 <Character LANCEMATE HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <Hey \PC ! I'm ready to provide backup.>
	Msg%id%01_1 <I heard that you had gotten into some kind of trouble, but they didn't mention just how much. Don't worry; I'm here to help.>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <Looks like a tough situation. Let's go.>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <You were right when you said that hanging around with you would lead to adventure. After this is all over why don't we try something relaxing instead?>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <It looks like this is going to be a fierce battle. Fortunately, you've got me on your side.>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <Hey \PC , I'm here to help you out! With the two of us together this should be no problem.>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <I should have known that signing on with you was going to be trouble... but I did sign on, \PC , and I'm here with you to the end.>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Personal Friend>
	requires <*CS_END_Final_Allies Common>

	Element1 <Character FRIEND HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <How'd you like some backup? I'm here for you.>
	Msg%id%01_1 <Looks like you could use a friend on your side, \PC ... or maybe a small army of them. Anyhow, here I am.>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <I've never been very good with words, but... um... I thought you might need some help. Let's just defeat them, okay?>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <Wow... did those guys put together that entire army just to fight you? It doesn't look like it's going to be enough.>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <Don't those guys know that you're the famous \PC ? I'm on your side, because I want to win this battle!>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <Aren't you happy to see me? I'm going to help you out!>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <I'm here to provide backup... but if you get me killed, \PC , I'm never going to forgive you.>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <I'd love to provide backup>
	requires <*CS_END_Final_Allies Common>

	Element1 <Character LOVER HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <Hey there. I was in the neighborhood and thought I should come round to provide backup.>
	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>

Content
	name <Family Backup>
	requires <*CS_END_Final_Allies>

	Element1 <Character FAMILY HasMecha !Global>
	Team1 <Allies>
	TeamData1 <SD Ally>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <I'm ready to provide backup.>
	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>


%%
%% *CS_END_Final_Enemies Content
%%
%%  The final battle is starting. Load some enemy NPCs to fight. All of these
%%  NPCs should say something upon receiving the RollCall trigger.
%%

Content
	name <Core Enemy>
	requires <*CS_END_Final_Enemies F:++>

	Element1 <Character !Comrade -2 HasMecha !Global>
	Team1 <Enemies>
	TeamData1 <SD Enemy>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <You cannot hope to win... \FACTION &EnemyFac will be victorious!>
	Msg%id%01_1 <All of \FACTION &EnemyFac stands ready to destroy you. Give up now.>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <%name1% reporting for \FACTION &EnemyFac .>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <They say you're a tough pilot. No way you're tougher than \FACTION &EnemyFac , though.>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <For the glory and power of \FACTION &EnemyFac !!!>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <Do you really think you can beat \FACTION &EnemyFac ? That's funny!>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <You've evaded \FACTION &EnemyFac so far, but nobody's luck lasts forever. Prepare to die.>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Faction Enemy>
	requires <*CS_END_Final_Enemies F:++>

	Element1 <Character !Ally -2 ArchEnemy HasMecha !Global>
	Team1 <Enemies>
	TeamData1 <SD Enemy>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <You're going to learn the hard way that we will not be defeated!>
	Msg%id%01_1 <The allies of \FACTION &EnemyFac will not allow you to succeed.>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <You will be defeated.>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <I'll bet you wish now that you were on our side, huh?>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <You shouldn't have come here. Now I'm gonna be forced to kick your ass.>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <I'm going to enjoy watching \FACTION &EnemyFac crush you.>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <You have no chance to win. Just die right now.>
	CMsg%id%01_6 <ifNPCMelancholy Accept>

Content
	name <Personal Enemy>
	requires <*CS_END_Final_Enemies>

	Element1 <Character !Okay -2 NEMESIS HasMecha !Global>
	Team1 <Enemies>
	TeamData1 <SD Enemy>

	RollCall <if= L%id%01 0 else %pop% L= %id%01 1 Monologue %1% %id%01 NPCLevel %1% StoryDL Goto %pop%>

	Msg%id%01 <I've waited a long time for the chance to finish you off... You wouldn't expect me to turn it down, would you?>
	Msg%id%01_1 <Hello again, \PC . This time I'm not going to let you survive!>
	CMsg%id%01_1 <ifNPCSociable Accept>
	Msg%id%01_2 <Die!!!>
	CMsg%id%01_2 <ifNPCShy Accept>
	Msg%id%01_3 <Oh look, it's \PC . Good thing I was in the mood for a fight.>
	CMsg%id%01_3 <ifNPCEasygoing Accept>
	Msg%id%01_4 <Heh. Kicking your ass is going to be sweet.>
	CMsg%id%01_4 <ifNPCPassionate Accept>
	Msg%id%01_5 <Look at this, my favorite playmate! Come on and let's battle.>
	CMsg%id%01_5 <ifNPCCheerful Accept>
	Msg%id%01_6 <I haven't forgotten what you did, \PC . We'll settle things today.>
	CMsg%id%01_6 <ifNPCMelancholy Accept>



