Plot 0
	name <Your Parents Were Murdered>

	% The PC will be informed that his parents were murdered.
	% He's the only survivor. The guardian may also warn the PC
	% that whoever killed his family may also be after him.

	% When the PC leaves town, he is attacked by mecha. If the
	% guardian who spoke to the PC is a villain, he'll appear
	% to kill the PC, since telling him about his parents was
	% part of a trap. If the guardian isn't a villain, he will
	% show up just in time to help the PC fight off the attackers.

	% - Edited to v0.901 "light" standard

	% 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>

	% V1 = Combat Can Start
	% V2 = Combat 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 Goto GoStartCombat>

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

	GoStartCombat <Block Alert 101 SavePos P= 2 1 Dynamic 2 Threat S103 70 .nu1 .nu2>
	.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  Reputation 6 -7 S= 101 1 N= 3 E3 S= 105 -1  AdvancePlot 0>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 50 S= 101 1 S+ 102 1 N= 3 E3 S= 105 -1  Goto GoAdvance>
	GoAdvance <ifG NPCRep E2 1 -1 else GoE2Villain AdvancePlot 1>
	GoE2Villain <AdvancePlot 2>


	% Msg101 <As you leave town, you are ambushed by mecha!>
	Msg101 <町を出ようとすると、メックに待ち伏せされた！>

sub
	Persona 2
	% rumor <!2 has been looking all over for you.>
	rumor <!2 はそこら中であなたを探している>

	greeting <NewChat if= P1 0 else GoBeenBefore Say 1 AddChat 1 AddChat 2>

	GoBeenBefore <SayAnything>

	GoSetCombat <P= 1 1 XRMystery NAV_XRMResolved XRBadThing NAV_XRBFamilyDied History 7>

	result1 <NewChat Reputation 4 -d8 Say 2 AddChat 3 AddChat 4 AddChat 5 goto GoSetCombat>
	result2 <NewChat Reputation 4 d4  Say 2 AddChat 3 AddChat 4 AddChat 5 goto GoSetCombat>
	result3 <Reputation 7 -d6 goto GoR345>
	result4 <goto GoR345>
	result5 <Reputation 5 -d12 goto GoR345>
	GoR345 <NewChat Say 3 AddChat 6 AddChat 7 AddChat 8>
	result6 <Reputation 3 d8 goto result7>
	result7 <NewChat ifG NPCRep E2 1 0 else GoR7NoHero Say 4>
	GoR7NoHero <Say 6>
	result8 <NewChat Say 5 AddChat 9>
	result9 <Goto result7>

	% Msg1 <Excuse me, are you \PC ? I've been looking all over for you. I have some bad news, I'm afraid... You might want to sit down.>
	Msg1 <すみません、 \PC さんですか？私はそこら中であなたを探していました。残念ながら、悪い知らせがあります…。座ってください。>
	% Msg2 <It's your family, I'm afraid. Your parents were murdered. It was an execution-style killing done by a professional. They were gunned down in their home.>
	Msg2 <あなたのご家族のことです。あなたのご両親は殺されました。あれはプロが処刑を執行するような殺し方です。ご両親は家で銃殺されていました。>
	% Msg3 <You were apparently the only survivor of the attack. I guess that means you're the last surviving member of your family, isn't that correct?>
	Msg3 <あなたは襲撃をただ一人生き残ったようですね。あなたがご家族の最後の生き残りということで間違いありませんか？>
	% Msg4 <We are investigating the case and will let you know when we find anything. You should be careful... Every last person in the house was killed. If the murderers find out that they missed one, they could be after you as well.>
	Msg4 <我々はこの事件を捜査しています。何か分かったらあなたに知らせましょう。お気をつけください…。その家にいた人物は皆殺されています。一人見逃したことが分かれば、殺人犯たちはあなたをも狙うでしょうから。>
	% Msg5 <I'm sorry, you're right... that was a very insensitive question.>
	Msg5 <申し訳ございません、あなたの言う通りです…非常に無神経な質問でした。>
	% Msg6 <Rest assured that we will continue to investigate this case, and the killers of your family will be caught.>
	Msg6 <我々がこの事件の捜査を続け、あなたのご家族を殺した犯人を捕まえますからご安心ください。>
	% Msg7 <\ELEMENT 2 informed you that your parents were murdered.>
	Msg7 <\ELEMENT 2 から自分の両親が殺されたことを知らされた。>

	% Prompt1 <It takes an awful lot to shock me.>
	Prompt1 <%JFはショックを受けるだろうけど、聞こう。>
	% Prompt2 <What kind of news? What happened?>
	Prompt2 <どんな知らせ？何があった？>
	% Prompt3 <Oh my god...>
	Prompt3 <何てことだ…。>
	% Prompt4 <No, tell me it's not true...>
	Prompt4 <嘘だと言ってくれ…。>
	% Prompt5 <Well, it's not like I was very close to them.>
	Prompt5 <まあ、%JFはあまり両親と親しくなかったが。>
	% Prompt6 <No, I think there are more of us.>
	Prompt6 <いや、他にもいると思う%JG。>
	% Prompt7 <It appears so.>
	Prompt7 <そのようだな>
	% Prompt8 <What kind of a stupid question is that!?>
	Prompt8 <何てばかげた質問だ！？>
	% Prompt9 <It certainly was.>
	Prompt9 <まったくだ。>

	Plot 1
		% Second fight, but PC will be aided by E2.

		% V1 = Conversation Counter
		% V2 = Combat Indicator

		Init_Start <>
		start <if= V2 1 else GoCheckEnterCombat if= V1 0 V= 1 1 FOrceChat E2>
		GoCheckEnterCombat <if= SceneID 1 Goto GoStartCombat>

		GoStartCombat <Block Alert 101 SavePos P= 2 1 Dynamic 2 Threat S103 100 .nu1 .nu2 DynaNPC E2 -1>
		.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  Reputation 6 -2 AdvancePlot 0>
		nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 50 PCAlly E2 History 102 AdvancePlot 0>

		% Msg101 <That wasn't the last of them. You are attacked again, but this time are joined by a new ally.>
		Msg101 <奴らの生き残りはまだいたようだ。再び襲われたが、今回は新たな味方が加わった。>
		% Msg102 <You were ambushed near \ELEMENT 1 ; \ELEMENT 2 helped you.>
		Msg102 <\ELEMENT 1 の近くで待ち伏せを受けたが、 \ELEMENT 2 に助けられた。>
	sub
		Persona 2
		greeting <EndChat Say 1 AddChat 1>
		result1 <EndChat Say 2>
		% Msg1 <I thought you might need a little help. It looks like the ones who killed your parents want to finish off your entire family. Mind if I join you?>
		Msg1 <あなたにはわずかながら助けが必要だと思いました。あなたのご両親を殺した犯人たちはあなたの家族を根絶やしにするつもりのようです。私があなたの仲間に加わっても構いませんか？>
		% Msg2 <I'll watch your back.>
		Msg2 <私があなたの背中を守りましょう。>
		% Prompt1 <Let's do it.>
		Prompt1 <そうしてくれ。>
	end

	Plot 2
		% Second fight, but PC will be attacked by E2!

		% V1 = Conversation Counter
		% V2 = Combat Indicator

		Init_Start <>
		start <if= V2 1 else GoCheckEnterCombat if= V1 0 V= 1 1 FOrceChat E2>
		GoCheckEnterCombat <if= SceneID 1 Goto GoStartCombat>

		GoStartCombat <Block Alert 101 SavePos P= 2 1 Dynamic 2 Threat S103 40 .nu1 .nu2 FreezeChar E2 NPCLevel E2 S103 DynaNPC E2 2 PCEnemy E2>
		.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  Reputation 6 -2 History 102 AdvancePlot 0>
		nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6  1  XPV 50 History 103 AdvancePlot 0>

		% Msg101 <That wasn't the last of them. You are attacked again, but this time facing a new enemy!>
		Msg101 <奴らの生き残りはまだいたようだ。再び襲われたが、今回は新たな敵が現れた！>
		% Msg102 <You were ambushed near \ELEMENT 1 ; \ELEMENT 2 tried to kill you.>
		Msg102 <\ELEMENT 1 の近くで待ち伏せを受け、 \ELEMENT 2 に命を狙われた。>
		% Msg103 <You defeated an ambush led by \ELEMENT 2 near \ELEMENT 1 .>
		Msg103 <\ELEMENT 1 の近くで \ELEMENT 2 の仕掛けた待ち伏せを打ち破った。>
	sub
		Persona 2
		greeting <EndChat Say 1 AddChat 1>
		result1 <EndChat Say 2>
		% Msg1 <Our trap worked. I knew that you'd come back here, and that I'd be able to finish the job of destroying your family by myself!>
		Msg1 <我々の罠はうまくいきましたね。あなたがここへ戻ることは分かっていましたし、あなたの家族を全滅させるという仕事を私の手で終わらせることができると思っていましたよ！>
		% Msg2 <Once you're gone, there will be no-one left to oppose us...>
		Msg2 <あなたが死ねば、我々に刃向かう者はいなくなります…。>
		% Prompt1 <You? I will defeat you!!!>
		Prompt1 <%JSの仕業か？%JSを倒す！！！>
	end

end
inv
	NPC Mecha Pilot
	job <Guardian>
	mecha <Corsair.txt>
	Chardesc Lawful Lawful Lawful Sociable Easygoing
	EquipChar 25000
	place <1 Ally>

end
