// TOWN DIALOGUE SCRIPT
//    Town 1: Fort Bluebird

// This is the dialogue for this town.
// You can use states numbered from 1 to 99.

begintalkscript;

variables;

//Portal Room Guard
begintalknode 1;
	state = -1;
	nextstate = -1;
	question = "Guard";
	text1 = "As you approach this soldier, he turns to face you and grunts _No entry to non-magi. Now beat it before I get to unsheathe Vlad here._ He pats his sword in a menacing way. You decide not to try and go past him.";
	action = END_TALK;
	
//Jessica
begintalknode 2;
	state = -1;
	nextstate = 1;
	personality = 11;
	question = "Jessica";
	text1 = "This young-ish woman is sitting at her desk, her head in her hands, staring blankly at the piece of paper in front of her. As you come in, she starts slightly, and frowns.";
	text2 = "_Yes? What do you want? Can't you see I'm busy? Say what you're here to say, and then get out._";
	text5 = "Jessica is sitting at her desk again, staring straight ahead. She's either deeply in thought, or else not quite there in the sanity department. You clear your throat a little, and she starts.";
	text6 = "_What now? I'm busy thinking. Can't you see that?_";
	action = INTRO;
	
begintalknode 3;
	state = 1;
	nextstate = 3;
	question = "What's your name?";
	text1 = "_I'm Magus Jessica, magical administrator of Fort Bluebird. And I am trying to work..._ She sighs. _It's been hectic here. And people like you traipsing around doesn't help in the slightest. Now, what did you want?_";
	
begintalknode 4;
	state = 1;
	nextstate = 2;
	question = "What exactly is it that you do?";
	text1 = "_I err,_ Jessica frowns for a minute, shakes her head and then begins again. Her voice is clearer now, and more focused.";
	text2 = "_I oversee all experiments here, whether they are portal-related or not. I report back to the Empire with our findings. And occasionally I have to report an accident or a work-related death._";
	
begintalknode 5;
	state = 2;
	nextstate = -1;
	question = "So what is that you use the portal for, exactly?";
	text1 = "She lowers her gaze slightly, resting her eyes on your belts. _I'm afraid that's strictly need-to-know. And you don't need to know it. It's all Empire authorised experimentation._";
	text2 = "She looks back up.";
	
begintalknode 6;
	state = 1;
	nextstate  = 6;
	condition = get_flag(2,9) == 0;
	question = "We're here about the murder.";
	text1 = "_I thought as much. Why else would you be here? Not to check up on us. No. We're doing nothing wrong. We..._ She stops. _Ahem, yes. One of our magi was killed. Stabbed in the back. His body is still where we found it._";
	text2 = "_You can go and have a look, if you like, it's in one of the northern storerooms. I've questioned everyone, and nobody seems to have done it. Go and look. See if you can work anything out from the body._";

begintalknode 7;
	state = 3;
	nextstate = -1;
	question = "Are you alright?";
	text1 = "_I, I, yes. I'm fine. Just concerned. There's a murderer among us, after all. Now leave me to work._";
	action = END_TALK;
	
begintalknode 8;
	state = 1;
	nextstate = 6;
	condition = get_flag(2,9) == 1;
	question = "We looked at the corpse...";
	text1 = "You tell Jessica how you found no clues as to the identity of the murderer. She looks at you bemused.";
	text2 = "_Of course there isn't, or we'd have figured it out! You can ask around, I guess, see if anybody knows anything. And you should go tell Commander Hollie that you haven't found anything either. She might have more missions for you._";
	text3 = "_And I should get on. Is that all?_";
	action = SET_SDF 2 0 1;
	
begintalknode 9;
	state = 1;
	nextstate = -1;
	question = "Can we see the portal please?";
	text1 = "Jessica develops a hostile pose. _No! Definitely not! The area is extremely dangerous to anyone not trained to know how to deal with it. And knowing how is classified information!_";
	text2 = "_There is no way you're going up there whilst I'm alive. Got it?_";

//Guard Mages at Murder Room
begintalknode 10;
	state = -1;
	nextstate = -1;
	question = "Mage";
	text1 = "This apprentice is standing guard at the door to this room. As you approach, he nods at you, but doesn't say anything. All your questions are greeted by silence or one-syllable answers.";
	text2 = "He clearly doesn't want to discuss anything with you.";
	action = END_TALK;
	
//Rita, Mage in Northern Library
begintalknode 11;
	state = -1;
	nextstate = 4;
	personality = 12;
	question = "Rita";
	text1 = "This young mage is busy looking for a book. When you get close, she turns and looks at you vacantly. Presently, she seems to realise you're saying something, and she shakes her head, making her long brown hair fall around her face.";
	text2 = "Then she smiles; a warm, friendly smile. _Sorry about that. Don't know what came over me. Must be tired, or something. I'm Rita. Is there anything I can do for you?_";
	text5 = "Rita is busy combing through the shelves, trying (in vain) to find a book. Every now and again, she freezes, hand in air, and stares blankly at nothing. Then, she shakes her head, and carries on with her search.";
	action = INTRO;
	
begintalknode 12;
	state = 4;
	nextstate = -1;
	question = "What're you looking for?";
	text1 = "Rita looks at you, then at the shelf. Then back at you. She tilts her head slightly to the left, then bites her bottom lip. _Erm... I... It was a book about... teleportation... I think._";
	text2 = "She looks a bit worried, then notices a crumpled bit of paper in her hand. she reads it and grins. _I'm looking for _Teleportation Manifolds and You_, I have a memory like a sieve lately..._";
	
begintalknode 13;
	state = 4;
	nextstate = -1;
	question = "Are you okay?";
	text1 = "_Ummm? I'm fine. Just under a lot of pressure. Makes me get... get... forgetful. Makes me forget things. You know how it is, what with..._ She freezes, and stares over your shoulder. Then, just as suddenly, she turns back to you.";
	text2 = "_What was I saying?_";
	text3 = "Seems that everybody here is forgetting things...";
	
begintalknode 14;
	state = 4;
	nextstate = -1;
	question = "Know anything about the murder?";
	text1 = "_The murder? There was a... OH! Shaun! Oh, no, I don't know anything about it. Everybody's talking about it, we all wonder... wonder... Erm, I don't know who did it. Sorry._ She looks at you worriedly, and turns back to the shelf.";
	
 
//Howard, toilet guy
begintalknode 15;
	state = -1;
	nextstate = 5;
	personality = 13;
	question = "Howie";
	text1 = "This man is pacing around in the corridor outside of the toilets here. When you approach, he half-turns to see you, turns back around, and continues pacing.";
	text2 = "_I'm Howie_, he says, without looking. _I'm erm..._ He pauses for a minute. _I'm... Oh, I'm waiting for the toilet! The gents are always full this time of day._";

begintalknode 16;	
	state = 5;
	nextstate = 14;
	question = "So what do you do when you're not waiting to relieve yourself?";
	text1 = "Howie grins. _I don't always need to go. I usually work in the portal room. Oh, I shouldn't say anything more about..._ He freezes again, a common occurance in this place.";
	text2 = "_Dya know how long I've been waiting here?_ He shakes his head, in disbelief.";
	
begintalknode 17;
	state = 5;
	nextstate = -1;
	question = "Know anything about the murder?";
	text1 = "Howie frowns, then shakes his head, then frowns again. Finally he speaks. _Oh, erm, Shaun? No. We spoke a little. He mostly kept to himself. Last thing we spoke about was him telling Jessica that something was wrong with the portal._";
	
//Jess again.
begintalknode 18;
	state = 6;
	nextstate = -1;
	question = "What did the victim do? What was his job?";
	text1 = "Jessica grabs a sheet of parchment, and reads off it. _He was involved with the portal calibration. Spent a lot of time near the portal._ She pauses again. _Probably someone got jealous and killed him for his position._";
	text2 = "She scratches her head. Then suddenly, she remembers something. _The day before he was killed... he came to me saying he'd heard voices in his head when he was working in the portal chamber._";
	text3 = "_ We thought someone must have hidden up there, and done it to unnerve him..._ Another pause. _Then, well, when they saw it wasn't going to get him to leave, they killed him. At least, that's my guess._ She shrugs.";
	
//Chris
begintalknode 19;
	state = -1;
	nextstate = 7;
	personality = 14;
	question = "Chris";
	text1 = "This tallish, handsome looking man is rubbing his temples when you approach him. He looks tired, as if he's been working overtime on his overtime. When you approach, he reaches down into his robes and grabs the hilt of his sword.";
	text2 = "He screams in a strangled, high-pitched voice at you, an unnerving gleam in his eye. _D...don't come any closer! I'm warning you! I'll strike you!_ He pulls his sword. _Leave me be! Leave me be!_";
	text5 = "Chris is cupping his head in his hands when you enter. His eyes roam the room listlessly, and fix on you. When they do, he smiles, briefly, and then resumes his visual wandering.";
	action = INTRO;
	
begintalknode 20;
	state = 7;
	nextstate = -1;
	condition = get_flag(2,19) == 0;
	question = "(Draw your weapon and defend yourself)";
	text1 = "With a terrified howl, Chris lunges at you. You prepare to defend yourself.";
	code = set_attitude(12,10);
	set_flag(2,19,1);
	end();
	break;

begintalknode 21;
	state = 7;
	nextstate = -1;
	condition = get_flag(2,19) == 0;
	question = "Whoa! Careful! it's okay, we aren't going to hurt you...";
	text1 = "It takes some explaining, but you manage to convince the man that you aren't here to hurt him. When he realises, he collapses into his chair, and speaks to you.";
	text2 = "_Thank you. I...I need a...a moment. Would you?_";
	code = set_flag(2,19,1);
	end();
	break;

begintalknode 22;
	state = 7;
	nextstate = -1;
	condition = get_flag(2,19) == 1;
	question = "Are you okay?";
	text1 = "_Yes... I... yes. I'm Chris. I'm the administrator here. I look after supplies, rotas, that sort of thing. Sorry about earlier. Just been under pressure lately. Lots of it._";

begintalknode 23;
	state = 7;
	nextstate = -1;
	condition = get_flag(2,19) == 1;
	question = "What made you think we were going to hurt you?";
	text1 = "Something changes in Chris. His eyes grow duller, his head droops. _Oh... that. Nothing. I just get worried, with a murderer on the loose. I must... must... I need to catch up with this paperwork, please excuse me._";

begintalknode 24;
	state = 7;
	nextstate = -1;
	condition = get_flag(2,19) == 1;
	question = "So what is it that you do?";
	text1 = "Chris shakes his head. he looks terrified. _I can't talk to you. I can't trust you. Sorry._";

//Howie again	
	
begintalknode 25;
	state = 5;
	nextstate = -1;
	question = "Well, bye then.";
	text1 = "_Yeah, bye._ He continues pacing around, trying not to think about how much he needs the toilet... ";
	code = end();
	break;
	
//Rita again
begintalknode 26;
	state = 4;
	nextstate = 13;
	question = "Are you not worried about the murderer?";
	text1 = "Rita looks across at you. Then, she lowers her gaze and stares at the ground. Finally she speaks.";
	text2 = "Well, I mean, it could be anybody. I'm worried. I've not been remembering things lately, and... And..._ she pauses for a minute, trying to recapture her train of thought.";
	text3 = "_And it might even be me. I haven't found any blood on my clothes, but I could be doing it. And I'm scared..._";
	text4 = "Suddenly, Rita looks up at you, and frowns. _Hey! Who are you?_";
	
//'Chelly
begintalknode 27;
	state = -1;
	nextstate = 8;
	question = "'Chelly";
	text1 = "This middle-aged woman is leaning against the wall, eyes closed. She is gently swaying from side to side. When you approach, she doesn't move an inch, and it takes several attempts to gain her attention through talking.";
	text2 = "Finally, she opens her eyes, and, immediately upon seeing you, flinches away. _I...I'm Michelle. 'Chelly. And I can't speak to you. Go away. Please._";
	
begintalknode 28;
	state = 8;
	nextstate = -1;
	question = "What's the matter?";
	text1 = "_The matter?! There's a murderer on the loose, and Shaun is dead, and people are scared, and losing their minds, and Jessica can't do a thing, won't do a thing... Just leave me? Please?_";

//Roberts
begintalknode 29;
	state = -1;
	nextstate = 9;
	personality = 15;
	question = "Roberts";
	text1 = "This thin, handsome looking soldier is walking around near the contemplation rooms, seemingly searching for something. As you approach, he calls for you to stop.";
	text2 = "_That's close enough. Can't be too sure these days. I'm Roberts, and you're strangers. What are you doing here?_";

begintalknode 30;	
	state = 9;
	nextstate = -1;
	question = "What do you mean 'You can't be too sure'?";
	text1 = "Roberts looks uneasy. _Well, I don't know if you know, but people around here are a bit...strange, y'know? And to top it all, they're...they're..._ he shakes his head _...forgetful._";
	text2 = "_Yeah, and the murderer is around too. Which is bad._";
	
begintalknode 31;
	state = 9;
	nextstate = 10;
	question = "What are you looking for?";
	text1 = "Roberts blinks blankly a few times. Then he frowns and chews his lip a little. Finally, he shrugs his shoulders resignedly. _I can't remember. There was something I was..._";
	
begintalknode 32;	
	state = 10;
	nextstate = -1;
	question = "Do you forget a lot?";
	text1 = "He nods. _Yes, it's a constant problem. It's a side-effect of the portal, which is fair enough. I mean, all magical experiments have...have...what were we talking about?_";
	
begintalknode 33;
	state = 9;
	nextstate = -1;
	question = "Do you know you the murderer might be?";
	text1 = "_Nope. But I'm keeping my eyes peeled for anything that might help track them down. Right now everyone's...everyone's...erm... a suspect._";
	
//Sleeping soldier
begintalknode 34;
	state = -1;
	nextstate = -1;
	question = "Soldier";
	text1 = "This solider is lying asleep on his bed. Well, you think he's asleep. He's still wearing his armour and his sword is still in his sheath by his side. It's as if he just collapsed here.";
	text2 = "You check for a pulse, and fortunately, you find one. He must just have been very, very tired. You leave him be.";
	text3 = "This solider is lying asleep on his bed. Well, you think he's asleep. He's still wearing his armour and his sword is still in his sheath by his side. It's as if he just collapsed here.";
	text4 = "You check for a pulse, but don't find one. You pull your fingers away, to discover they are covered in blood. Somebody split this man's throat. You leave him be - there's nothing you can do for him.";
	action = DEP_ON_SDF 1 13 0;
	
//Cat
begintalknode 35;
	state = -1;
	nextstate = -1;
	question = "Cat";
	text1 = "When you get close to this cat, he arches his back and hisses at you. It seems the dementia that is affecting the people here is also affecting their pets.";

//Dillian
begintalknode 36;
	state = -1;
	nextstate = -1;
	personality = 16;
	question = "Dillian";
	text1 = "This soldier is wandering around the library aimlessly. When he sees you, he shakes his head, and steps away. _I'm, er, Dillian. And I can't...I'm not... I can't stay and chat. Sorry._";

//Anni
begintalknode 37;
	state = -1;
	nextstate = 11;
	personality = 17;
	question = "Anni";
	text1 = "This young lady is currently huddled up in corner of this room. She is wearing the robes of a mage, but she has taken a blanket from one of the beds and thrown it around her to make a shawl.";
	text2 = "When you approach, she flinches slightly, and looks puzzled. Then she relaxes a little, and graces you with a radiant smile. She tugs the shawl tighter around her, and speaks to you.";
	text3 = "_I'm...I'm Anni. I'm a mage here. What, what...erm... Why are you here?";
	text5 = "Anni is still hiding in the corner of the barracks, trying her best not to lose her mind, and trying not to break down into tears. When you return she smiles a little, and looks up at you with curious eyes.";
	action = INTRO;
	
begintalknode 38;
	state = 11;
	nextstate = -1;
	question = "Why are you hiding here?";
	text1 = "Anni looks up at you, puzzlingly. Then she blinks, and realises what you mean.";
	text2 = "_Well, there's a murderer around, and people have been acting... people have been..._ she pauses, and then continues, _I can't trust people around here not to stab me, and Jessica won't let me leave, so I hide._";
	
begintalknode 39;
	state = 11;
	nextstate = -1;
	question = "Do you know who the murderer is?";
	text1 = "Anni looks terrified. _No, I don't know, and they might come and get me - I... I did Shaun's job before he did, and...and..._ she bits her lip a little. _I can't remember what we were talking about. Sorry._";
	
begintalknode 40;
	state = 11;
	nextstate = -1;
	question = "Do you know why so many people are forgetting things?";
	text1 = "Anni shakes her head. _No. Jessica says it's to do with our...it's something about how close we are to something...what ever happens here makes us go..._ She looks like she is about to cry. It must be distressing for the people here.";
	
//Jess again
begintalknode 41;
	state = 1;
	nextstate = -1;
	question = "Why do so many people here forget things?";
	text1 = "Jessica looks a little worried, although the expression is fleeting. Then, she turns to you in her usual ruthless manner.";
	text2 = "_It's our proximity to the highly concentrated magical energy we use to power the portal. It makes us..._ she pauses, and you offer her the word _forgetful_.";
	text3 = "She looks at you angrily, and begins to say something, but stops almost immediately. Instead, she says _yes, thank you. Now, do you want anything else?_"; 
	
//Archer in barracks.
begintalknode 42;
	state = -1;
	nextstate = -1;
	question = "Archer";
	text1 = "This young man is walking around as though drunk. He stumbles a lot, and, when he notices you, stares at you through dazed eyes. Then, he mutters something about _patrols_ and goes about his _walking_.";
	
//Cat in barracks
begintalknode 43;
	state = -1;
	nextstate = -1;
	question = "Cat";
	text1 = "This little cat is bouncing around playfully. When you approach, it purrs and rubs itself along your legs. Then it bounds off, presumably to hunt mice, or play, or whatever it is cats do.";
	
//Researcher Blake
begintalknode 44;
	state = -1;
	nextstate = 12;
	personality = 18;
	question = "Researcher Blake";
	text1 = "This tall, imposing man is writing an a piece of parchment when you enter. When he spots you approaching, he puts his pen down, and pulls off the thick gunatlets he is wearing, and stares at you stonily.";
	text2 = "_I am... Oh, my, ah... Oh, my name is Blake. I am the head researcher at Fort Bluebird. My time is valuable, so say what you need to, and please leave._";

begintalknode 45;
	state = 12;
	nextstate = -1;
	question = "What is your job here?";
	text1 = "Blake frowns at you. _I am the head researcher here at Fort Bluebird, as I already told you. I also told you that my time is valuable - too valuable to be talking to you._";
	text2 = "_Now, do you have a reason to be wasting my time? If so, make it quick. I actually have work to do._";
	
begintalknode 46;
	state = 12;
	nextstate = -1;
	question = "What kinds of things do you study here?";
	text1 = "_Various things. Portal related. Nothing that you could comprehend, so don't bother asking again._";

begintalknode 47;
	state = 12;
	nextstate = -1;
	question = "Do you know who the murderer is?";
	text1 = "Blake looks incredulous. _You came here, wasting my time, to ask me to do your job for you?! No, I don't know who the murderer is, but I hope you get the little bastard. Shaun was a good friend of mine. Now... just, just go._";
	action = END_TALK;
	
//Random Mage
begintalknode 48;
	state = -1;
	nextstate = -1;
	question = "Mage";
	text1 = "This mage is wandering around, aimlessly. As you approach, he nods at you, but doesn't say anything. All your questions are greeted by silence or one-syllable answers.";
	text2 = "He clearly doesn't want to discuss anything with you.";
	action = END_TALK;
	
//Morley
begintalknode 49;
	state = -1;
	nextstate = -1;
	question = "";
	text1 = "Before you can say anything, even a hello, Morley cuts in. _Good. You're here. I'm going to go and have a look around. You go and talk to Administrator Jessica. Once you've talked to her, come and meet me in the portal room._";
	text2 = "And with that, he runs off.";
	code = erase_char(29);
	set_flag(50,1,1);
	break;
	
//Rita Again
begintalknode 50;	
	state = 13;
	nextstate = -1;
	question = "Erm, we just met... (Tell Rita who you are again.)";
	text1 = "_Rita frowns. She looks worried._We...we just met? Oh. Well, hello. I...I'm afraid I'm busy trying to... I have something that needs doing. See you soon._ She turns away.";
	code = end();
	break;
	
//Howie again
begintalknode 51;
	state = 14;
	nextstate = -1;
	question = "How long have you been waiting?";
	text1 = "Howie grins at you. _Let me tell you,_ he says. _I'm sure I'll be retired by the time I finally get in._ He grins briefly. _Of course, I might just have to use the ladies, if push comes to shove..._";
	