
begintalkscript;

variables;

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "Captain Samantha";
	text1 = "At last, you've found another living person on this floating chunk of refuse. A woman, who appears to be an Empire captain, very nearly cries upon seeing you. From what you can see, her skin is covered with cuts and bruises.";
	text2 = "_Thank god, another living soul. I thought there was nothing left for me to do but say my final prayers and kill myself. Now, we might just be able to get out of here._";
	text3 = "_The name's Samantha. Captain Samantha L. Jackson of the Empire army._";
	text5 = "Captain Samantha paces the room anxiously, waiting for you to give the all-clear.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = get_flag(0,20) == 0;
	question = "How did you get here?";
	text1 = "_I expect it was the same way that you got here. I was part of an expedition to see if we could mine anything useful from the islands off the coast of Aizo, and we got caught in a storm on the way back. The ship sank, and I got picked up._";
	text2 = "_I woke up on board the ship, and I got dragged down here pretty quickly._";
	code = 
		set_flag(0,20,1);
	break;
begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = get_flag(0,21) == 0;
	question = "Are you okay?";
	text1 = "She stares dumbfounded at you.";
	text2 = "_What kind of stupid question is that? I'm alive, that's all. Compared to the others on the ship, I'm fine... they torture each other. Dead or undead, it doesn't matter. Nothing but pain on this ship..._";
	code = 
		set_flag(0,21,1);
	break;
begintalknode 13;
	state = 10;
	nextstate = 11;
	condition = get_flag(0,22) == 0;
	question = "Are you ready to escape?";
	text1 = "_Well, as long as the ghost in charge of the brig is gone. That's the one who does all the torturing._";
	text2 = "She rolls up a sleeve, revealing a particularly nasty and jagged scar. _He took the better part of a day carving this one. I'm not leaving this room while that bastard's still floating around._";

begintalknode 14;
	state = 11;
	nextstate = -1;
	question = "I killed that ghost.";
	text1 = "You show Captain Samantha the key you got from killing the ghost.";
	text2 = "_Well that changes everything,_ she says, pulling a dented shortsword out from under her bunk. _Just give me a moment to collect myself, and then I'll be ready to exorcise some spirits with you._";
	code = 
		set_flag(0,22,1);
	break;
begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = get_flag(0,22) == 1;
	question = "Alright, let's go.";
	text1 = "Captain Samantha falls in line behind you, ready for action.";
	text2 = "_Let's do this. I have had it with these goddamn ghosts on this goddamned boat._";
	text3 = "(Captain Samantha has joined the party.)";
	text4 = "Captain Samantha glances at your party. _I don't know where you found those folks, but I'm not traveling with them. Too many of them._";
	text5 = "(You have too many extra party members, even though that's not supposed to happen in this scenario. You'll have to remove one before you can recruit Captain Samantha.)";
	action = END_TALK;
	code = 
		if(add_char_to_party(14) == 1) {
			remove_string(4);
			remove_string(5);
		}
		else {
		clear_strings();
		add_string(4);
		add_string(5);
	}
	break;
begintalknode 16;
	state = 10;
	nextstate = -1;
	condition = get_flag(0,22) == 1;
	question = "Wait here. It's not safe yet.";
	text1 = "_Alright, fine. I'll wait here. Just don't leave me behind. I want out just as much as you do._";
	action = END_TALK;

