% Core Story Stub
	XRanStory
	name <Core Story>
	CONTEXT <+P-- +C-- +H-->

	XXRAN_PATTERN <*CORE_>

	% Starting difficulty level is 3...
	% Going up by 7 points per level, there will be 13 episodes, just like 08th MS Team.
	NAtt 7 26 3
	% Starting episode number is 1...
	NAtt -7 6 1

	% V1 = Initialization Counter

	start <if= V1 0 V= 1 1 Alert 1 SMemo 2 goto update>
	update <CheckComponents>
	reset_core_story <GrabSource GSetNAtt -7 0 0 Goto update>

	% For now, a fairly bland opening.
	Msg1 <It's another normal day as you prepare to head over to the Cavalier's Club.>
	Msg2 <You plan to go to the Cavalier's Club.>

	&SetEnemyNPC <N= 1 ? SetNPCFaction ! N2>
	&EnemyNPC <N1>
	&SetEnemyFac <N= 2 ? SetNPCFaction N1 !>
	&EnemyFac <N2>
	&SetAllyFac <N= 3 ?>
	&AllyFac <N3>
	&SetPartnerNPC <N= 4 ?>
	&AddPartnerToLance <AddLancemate N4 PCAlly N4>
	&RemovePartnerFromLance <RemoveLancemate N4>
	&RemovePartnerNPC <RemoveLancemate N4 N= 4 0>
	&PartnerNPC <N4>
	&SetTargetNPC <N= 5 ?>
	&TargetNPC <N5>
	&SetCompScene <N= 6 ?>
	%% Note that "SetCompScene" is not normally called, since it's done
	%% already by NextComp.
	&CompScene <N6>
	&SetEpisodeScene <N= 7 ?>
	&EpisodeScene <N7>
	&SetTargetItem <N= 8 ?>
	&TargetItem <N8>
	&SetAmoreNPC <N= 9 ?>
	&AmoreNPC <N9>
	&AddAmoreToLance <AddLancemate N9>
	&RemoveAmoreFromLance <RemoveLancemate N9>
	&SetHangingNPC <N= 10 ?>
	&HangingNPC <N10>

	element1 <C>
	palette_entry_code1  <E>
	element2 <F>
	palette_entry_code2  <F>
	element3 <F>
	palette_entry_code3  <P>
	element4 <C>
	palette_entry_code4  <R>
	element5 <C>
	palette_entry_code5  <T>
	element6 <S>
	palette_entry_code6  <S>
	element7 <S>
	palette_entry_code7  <L>
	element8 <I>
	palette_entry_code8  <I>
	element9 <C>
	palette_entry_code9  <A>
	element10 <C>
	palette_entry_code10 <H>

