Plot 0
	name <PLOT: BTE Prime>

	% A plot template based on the old "Biotech Enemy" plot, or
	% at least the first part of it... The PC will be able to
	% approach the leader in town, who will then tell him to go
	% see a citizen, who will then allow the PC to perform a combat
	% mission, at the end of which the leader will give him a reward
	% and send him to a third NPC who will point the way to the next
	% part of the story.

	% This plot is meant to be linked into a relay story.


	% **********************
	% *** ELEMENTS BLOCK ***
	% **********************

	% E1 is the scene where this will take place.
	Element1 <Grab 2>

	% E2 is the "Leader", from whom the original mission comes.
	Element2 <Character Leader !Near 1>

	% E3 is the "Victim", who gives the actual mission.
	Element3 <Character Melancholy !Near 1>

	% E4 is the "Investigator", who tells the PC where to go next.
	Element4 <Character Guardian !Near 1>

	% E5 is the next scene in the relay.
	Element5 <Scene Town !Far 1 !Member 11>

	% ********************
	% *** SCRIPT BLOCK ***
	% ********************

	%  V2 = Combat Indicator, if V2=1 combat has been entered

	%  V4 = Phase Indicator

	%  S2 = Encounter Challenge Rating

	%  S101 = Faction Victory Count
	%  S103 = How many times PC fought for faction

	%  S201 = Load new "relay" plot if S201=0
	%  S202 = Relay victory count; load conclusion when S202>3

	% On a cleanup request, delete this plot unless combat has been
	% entered.
	cleanup <if= V2 0 S= 201 0 AdvancePlot 0>

	Init_Start <ifNPCOK E2 else GoDelete ifNPCOK E3 else GoDelete ifNPCOK E4 else GoDelete>
	start <ifNPCOK E2 else GoDelete ifNPCOK E3 else GoDelete ifNPCOK E4 else GoDelete>
	GoDelete <S= 201 0 AdvancePlot 0>

	% 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.
	% Finally, if the player won, the calling story's faction victory
	% count (by default now story variable 101) will be increased.
	nu1 <if= T1 0 if= V2 1  V= 2 2  LoseRenown S= 201 0>
	nu2 <if= T2 0 if= V2 1  V= 2 3  Reputation 6 1 XPV 50 S= 201 0 S+ 202 1 S+ 101 d3 N= 2 E5>

sub

	Persona 2
	% The "LEADER" who will tell the PC to go find E3.
	% rumor <monsters have been sighted near town! !2 is looking for someone to investigate.>
	rumor <Įζ᤯ǥ󥹥ܷ⤵줿 !2 ܺƤʪõƤ>

	% V4 = Reward for mission
	greeting <NewChat if= P2 3 else GoCheckLoss Say 5 CashPrize V4 AdvancePlot 1>
	GoCheckLoss <if= P2 2 else GoCheckProgress Say 4 P= 2 0>
	GoCheckProgress <if= P4 1 else GoFirstTime Say 3>
	GoFirstTime <V= 4 Threat S2 2  ifG React 55 else GoNoFriend Say 1 AddChat 3 AddChat 4 AddCHat 5>
	GoNoFriend <Say 2 AddChat 1 AddChat 2 AddChat 5>

	result1 <NewChat  Say  7  Goto GoStartJob>
	result2 <NewChat  Say  8  Reputation 3 -d8  Goto GoStartJob>
	result3 <NewChat  Say  9  Goto GoStartJob>
	result4 <NewChat  Say  9  Goto GoStartJob>
	GoStartJob <P= 4 1 Memo 6>

	result5 <NewChat Say 11 AdvancePlot 0>

	% Friend - you have to help me
	% Msg1 <I'm glad to see you today. Our town has a situation now which I could use your help with, if you are free to help me...>
	Msg1 <ʤ˲񤨤ƴ򤷤פޤĮϺ䤢ʤζϤɬפʾˤޤ⤷꤬Ƥʤ鶨ϤƤġ>

	% I guess you're here because you've heard of the situation...
	% Msg2 <I guess you've come because you've heard about our situation. Is that correct?>
	Msg2 <ʤϤĮϤˤ뤳ȤʹƤä褿ΤǤ礦>

	% Go see E3 about the situation
	% Msg3 <Have you spoken to \ELEMENT 3 yet? You really should.>
	Msg3 <⤦ \ELEMENT 3 äޤ ҤƤ>

	% You lost the battle...
	% Msg4 <What are you doing talking to me? There are still monsters out there! Are you going to kill them or not?>
	Msg4 <äƤǤϤʤǤ礦 󥹥ϤޤƤΤǤ衪 ۤݤĤϤΤǤ ȤʤΤǤ>

	% You won! Here's your reward; go see E4.
	% Msg5 <Here's a reward for protecting our village. I believe you should speak with \ELEMENT 4 ; he's been investigating these creatures for the guardians.>
	Msg5 <餬ĮäƤ줿ȤؤΤǤ \ELEMENT 4 äȤǤ礦GuardiansǤΥ󥹥Ĵ٤Ƥޤ>

	% MEMO: E2 sent you to E3
	% Msg6 <\ELEMENT 2 in \SCENE EScene 2 sent you to find \ELEMENT 3 , the last person to have seen the monsters.>
	Msg6 < \SCENE EScene 2  \ELEMENT 2  \ELEMENT 3 ˬͤ褦˸줿 \ELEMENT 3 ϺǤǶ󥹥ʪ>

	% 7 - 10: Replies to prompts 1 - 4
	% Msg7 <You may be interested to know that there's a reward of $ \VAL V4 for capturing or killing the monster. \ELEMENT 3 was the last one to see it and live; that may be a good place to start investigating.>
	Msg7 <ΤȤϤʤΤäƤǤ礦󥹥館뤫Ƥ $ \VAL V4 󽷤Фޤ \ELEMENT 3 ϺǤǶ᤽ĤäʪǤĴϤȤ⤷ޤ>
	% Msg8 <You haven't heard? What, are you living in a cave? It's all anyone has been talking about. There's a monster on the loose, nearly killed \ELEMENT 3 , and I'm offering a reward of $ \VAL V4 to stop it!>
	Msg8 <ΤʤΤǤ ʤƶˤǤ⽻ǤΤǤ ï⤬äƤ뤳ȤǤ衣 \ELEMENT 3 줽ˤʤä󥹥ޤĤޤäƤޤ󡣤ߤƤ $ \VAL V4 󽷤Фޤ礦>
	% Msg9 <A strange creature has been spotted near town... it may be connected to the monsters we've all been hearing about. \ELEMENT 3 was the last one to see it and live; I can offer $ \VAL V4 for you to find this beast and stop it.>
	Msg9 <Įζ᤯Ǵ̯ʪܷ⤵Ƥޤġʹ󥹥˴ط뤫⤷ޤ \ELEMENT 3 ϺǤǶ᤽ĤäʪǤβʪ򸫤ĤФߤƤ $ \VAL V4 Фޤ礦>


	% PC has refused the mission
	% Msg11 <I hope that someday our town can be safe again...>
	Msg11 <ĤĮʿ¤ȤΤǤġ>

	% 1-2: Replies to Msg2; both lead to job offer.
	% Prompt1 <Right.>
	Prompt1 <̤ꡣ>
	% Prompt2 <What situation?>
	Prompt2 <Ϥäơ>

	% 3-4: Replies to Msg1; both lead to job offer.
	% Prompt3 <I'll be glad to help.>
	Prompt3 <ǶϤ褦>
	% Prompt4 <Tell me about the situation.>
	Prompt4 <ĮξˤĤƶƤ졣>

	% 5: I can't help you.
	% Prompt5 <Sorry, I can't help you.>
	Prompt5 <ϤǤʤ>

	Persona 3
	% The "VICTIM" who will tell the PC where to find the monster.
	% rumor <!3 has been very nervous these days.>
	rumor <!3 ϺǶȤƤмˤʤäƤ>

	greeting <NewChat if= P2 3 else GoCheckLoss Say 7>
	GoCheckLoss <if= P2 2 else GoCheckProgress Say 6 P= 2 0>
	GoCheckProgress <if= P4 1 else GoNoMission if= V1 1 else GoFirstTime Say 3 Goto GoAddComOps>
	GoFirstTime <Say 2 AddChat 1 AddChat 2>
	GoNoMission <Say 1>

	GoAddComOps <AddChat 3 AddChat 4>

	result1 <NewChat  Say 4  V= 1 1  AddChat 5>
	result2 <NewChat  Say 5  Reputation 3 d8  V= 1 1  AddChat 5>

	result3 <EndChat Say 8 Goto GoStartCombat>
	GoStartCombat <SavePos S+ 103 1 P= 2 1 MDynamic 0 S2 .mdesc .nu1 .nu2>
	.mdesc <Mutant Synth>
	.nu1 <if= T1 0 Return>
	.nu2 <if= T2 0 Salvage Return>

	result4 <NewChat Say 9>

	result5 <NewChat Say 10 Goto GoAddComOps>

	%  1 : Before PC has spoken to E2
	% Msg1 <I can't feel safe here any more...>
	Msg1 <Τ꤬ȤϤ⤦פʤ%JGġ>

	%  2 : NPC is frightened!
	% Msg2 <Not even our community is safe any more...>
	Msg2 <Į⤦ǤϤʤ%JGġ>

	%  3 : NPC is ready to start the mission
	% Msg3 <Do you want to go where I saw the creature?>
	Msg3 <%JFʪعԤ>

	% 4-5 : Responses to 1-2
	% Msg4 <It was horrible. I never got a good look at it, but the smell... It was like formaldehyde, or some other kind of chemical.>
	Msg4 <϶ʪä%JGޤ褯ʤäɡνϡġۥॢǥҥɤβʪΤ褦ʽä%JG>
	% Msg5 <Yeah, I guess I am... That thing I saw. They say it's killed other people. We don't even know what it was...>
	Msg5 <͡ġʤΤ˽Ф路͡¾οͤϤ˻Ƥޤä줬äΤʬʤ%JGġ>

	% 6 : PC has lost the mission, go speak with E2
	% Msg6 <It's still out there, I know...>
	Msg6 <ϤޤƤΤġ>

	% 7 : PC has won the mission, go speak with E2
	% Msg7 <The monsters are gone... finally I can sleep again.>
	Msg7 <󥹥Ϥʤʤä͡ĤäȤޤ̲%JG>

	% 8 : Combat is starting
	% Msg8 <Good luck.>
	Msg8 <򵧤%JG>

	% 9 : PC needs time to get ready.
	% Msg9 <I'll still be here, when you're ready to go...>
	Msg9 <%JFϤäȤˤ%JG%JSäƤƤ͡ġ>

	% Msg10 <I can show you... are you planning to go there? Be careful. If it's still in the area it might be very dangerous.>
	Msg10 <Ƥ⤤ɡĤξعԤĤ꤫ Ĥơ⤷줬ޤդˤΤʤȤƤ͡>

	% 1-2 : Responses to Msg2
	% Prompt1 <Tell me about the monster.>
	Prompt1 <󥹥ˤĤƶƤ졣>
	% Prompt2 <You look pretty shaken up.>
	Prompt2 <֤ȶƤͻҤ͡>

	% 3 : Ready to enter combat
	% Prompt3 <I'm ready to go now.>
	Prompt3 <⤦Ԥ%JG>

	% 4 : Need time to prepare
	% Prompt4 <There are things I should do first.>
	Prompt4 <ˤ뤳Ȥ%JG>

	% Prompt5 <Tell me where you saw it.>
	Prompt5 <򶵤Ƥ졣>

	Plot 1
		% This plot is advanced to if the PC completes the combat
		% mission.
		% Delete this plot if the main NPC gets deleted.
		Init_Start <ifNPCOK E4 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400 Memo 1>
		start <ifNPCOK E4 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400 Memo 1>
		GoCheckTime <ifG ComTime V1 AdvancePlot 0>
		GoDelete <AdvancePlot 0>

		cleanup <AdvancePlot 0>

		% Msg1 <\ELEMENT 2 asked you to speak with \ELEMENT 4 .>
		Msg1 < \ELEMENT 2  \ELEMENT 4 ä褦˸줿>

	sub
		Persona 2
		greeting <NewChat Say 1>
		% Msg1 <You should go speak with \ELEMENT 4 .>
		Msg1 < \ELEMENT 4 ä˹Ԥʤ>

		Persona 4
		greeting <NewChat Say 1  AddChat 1  ifG SkRoll 29 8 else GoDelete AddChat 2  AdvancePlot 0>
		GoDelete <AdvancePlot 0>

		result1 <NewChat  Reputation 1 1  Say 2>
		result2 <NewChat  Reputation 6 1 Reputation 7 1 Say 3>

		% Msg1 <I obtained some tissue samples from the place where you fought those creatures. The guardian office in \Element 5 had a similar case just a few weeks ago.>
		Msg1 <ʤʪä꤫ȿΥץμ褷ޤۤο \Element 5 GuardianǤƱͤλ򰷤ä褦Ǥ>
		% Msg2 <That might be a good idea. Unless we can find out where these monsters are coming from, we'll probably never be rid of them.>
		Msg2 <Ϥͤ⤷ޤ󡣥󥹥νн褬ʬʤ¤ꡢह뤳ȤϤǤʤǤ礦͡>
		% Msg3 <I suspect you may be right. The lab should be able to tell us whether these are mutants, biostructs, or what else... If you want to continue working on this case, head to \ELEMENT 5 .>
		Msg3 <ʤθ̤꤫⤷ޤ󡣲ʪѰۼʤΤʪؤλʪʤΤ¾ΤΤʤΤϸɤƤϤǤġ⤷λܺ³С \ELEMENT 5 عԤʤ>

		% Prompt1 <Maybe I should go there...>
		Prompt1 <عԤ٤ʡġ>
		% Prompt2 <These aren't natural creatures.>
		Prompt2 <βʪɤϼʪʤ%JG>


	end

end
