// TOWN DIALOGUE SCRIPT
//    Town 4: Pergamos, part 4

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

begintalkscript;

variables;

short i;

// *** Generic Child ***
begintalknode 1;
	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;

// *** Tom ***
begintalknode 2;
	state = -1;
	personality = 48;
	nextstate = 3;
	condition = 1;
	question = "Tom";
	text1 = "A shifty looking man is busying writing in a journal behind the counter.";
	text2 = "As you get close, he shuts it quickly and puts it in a drawer.";
	text3 = "_I'm Tom, what do you want?_";
	text5 = "Tom appears to be appraising some jewelry laying on the counter.";
	text6 = "Once he notices you, he quickly puts them in a box and places the box under the counter.";
	text7 = "_You're back.  Do you need something?_ Tom asks.";
	action = INTRO;

begintalknode 3;
	state = 3;
	personality = 48;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "You seem to be stupid to him.  _This is a pawn shop._ Tom answers.";
	text2 = "_I loan money to people in need for collateral, mainly expensive items they can no longer afford._";
	text3 = "_Are you police?_ Tom asks.";
	text4 = "You wonder why he'd ask such a question.";

begintalknode 4;
	state = 3;
	personality = 48;
	nextstate = -1;
	condition = 1;
	question = "Is there something of value around here?";
	text1 = "_Something of value! Here in Pergamos!_ Tom answers.  _Only the statues in the museum._";
	text2 = "_Of course, knowledge is valuable also._ Tom adds.";
	text3 = "_You're not robbers are you?  Because if you are, you better be prepared._ Tom says.";

begintalknode 5;
	state = 3;
	personality = 48;
	nextstate = -1;
	condition = 1;
	question = "I'd like to 'get a loan'.";
	text1 = "You finish your transactions with Tom.";
	code =
		begin_shop_mode("Pergamos Pawn and Gifts", "Tom pawns items from people in need.  He loans cheap and sells high.", 11, 5, 1);
	break;

begintalknode 6;
	state = 3;
	personality = 48;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Tom snorts and says _Don't let the door hit your behind on the way out._";
	action = END_TALK;

// *** Dick ***
begintalknode 10;
	state = -1;
	personality = 49;
	nextstate = 11;
	condition = 1;
	question = "Dick";
	text1 = "An older man is shuffling around behind a small counter.";
	text2 = "He grins as you get close _Howdy, don't get many visitors around here._";
	text3 = "_I'm Dick by the way.  Visit with me a while._";
	text5 = "Dick seems happy to see you.";
	text6 = "_You're back, great._ he says.";
	action = INTRO;

begintalknode 11;
	state = 11;
	personality = 49;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Dick answers _I sell masks to those that need to go to the town dump._";
	text2 = "He grins _You don't want to be caught in there without one._";
	text3 = "_My friend Angus lives in there._";
	text4 = "_Of course he doesn't get out much, so we don't get a lot of time to visit._ he adds.";

begintalknode 12;
	state = 11;
	personality = 49;
	nextstate = -1;
	condition = 1;
	question = "Is there something special about this town?";
	text1 = "Dick thinks and says _There is a building that has no entrances._";
	text2 = "_I'd bet that place is something special._";
	text3 = "_What do you do, where are you from, give me details._ Dick continues excitedly.";
	text4 = "He has seemed to be without visitors for a while.";

begintalknode 13;
	state = 11;
	personality = 49;
	nextstate = -1;
	condition = 1;
	question = "Can I get some masks?";
	text1 = "You finish buying masks from Dick.";
	code =
		begin_shop_mode("Dump Protection", "Dick provides masks for those wanting to go to the dump.  The prices are average.", 12, 2, -1);
	break;

begintalknode 14;
	state = 11;
	personality = 49;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Dick seems a little sad _Well, I guess you got to be going._";
	text2 = "_Don't be a stranger and come back and see me._ he says.";
	action = END_TALK;

// *** Greg ***
begintalknode 20;
	state = -1;
	personality = 410;
	nextstate = 21;
	condition = 1;
	question = "Greg";
	text1 = "A dazed (or something) man is shuffling around behind a dusty counter.";
	text2 = "_Hi ya man._ he says as he notices you in the shop.";
	text3 = "_Name's Greg, I think man._ he says slowly.";
	text5 = "Greg still seems to be in another world.";
	text6 = "_Came again man.  Got some new stuff man._ he says.";
	action = INTRO;

begintalknode 21;
	state = 21;
	personality = 410;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Greg appears stumped by the question.  _What do you mean man?_ he asks.";
	text2 = "_Are you talking about before, about now or later.  Man, you need to make yourself clear._";
	text3 = "You are now confused as to what he was talking about.";

begintalknode 22;
	state = 21;
	personality = 410;
	nextstate = -1;
	condition = 1;
	question = "What do you sell here?";
	text1 = "_Ah, man, I sell only the best stuff here._ Greg answers";
	text2 = "_You won't find a better selection anywhere._ he adds.";
	text3 = "He pauses _You ain't the man, man, are you?_ he asks.";

begintalknode 23;
	state = 21;
	personality = 410;
	nextstate = -1;
	condition = 1;
	question = "Can I see you stuff?";
	text1 = "You finish looking over Greg's stuff.";
	code =
		begin_shop_mode("Sweet Smoke", "Greg seems to stay just one step inside the law with his shop.  Prices are out of sight!", 10, 5, -1);
	break;

begintalknode 24;
	state = 21;
	personality = 410;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Greg doesn't seem to know how to answer.";
	text2 = "He finally says _Man, your hair is green._";
	text3 = "You have no idea how to answer, so you just leave.";
	action = END_TALK;
