Story
	name <STORY: Military Skirmish>
	% Nothing much exciting going on, except that more mecha combat
	% missions than usual will be offered.

	% Element 1 is the calling faction. Always. Forever.
	Element2 <Faction Military !Enemy 1>
	Element3 <Scene Town Target !Member 11>

	% rumor <!3 is under attack.>
	rumor <!3 Фˤ餵Ƥ>

	%  V1 = Time Limit

	%  V101 = Faction Victory Count
	%  V102 = Enemy Victory Count (if appropriate)
	%  V103 = How many times PC fought for faction
	%  V104 = How many times PC fought against faction

	% This story will last for 2 - 5 days.
	Init_Start <if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 172800 V+ 1 d172800 V+ 1 d86400>
	start <if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 172800 V+ 1 d172800 V+ 1 d86400>
	GoCheckTime <ifG ComTime V1 EndStory ifG V101 5 FacXP+ N1 V103 Trigger FacWin N1 Trigger FacLose N2>

	% Every hour, it will attempt to load a plot.
	hour <StoryLine .plotname>
	.plotname <TS_MIL_Default_PLOT_*.txt>

	% Every quarter, print a new news story.
	quarter <News d5>

	% Msg1 <\NARRATIVE 3 under fire as \NARRATIVE 1 skirmishes with \NARRATIVE 2 invaders.>
	Msg1 <\NARRATIVE 1  \NARRATIVE 2 οԤȾͤ \NARRATIVE 3 Фˤ餵Ƥ롣>
	% Msg2 <Some fighting between \NARRATIVE 1 and \NARRATIVE 2 near \NARRATIVE 3 .>
	Msg2 <\NARRATIVE 3 ζ᤯ \NARRATIVE 1  \NARRATIVE 2 ȤƮƤ롣>
	% Msg3 <Better cancel vacation plans for \NARRATIVE 3 , as a \NARRATIVE 2 combat group has been spotted in the area.>
	Msg3 <\NARRATIVE 3 ؤιԷײߤˤۤ褤 \NARRATIVE 2 Ĥϰȯ줿 >
	% Msg4 <Infiltrators from \NARRATIVE 2 suspected to be hiding near \NARRATIVE 3 ; \NARRATIVE 1 has dispatched a team to face this menace.>
	Msg4 <\NARRATIVE 2 Υѥ \NARRATIVE 3 ζ᤯˱ƤȤ롣 \NARRATIVE 1 ϤζҤн褹뤿֤>
	% Msg5 <Patrol groups from \NARRATIVE 2 and \NARRATIVE 1 have fought outside of \NARRATIVE 3 ; military commanders say that there is no cause for alarm.>
	Msg5 <\NARRATIVE 1  \NARRATIVE 2 Υѥȥ⤬ \NARRATIVE 3 γƮ³Ƥ롣λϡַٹ𤹤ͳϤʤפȻ֤˴Ϳʤˤ>

