// TOWN DIALOGUE SCRIPT
//    Town 2: Pergamos, part 2

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

begintalkscript;

variables;

short i, w;

// *** Farmer Wormwood ***
begintalknode 1;
	state = -1;
	personality = 26;
	nextstate = 2;
	condition = 1;
	question = "Farmer Wormwood";
	text1 = "A man wearing overalls is limping around inside the house.";
	text2 = "He looks up as you approach, wincing in pain.  _Hello, I'm Wormwood_ he says limping toward you.";
	text3 = "_Welcome to my farm._";
	text5 = "Farmer Wormwood looks up as you approach, still in pain from his injury.";
	text6 = "_Howdy once again._ he says.";
	action = INTRO;

begintalknode 2;
	state = 2;
	personality = 26;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Farmer Wormwood answers _I farm here in Pergamos._";
	text2 = "_Though that's been made a little harder since my injury._";
	text3 = "_How's it going with the help you promised?_ he asks.";
	text4 = "_Thanks to you, at least the crop is in so I can heal._ he adds.";
	text5 = "_Don't you want to collect your pay?_ he asks.";
	code =
		i = get_flag(50, 8);
		remove_string(3);
		remove_string(4);
		remove_string(5);
		if ((i > 0) && (i <= 5)) {
			add_string(3);
		}
		else if (i > 5) {
			add_string(4);
			if (i == 6) {
				add_string(5);
			}
		}
	break;

begintalknode 3;
	state = 2;
	personality = 26;
	nextstate = 6;
	condition = get_flag(50, 8) == 0;
	question = "Do you need help?";
	text1 = "Farmer Wormwood says _Yes, I could use a hand finishing getting the crop in.";
	text2 = "_Are you up to the challenge?_ he asks.";

begintalknode 4;
	state = 2;
	personality = 26;
	nextstate = -1;
	condition = get_flag(50, 8) == 6;
	question = "Can I get my pay now?";
	text1 = "Farmer Wormwood does not look unhappy about paying you.  _Certainly._ he says.";
	text2 = "He gives you a bag of coins and his thanks.";
	code =
		toggle_quest(3, 0);
		set_flag(50, 8, 10);
		play_sound(39);
		change_coins(200);
		award_party_xp(200, 25);
	break;

begintalknode 5;
	state = 2;
	personality = 26;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Farmer Wormwood waves at you, then continues to limp around his house.";
	action = END_TALK;

begintalknode 6;
	state = 6;
	personality = 26;
	nextstate = -1;
	condition = 1;
	question = "Yes, I'm ready to give you a hand.";
	text1 = "Farmer Wormwood says _I need you to finish planting._";
	text2 = "_There is a shovel in the shed next to the field you can use._";
	text3 = "_Most of the crop is in, just need to fill in the areas I didn't get to._";
	text4 = "_I'll give you 200 coins once you finish the job_ he adds.";
	text5 = "He shakes your hand, then goes back to limping around his house.";
	action = END_TALK;
	code =
		toggle_quest(3, 1);
		set_flag(50, 8, 1);
	break;

begintalknode 7;
	state = 6;
	personality = 26;
	nextstate = -1;
	condition = 1;
	question = "No, I don't really have time now.";
	text1 = "Farmer Wormwood looks disappointed.  _OK, let me know if you change your mind._ he says.";
	text2 = "He shakes your hand and starts limping around the house again.";
	action = END_TALK;

// *** Mayor Don ***
begintalknode 8;
	state = -1;
	personality = 215;
	nextstate = 9;
	condition = 1;
	question = "Mayor Don";
	text1 = "A stately looking man is working in the office.";
	text2 = "He stops what he is working on, extends his hand and says _Hello, Don Brate, Mayor Don Brate._";
	text3 = "_What can I do for you folks?_";
	text5 = "Mayor Don looks up from his work.";
	text6 = "_Well, hello again._ he says.";
	text7 = "_Can I assist you with something?_";
	text8 = "_Don't forget to take the message over to Father Antipas._ he adds.";
	action = INTRO;
	code =
		remove_string(8);
		if (get_flag(50, 6) == 1) {
			add_string(8);
		}
	break;

begintalknode 9;
	state = 9;
	personality = 215;
	nextstate = 13;
	condition = 1;
	question = "What do you do?";
	text1 = "Mayor Don answers _I am the mayor of Pergamos._";
	text2 = "_Basically, I make sure things run smoothly for the citizens and basic services are provided._";
	text3 = "_I also dance a mean jig during the fall festival._ he adds with a laugh.";

begintalknode 10;
	state = 9;
	personality = 215;
	nextstate = -1;
	condition = (get_flag(50, 6) == 0);
	question = "Do you have work we can do?";
	text1 = "_Well, I don't have much right now._ Mayor Don says.";
	text2 = "_But tell you what, my delivery guy is sick today._";
	text3 = "_Take this message to Father Antipas over at the church and I'll give you a little something._";
	text4 = "Mayor Don pulls an envelope from his pocket and hands it to you.";
	text5 = "_Thanks for your offer of assistance._ he says.";
	action = END_TALK;
	code =
		toggle_quest(1, 1);
		set_flag(50, 6, 1);
	break;

begintalknode 11;
	state = 9;
	personality = 215;
	nextstate = -1;
	condition = (get_flag(50, 6) == 2);
	question = "Father Antipas says thanks.";
	text1 = "Mayor Don says _Ah, delivered the message._";
	text2 = "_Thank you and here's a little something._ he says as he gives you a few coins.";
	text3 = "_Thank you and here's a little something._ he says as he gives the party a few coins apiece.";
	code =
		if (party_size() == 1)
			remove_string(3);
		else
			remove_string(2);
		toggle_quest(1, 0);
		set_flag(50, 6, 10);
		play_sound(39);
		i = 25 * party_size();
		change_coins(i);
		award_party_xp(100, 25);
	break;

begintalknode 12;
	state = 9;
	personality = 215;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye and stop in again._ Mayor Don says as he gets back to work.";
	action = END_TALK;

begintalknode 13;
	state = 13;
	personality = 215;
	nextstate = -1;
	condition = 1;
	question = "What's a jig?";
	text1 = "Mayor Don laughs again.  _It's a kind of dance._ he says.";
	text2 = "He starts busting a few moves demonstrating it.";
	text3 = "You are amused by the sight of him 'jigging' around the office.";

// *** Stan (spirit proprietor) ***
begintalknode 14;
	state = -1;
	personality = 216;
	nextstate = 15;
	condition = 1;
	question = "Stan";
	text1 = "A burly man working the counter smiles as you approach.";
	text2 = "_I'm Stan, welcome to my shop._ he says heartily";
	text3 = "_Can I interest you in some fine spirits?_";
	text5 = "Stan smiles as you approach.";
	text6 = "_Welcome, welcome back._ he says.";
	text7 = "_Care to try out some of my fine spirits?_";
	action = INTRO;

begintalknode 15;
	state = 15;
	personality = 216;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Stan replies _I sell fine spirits here in Pergamos._";
	text2 = "_Do you want to see my wares?_ he inquires.";

begintalknode 16;
	state = 15;
	personality = 216;
	nextstate = -1;
	condition = (get_flag(50, 7) == 0);
	question = "Do you need any help?";
	text1 = "Stan says _You know, I could use some help._";
	text2 = "_I'm a little short of the most excellent wine and could use some more._";
	text3 = "_If you happen to run across any, I'll pay you for each bottle found._";
	text4 = "Stan then goes back to doing what he was doing before.";
	action = END_TALK;
	code =
		toggle_quest(2, 1);
		set_flag(50, 7, 1);
	break;

begintalknode 17;
	state = 15;
	personality = 216;
	nextstate = -1;
	condition = ((get_flag(50, 7) > 0) && (get_flag(50, 7) <= 5) && (has_item(451)));
	question = "I have some most excellent wine.";
	text1 = "Stan says _Excellent._";
	text2 = "_Here's your coins for each bottle._";
	text3 = "_I now have enough for now, so here's a little bonus._ he adds.";
	code =
		remove_string(3);
		i = get_flag(50, 7);
		w = take_all_of_item(451);
		play_sound(39);
		change_coins(25 * w);
		i = i + w;
		if (i >= 6) {
			toggle_quest(2, 0);
			set_flag(50, 7, 10);
			add_string(3);
			play_sound(39);
			change_coins(50);
			award_party_xp(100, 25);
		}
		else {
			set_flag(50, 7, i);
		}
	break;

begintalknode 18;
	state = 15;
	personality = 216;
	nextstate = -1;
	condition = 1;
	question = "I'd like to buy some spirits.";
	text1 = "You finish browsing through Stan's wares.";
	code =
		begin_shop_mode("Stan's Fine Spirits", "Stan sells fine spirits to those who wish to imbibe.  The prices are out of sight.", 3, 5, -1);
	break;

begintalknode 19;
	state = 15;
	personality = 216;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye and come again._ says Stan.";
	action = END_TALK;

// *** Chester ***
begintalknode 20;
	state = -1;
	personality = 217;
	nextstate = 21;
	condition = 1;
	question = "Chester";
	text1 = "As you approach, the man looks up and gives you a goofy smile.";
	text2 = "_Hey, whatcha doing, I'm Chester._ he says.";
	text3 = "He appears to be a sidekick of the second worker.";
	text5 = "Chester gives you another goofy smile trying to focus his eyes.";
	text6 = "_Sweet, welcome back._ he says.";
	text7 = "_Man last night was out-of-sight._ he adds.";
	text8 = "Judging from his appearance, it must have been one wild time.";
	action = INTRO;

begintalknode 21;
	state = 21;
	personality = 217;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Chester thinks for a moment, then answers _I watch animal planet and party._";
	text2 = "_Of course the 'man' here has other ideas of what I do._ he adds.";
	text3 = "He still seems to be having trouble focusing his eyes while talking to you.";

begintalknode 22;
	state = 21;
	personality = 217;
	nextstate = -1;
	condition = 1;
	question = "What do I do?";
	text1 = "Chester bursts out laughing _Sweet, you must've been there too._ obviously referring to the last big party he attended.";
	text2 = "_What did I do, do you remember?_ he asks excitedly.";

begintalknode 23;
	state = 21;
	personality = 217;
	nextstate = -1;
	condition = 1;
	question = "Can I get some help?";
	text1 = "Chester replies _Sweet!_, not really answering you but answering his pal who had mumbled something.";
	text2 = "You realize that it would be useless to ask again.";

begintalknode 24;
	state = 21;
	personality = 217;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Sweet._ says Chester _Don't forget to let me know what happened last night at the party later._";
	text2 = "You're sure that you weren't there, but it'd be useless to try to explain to him that fact.";
	action = END_TALK;

// *** Jesse ***
begintalknode 25;
	state = -1;
	personality = 218;
	nextstate = 26;
	condition = 1;
	question = "Jesse";
	text1 = "The man you are approaching looks up at you, he appears to have lost something.";
	text2 = "_Dude, visitors.  I'm Jesse._ he says.";
	text3 = "He looks over at the other worker and they both break out laughing at some private joke.";
	text5 = "Jesse still appears to be searching for something that is lost.";
	text6 = "_Dude, welcome back._ he says.";
	text7 = "_Should've have been here last night, it was a bitc'n party, I think._ he adds.";
	text8 = "His appearance appears to support that theory.";
	action = INTRO;

begintalknode 26;
	state = 26;
	personality = 218;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jesse answers _I'm looking for my cart.  Have you seen it around?_";
	text2 = "You're sure he's not answering your question as he starts looking around for his cart.";
	text3 = "You hear him mumble _This has been a strange day._";

begintalknode 27;
	state = 26;
	personality = 218;
	nextstate = -1;
	condition = 1;
	question = "What am I doing here?";
	text1 = "Jesse says _Dude, I don't know, but maybe you can help me find my cart._";
	text2 = "_I think I had it at the party last night._";
	text3 = "_Have you seen it?_ he asks as he launches into a description of a POS cart.";

begintalknode 28;
	state = 26;
	personality = 218;
	nextstate = -1;
	condition = 1;
	question = "Can I get some help?";
	text1 = "Jesse laughs _You need to see Zoltan for that._";
	text2 = "_I still need to see if I can find my cart.  Are you sure you haven't seen it?_ he asks.";
	text3 = "He calls out to his sidekick _Dude, where's my cart._";
	text4 = "The sidekick is too busy trying to stand upright to answer in any intelligent fashion.";

begintalknode 29;
	state = 26;
	personality = 218;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Jesse says _Dudes._ while still looking around for the missing cart.";
	text2 = "He hardly even notices you as you walk away.";
	text3 = "He still is mumbling about this being a strange day.";
	action = END_TALK;

// *** Jim ***
begintalknode 30;
	state = -1;
	personality = 219;
	nextstate = 31;
	condition = 1;
	question = "Jim Pruett";
	text1 = "A rolly, polly man is sitting behind the desk opening mail.";
	text2 = "_Ah, visitors in town, I'm Jim._ he says.";
	text3 = "_Do you need a CDL?_";
	text5 = "Jim looks very comfortable sitting behind the desk, answering mail sent to city hall.";
	text6 = "_What can I do for you?_ he asks.";
	action = INTRO;

begintalknode 31;
	state = 31;
	personality = 219;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jim looks like he thinks you're stupid _I answer questions, direct visitors and other things here for the city of Pergamos._";
	text2 = "_What does it look like I'm doing?_";

begintalknode 32;
	state = 31;
	personality = 219;
	nextstate = -1;
	condition = 1;
	question = "What's a CDL?";
	text1 = "Jim replies _Something all citizens need for personal protection._";
	text2 = "_A CDL is a concealed dagger license._ he adds.";
	text3 = "_I myself offer training classes once a month, though the next 6 months are full._ he says.";
	text4 = "_You really should look into getting one for your protection._";

begintalknode 33;
	state = 31;
	personality = 219;
	nextstate = -1;
	condition = 1;
	question = "Hmmm, what am I here for?";
	text1 = "_What are you here for?  What do you think you are here for?_ Jim asks.";
	text2 = "You have apparently made his list of stupid people judging from the look he is giving you.";

begintalknode 34;
	state = 31;
	personality = 219;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye and don't forget to sign up for my next open CDL class._ Jim says.";
	action = END_TALK;

// *** Zoltan ***
begintalknode 35;
	state = -1;
	personality = 220;
	nextstate = 36;
	condition = 1;
	question = "Zoltan";
	text1 = "A thin man, carrying an axe, with a slightly dazed look, is working at the building supply store.";
	text2 = "_Hello, I'm Zoltan._ he says.";
	text3 = "_Can I show you some building supplies?_";
	text5 = "Zoltan stops walking as you approach.";
	text6 = "_Ah, back again for supplies are you?_ he asks.";
	action = INTRO;

begintalknode 36;
	state = 36;
	personality = 220;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Zoltan gives a hearty laugh _I run the building supply here in Pergamos._";
	text2 = "_I have a couple of idiots that work for me if you need help selecting or loading stuff._";
	text3 = "_Do you need some building supplies?_ he asks.";

begintalknode 37;
	state = 36;
	personality = 220;
	nextstate = -1;
	condition = 1;
	question = "What would I be in town for?";
	text1 = "Zoltan looks slyly at you _I don't know, perhaps the fine inn we have?_";

begintalknode 38;
	state = 36;
	personality = 220;
	nextstate = -1;
	condition = 1;
	question = "Can I see your building supplies?";
	text1 = "You finish looking through the building materials Zoltan has for sale.";
	code =
		begin_shop_mode("Zoltan's Building Supplies", "Zoltan sells building supplies to those working on their homes.  The prices are almost out of sight.", 6, 4, -1);
	break;

begintalknode 39;
	state = 36;
	personality = 220;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Zoltan slaps you on the back _Goodbye, I'm always here if you need me._";
	text2 = "_Now where are those two dweebs I hired._";
	action = END_TALK;

// *** Cathy ***
begintalknode 40;
	state = -1;
	personality = 221;
	nextstate = 41;
	condition = 1;
	question = "Cathy";
	text1 = "A dark haired woman is dusting some shelves in the inn.";
	text2 = "She stops as you approach.  _Hello, I'm Cathy._ she says.";
	text3 = "_Do you need a room?_";
	text5 = "Cathy stops what she's working on as you approach.";
	text6 = "_Need a room?_ she asks.";
	action = INTRO;

begintalknode 41;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Cathy replies _I rent rooms to travelers who need to relax or rest._";
	text2 = "_Rooms run 5 coins per person._ she adds.";

begintalknode 42;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = 1;
	question = "What's there to do around town?";
	text1 = "Cathy replies _Not a whole lot, museum, parks and training ground.  Depends on what you like to do._";
	text2 = "_What was it that brought you to town?_";
	text3 = "Of course if you knew, you wouldn't be asking her.";

begintalknode 43;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = (party_size() == 1);
	question = "I'd like a room please (5 coins).";
	text1 = "Cathy takes your money and shows you to a nice, clean room.";
	text2 = "You get some needed rest, awaking refreshed and ready to go.";
	text3 = "Cathy giggles at what you are trying to pay.";
	text4 = "_Silly travelers, rooms are 5 coins per person._";
	text5 = "_Horses aren't allowed in the room._ Cathy says.";
	action = INN 5 55 14;
	code =
		run_scenario_script(19);
		set_ticks_forward(2500);
	break;

begintalknode 44;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = (party_size() == 2);
	question = "We'd like a room please (10 coins).";
	text1 = "Cathy takes your money and shows you to a nice, clean room.";
	text2 = "You get some needed rest, awaking refreshed and ready to go.";
	text3 = "Cathy giggles at what you are trying to pay.";
	text4 = "_Silly travelers, rooms are 5 coins per person._";
	text5 = "_Horses aren't allowed in the room._ Cathy says.";
	action = INN 10 61 11;
	code =
		run_scenario_script(19);
		set_ticks_forward(2500);
	break;

begintalknode 45;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = (party_size() == 3);
	question = "We'd like a room please (15 coins).";
	text1 = "Cathy takes your money and shows you to a nice, clean room.";
	text2 = "You get some needed rest, awaking refreshed and ready to go.";
	text3 = "Cathy giggles at what you are trying to pay.";
	text4 = "_Silly travelers, rooms are 5 coins per person._";
	text5 = "_Horses aren't allowed in the room._ Cathy says.";
	action = INN 15 58 11;
	code =
		run_scenario_script(19);
		set_ticks_forward(2500);
	break;

begintalknode 46;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = (party_size() > 3);
	question = "We'd like a room please (20 coins).";
	text1 = "Cathy takes your money and shows you to a nice, clean room.";
	text2 = "You get some needed rest, awaking refreshed and ready to go.";
	text3 = "Cathy giggles at what you are trying to pay.";
	text4 = "_Silly travelers, rooms are 5 coins per person._";
	text5 = "_Horses aren't allowed in the room._ Cathy says.";
	action = INN 20 60 17;
	code =
		run_scenario_script(19);
		set_ticks_forward(2500);
	break;

begintalknode 47;
	state = 41;
	personality = 221;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye and y'all come back again._ Cathy says.";
	action = END_TALK;

// *** Clarke ***
begintalknode 48;
	state = -1;
	personality = 224;
	nextstate = 49;
	condition = 1;
	question = "Clarke Howard";
	text1 = "A man wearing glasses and robes is busying working some cloth behind the counter.";
	text2 = "He smiles as you walk up and says _Hi, I'm Clarke_.";
	text3 = "_Have you come to see my fine tailoring?_";
	text5 = "Clarke is busy cutting a pattern from a bolt of cloth.";
	text6 = "He waves as you approach and says _Welcome back.  Let me know if I can show you anything._";
	action = INTRO;

begintalknode 49;
	state = 49;
	personality = 224;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Clarke smiles a little and waves a pair of scissors around.";
	text2 = "_I'm a tailor here in Pergamos.  I make and repair clothes for those that need my services._";
	text3 = "_I do a lot of custom work for people looking for that unique fashion._ he adds.";
	text4 = "_I also sell a few items for people that wish to work on their own clothes._";
	text5 = "_Can I make something for you or do you need sewing supplies?_ he asks.";

begintalknode 50;
	state = 49;
	personality = 224;
	nextstate = -1;
	condition = 1;
	question = "What do I do?";
	text1 = "Clarke looks a little a taken back, _You buy my sewing supplies?_ he answers.";
	text2 = "_If you don't know what you do or are doing, perhaps the library would help._ he adds.";
	text3 = "_Do you want to see what I got or not?_";

begintalknode 51;
	state = 49;
	personality = 224;
	nextstate = -1;
	condition = 1;
	question = "Show my your sewing supplies.";
	text1 = "You finish looking at Clarke's sewing supplies.";
	code =
		begin_shop_mode("Clarke's Fine Duds", "Clarke sells material used to make clothes.  The prices are kind of high here.", 8, 3, -1);
	break;

begintalknode 52;
	state = 49;
	personality = 224;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye, don't forget to tell your friends about my shop._ Clarke says before starting work on a pattern.";
	action = END_TALK;

// *** Lynn ***
begintalknode 53;
	state = -1;
	personality = 225;
	nextstate = 54;
	condition = 1;
	question = "Lynn";
	text1 = "A woman is busy stocking dried meat in bin behind the counter.";
	text2 = "She waves your way saying _Just a sec._";
	text3 = "When she finishes her task, she walks over and says _Hi, I'm Lynn._";
	text4 = "_Can I help you with something?_";
	text5 = "Lynn appears to be applying prices to various items in the store.";
	text6 = "She stops and asks _Can I assist you with something?_";
	action = INTRO;

begintalknode 54;
	state = 54;
	personality = 225;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Lynn replies _I manage the family food store here in Pergamos._";
	text2 = "_We carry an array of tasty items that should satisfy any palate._";
	text3 = "_Feel free to look around and let me know if you have questions._ she adds.";

begintalknode 55;
	state = 54;
	personality = 225;
	nextstate = -1;
	condition = 1;
	question = "What does Pergamos offer?";
	text1 = "Lynn answers _It depends on what you are looking for._";
	text2 = "_There are many fine attractions here.  A museum, library, school and of course many industries._";
	text3 = "_One of these may suit your tastes._ she says.";

begintalknode 56;
	state = 54;
	personality = 225;
	nextstate = -1;
	condition = 1;
	question = "Can I see your food?";
	text1 = "You finish picking over the food items Lynn has for sale.";
	code =
		begin_shop_mode("Lynn's Family Foods", "Lynn has a fine food store with a large variety of items.  The prices are Ok, but not great.", 0, 2, -1);
	break;

begintalknode 57;
	state = 54;
	personality = 225;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye and come again._ Lynn answers.";
	action = END_TALK;

// *** Barbara ***
begintalknode 58;
	state = -1;
	personality = 226;
	nextstate = 59;
	condition = 1;
	question = "Barbara";
	text1 = "A woman is bustling around the store rearranging the displays.";
	text2 = "She stops as you approach and smiles.";
	text3 = "_Hello, I'm Barbara._ she says.";
	text4 = "_Take a look around and let me know if something strikes your fancy._";
	text5 = "Barbara is restacking a pile of boxes in a corner.";
	text6 = "She smiles are you approach and says _Back again?_";
	action = INTRO;
	code =
		if (get_flag(2, 11) == 0) {
			set_flag(2, 11, 1);
		}
	break;

begintalknode 59;
	state = 59;
	personality = 226;
	nextstate = -1;
	condition = 1;
	question = "What is your job?";
	text1 = "Barbara answers _I run this fine establishment, selling a variety of items._";
	text2 = "_You won't find stock like this just anywhere._ she adds.";
	text3 = "_Now you let me know if I can assist you._";

begintalknode 60;
	state = 59;
	personality = 226;
	nextstate = -1;
	condition = 1;
	question = "Have you seen us before?";
	text1 = "Barbara looks you up and down _No, I can't rightly say I have._";
	text2 = "_Are you lost or just fooling with me?_";
	text3 = "Barbara says _You've been in here before, but prior to that, no._";
	text4 = "_Why do you keep asking me that?_";
	code =
		if (get_flag(2, 11) == 1) {
			remove_string(3);
			remove_string(4);
			set_flag(2, 11, 2);
		}
		else {
			remove_string(1);
			remove_string(2);
		}
	break;

begintalknode 61;
	state = 59;
	personality = 226;
	nextstate = -1;
	condition = 1;
	question = "Can I look at your items?";
	text1 = "You finish looking through the item variety Barbara has for sale.";
	code =
		begin_shop_mode("Barbara's Variety Store", "Barbara has a variety of items for sale.  The prices are high, but not out of sight.", 7, 2, -1);
	break;

begintalknode 62;
	state = 59;
	personality = 226;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Barbara waves at you and then goes back to the task she was working before.";
	action = END_TALK;

// *** Eddie *** (63)
begintalknode 63;
	state = -1;
	personality = 227;
	nextstate = 64;
	condition = 1;
	question = "Eddie";
	text1 = "Behind the counter, a man is polishing some fruit for display.";
	text2 = "He puts down the rag and says _I'm Eddie, king of fruits._";
	text3 = "Judging from his hearty laugh, you can tell he gets a big kick out of saying that.";
	text5 = "Eddie is weighing a bag of fruit at the counter.";
	text6 = "He waves and says _Fruit king, at your service.  What can I get for you?_";
	action = INTRO;

begintalknode 64;
	state = 64;
	personality = 227;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Eddie laughs again _I run a fruit store, King Fruits.  Also have a stock of produce in addition to the stock of fruit._";
	text2 = "_Name the fruit, and I have it.  Look at all of the delicious fruits I have._";
	text3 = "_Let me know if you need help?_ he says.";

begintalknode 65;
	state = 64;
	personality = 227;
	nextstate = -1;
	condition = 1;
	question = "Is there someplace important in town?";
	text1 = "Eddie thinks for a moment, then answers _My fruit store is pretty important._";
	text2 = "_Other than it, I can't rightly say._ he adds.";

begintalknode 66;
	state = 64;
	personality = 227;
	nextstate = -1;
	condition = 1;
	question = "Let me see the produce.";
	text1 = "You finish prodding, squeezing and picking over Eddie's fruits and produce.";
	code =
		begin_shop_mode("King Fruits", "Eddie has a selection of fruit and other produce for sale.  The prices are, surprisingly, low.", 2, 1, -1);
	break;

begintalknode 67;
	state = 64;
	personality = 227;
	nextstate = -1;
	condition = 1;
	question = "I'm out of here.";
	text1 = "Eddie says _Tell your friends, the king of the fruits is right here._";
	text2 = "His deep laugh follows you out the door.";
	action = END_TALK;

// *** Generic Child ***
begintalknode 70;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Generic Child";
	text1 = "The child looks suspiciously at you _I don't talk to strangers!_";
	text2 = "_Leave me alone or I'll scream._ the child says loudly.";
	text3 = "The child appears to be scared of you.  _Go away, I don't want to talk._ the child says.";
	text4 = "The child starts screaming.  You leave before you attract too much attention.";
	text5 = "The child kicks you and then runs off shouting something about 'pervs'.";
	text6 = "The child pulls out a whistle and starts blowing.  You're sure it's not good so you leave.";
	action = END_TALK;
	code =
		remove_string(1);
		remove_string(2);
		remove_string(3);
		remove_string(4);
		remove_string(5);
		remove_string(6);
		i = get_ran(1, 1, 6);
		add_string(i);
	break;

// *** Dave ***
begintalknode 75;
	state = -1;
	personality = 235;
	nextstate = 76;
	condition = 1;
	question = "Dave";
	text1 = "A large, round man, wearing a cheap tie, is sitting in front of a desk.";
	text2 = "_Hello folks, I'm Dave._ he says.";
	text3 = "_Are you looking for an apartment?_";
	text5 = "Dave is signing some papers on the desk in front of him.";
	text6 = "_Just a second folks._ Dave says as he continues to work.";
	text7 = "Once he has put the paperwork into a folder, he turns and asks _Come back to look at an apartment?_";
	action = INTRO;
	code =
		if (get_flag(2, 12) < 2) {
			inc_flag(2, 12, 1);
		}
	break;

begintalknode 76;
	state = 76;
	personality = 235;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "_I am the apartment manager for Pergamos Arms._ answers Dave.";
	text2 = "_Are you looking for a residence?_ he inquires.";

begintalknode 77;
	state = 76;
	personality = 235;
	nextstate = 79;
	condition = 1;
	question = "Have you seen me before?";
	text1 = "Dave replies _Before just now, no._";
	text2 = "_Well, I recognize you from the last time you came in._ replies Dave.";
	text3 = "_Are you lost?_ he asks.";
	code =
		if (get_flag(2, 12) == 1) {
			remove_string(2);
		}
		else {
			remove_string(1);
		}
	break;

begintalknode 78;
	state = 76;
	personality = 235;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_Goodbye.  Let me give you a brochure on our residential units just in case you start looking for a place._ Dave adds.";
	text2 = "After giving you a brochure, he then goes back to working on some contracts on the desk.";
	action = END_TALK;

begintalknode 79;
	state = 79;
	personality = 235;
	nextstate = -1;
	condition = 1;
	question = "No, not really.";
	text1 = "Since you are sure he can't help you, you answer the only way you can.";
	text2 = "_That's good.  Say, I do have a unit available if you are looking for a new residence._ adds Dave.";

// *** Andi ***
begintalknode 85;
	state = -1;
	personality = 236;
	nextstate = 86;
	condition = 1;
	question = "Andi";
	text1 = "An elegantly dressed woman is wandering by you.";
	text2 = "She looks down upon you as you approach saying _I am Andi._";
	text3 = "_What ever could I want with you?_";
	text4 = "_And goodness, you need to put on some clothes._ she says in disdain.";
	text5 = "Andi is still looking snooty.";
	text6 = "_Hummph.  Commoners again._ she says.";
	text7 = "_I still see you haven't learned to dress properly yet._ she adds disdainfully.";
	action = INTRO;
	code =
		if (get_flag(100, 0) == 0) {
			remove_string(4);
			remove_string(7);
		}
	break;

begintalknode 86;
	state = 86;
	personality = 236;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "_What business is that of yours?_ Andi replies haughtily.";
	text2 = "Her head is so far back from looking down her nose, you wonder how it hasn't roll off yet.";

begintalknode 87;
	state = 86;
	personality = 236;
	nextstate = -1;
	condition = 1;
	question = "Do you have work available?";
	text1 = "Andi appears ready to choke.  _For your type, I think not._ she says.";
	text2 = "The elegant clothes and the attitude just don't seem to go together in your mind.";
	text3 = "_Besides, you don't know how to dress, so how can you possibly think you can work._ she adds, rather nastily.";
	code =
		if (get_flag(100, 0) == 0) {
			remove_string(3);
		}
	break;

begintalknode 88;
	state = 86;
	personality = 236;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Andi just snorts and mumbles something that sounds like _I say._ before ignoring your presence.";
	action = END_TALK;

// *** Amos ***
begintalknode 95;
	state = -1;
	personality = 237;
	nextstate = 96;
	condition = 1;
	question = "Amos";
	text1 = "An elegantly dressed man is wandering by you.";
	text2 = "He looks down upon you as you approach saying _I am Amos._";
	text3 = "_What ever could I want with you?_ he asks.";
	text4 = "_And heavens, why are you naked?_ he adds superiorly.";
	text5 = "Amos is still looking snooty.";
	text6 = "_Hummph.  Commoners again._ he says.";
	text7 = "_Still have that aversion to clothes, yes._ he adds with a sneer.";
	action = INTRO;
	code =
		if (get_flag(100, 0) == 0) {
			remove_string(4);
			remove_string(7);
		}
	break;

begintalknode 96;
	state = 96;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Amos's eyes are almost hidden by his nose from looking down at you.";
	text2 = "_Why I am a very important man.  Don't you know who I am?_ he says.";
	text3 = "If you knew who he was and what he did, why would you ask him you're thinking.";

begintalknode 97;
	state = 96;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "Do you have work available?";
	text1 = "Amos replies _Be gone curs.  I don't have time to deal with the likes of you._";
	text2 = "He doesn't appear to be doing anything, so his statement rings a little false to you.";
	text3 = "_Besides,_ Amos sneers _you don't even know how to dress, so how can you think you can hold a job._";
	code =
		if (get_flag(100, 0) == 0) {
			remove_string(3);
		}
	break;

begintalknode 98;
	state = 96;
	personality = 237;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "_And good riddance to you._ replies Amos.";
	text2 = "You get to thinking, what a nasty little troll.";
	action = END_TALK;
