begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = 1;
	question = "General Moerder";
	text1 = "After wiping the sweat from her brow, the infamous General Moerder turns around and stares at you.";
	text2 = "_...You look like amateurs.  You wouldn't happen to be those Specialists, would you?_";
	text3 = "_...You look like amateurs.  You wouldn't happen to be that Specialist, would you?_";
	text4 = "Her voice is delicately laced with disrespect and contempt.  Clearly, her opinion of you could be higher.";
	text5 = "She sighs.  _What is it?  You had better make this worth my time._";
	action = INTRO;
	code = 
		if(party_size() > 1)
			remove_string(3);
		if(party_size() == 1)
			remove_string(2);
break;

begintalknode 2;
	state = 1;
	nextstate = 2;
	condition = get_flag(4,0) == 1;
	question = "How did you DO that?";
	text1 = "She scoffs.  _It's called Notangriff, it's my personal technique.  You look impressed._";
	text2 = "_I spent 5 years of my life perfecting that.  It's my child, my pet.  It's also why I am considered to be the best assassin in North Canopy._";

begintalknode 3;
	state = 2;
	nextstate = -1;
	question = "Five years is a long time.  Is there any way we could learn that?";
	text1 = "She puts her fist to her chin and looks you over, shaking her head as she does.";
	text2 = "_Well, never say never, but...  I'm not hopeful.  Sorry to bust your bubble._";

begintalknode 4;
	state = 2;
	nextstate = -1;
	question = "What does Notangriff do?";
	text1 = "_Notangriff is an attack that involves not only a trained physique, but also a deep training of the mind.  If you are able to master this technique, you will master your enemy._";
	text2 = "_The attack has four phases.  It requires mental and physical balance to achieve all four without damaging yourself._";
	text3 = "_With Notangriff, you bring the enemy as close to death as you are four times around._";

begintalknode 5;
	state = 1;
	nextstate = -1;
	condition = get_flag(4,0) == 0;
	question = "What are you doing?";
	text1 = "She shakes her head.  _Just you watch._";

begintalknode 10;
	state = -1;
	nextstate = 3;
	question = "Menage";
	text1 = "This woman is sitting idly and sideways in her chair, twirling a pencil between her fingers.  She hardly seems concerned as you approach.";
	text2 = "_Heya.  The name's Menage, I'm in charge of distributing goods._  She doesn't even turn her head towards you.";
	text3 = "_If you think you've got anything coming, just ask me._";
	text5 = "She looks over.  _Oh, it's you again._";
	text6 = "_I'm still here, so lemme know what it is you're looking for._";
	action = INTRO;

begintalknode 11;
	state = 3;
	nextstate = -1;
	question = "Where can we get some food?";
	text1 = "She turns her head towards you.  _You're the Specialists, right?  Most boys get rations whenever they go on missions, but you're supposed to report directly to the plantations since you'll be out there perpetually._";
	text2 = "She turns her head towards you.  _You're the Specialist, right?  Most boys get rations whenever they go on missions, but you're supposed to report directly to the plantations since you'll be out there perpetually._";
	text3 = "She shrugs.  _I can't say that I envy you.  'Cuz I don't._";
	text4 = "(The plantations are in a walled enclosure southeast of Schwertschrein.)";
	code = 
		if(party_size() > 1)
			remove_string(2);
		if(party_size() == 1)
			remove_string(1);
break;

begintalknode 12;
	state = 3;
	nextstate = 4;
	question = "We're licensed to receive some goods from the warehouses.";
	text1 = "She shrugs.  _Then don't come to me.  My instructions are to just let you run willy-nilly and take whatever you're given access to._";
	text2 = "_You don't get your stuff from me like anyone else does.  You get the warehouse keys directly from Leader._";
	text3 = "_God.  You must be good to get as much equipment as you do._";

begintalknode 13;
	state = 4;
	nextstate = 12;
	question = "What's in the warehouses?";
	text1 = "_Hm.  I suppose I wasn't told not to tell you what's inside...  And heck, it'll provide you with incentives to finish your missions.  Which warehouse?_";

begintalknode 14;
	state = 12;
	nextstate = -1;
	question = "The first.";
	text1 = "She looks in the book sitting in front of her.";
	text2 = "_There's lots of goodies here.  A Ring of Speed, Blessed Greatsword, Icy Ring, Titanium Boots, a Blessed Sling and Drakeskin Armor._";
	text3 = "_Plus, it says here that there are two spells waiting for you.  Lucky buggers- I didn't even know that we had some of these items._";

begintalknode 15;
	state = 12;
	nextstate = -1;
	question = "The second.";
	text1 = "She pages through her inventory tome.  _Ahh, here we go.  Second warehouse._";
	text2 = "_You are incredibly lucky!  You'll be getting a Blessed Plate Mail, Slippers of Speed, a Glass Goblet, some Mithril Ore, an Iceshield, a Fine First Aid Kit and some Incense._";
	text3 = "_Although to be honest, I'm not sure why they're giving you Mithril.  It doesn't make sense._";

begintalknode 16;
	state = 12;
	nextstate = -1;
	question = "The third.";
	text1 = "She flips to the back of the book.  _The third warehouse..._  Her eyes open wide.  _Wow!  Your final reward is...  Extraordinary as well._";
	text2 = "_You get two Knowledge Brews, a Magic Helmet, Blessed Robes, Magic Greaves, three thousand gold coins, an Adrenaline Stone, and...  A three-piece boardgame collector's set?_";
	text3 = "_Barring the last three items, the whole bit is very lucrative.  Work hard, so you can get 'em._";

begintalknode 17;
	state = 4;
	nextstate = -1;
	question = "What does the average soldier here receive?";
	text1 = "She sighs.  She clearly has this memorized.";
	text2 = "_Soldiers get Leather Armor, an Iron Spear, a Leather Helmet, Boots and occasionally a Healing Potion for exceptional performance._";
	text3 = "_Archers get an Ash Bow, Steel Arrows, Iron Studded Armor and an Iron Longsword._";
	text4 = "_It ain't much, but they get by._";

begintalknode 20;
	state = -1;
	nextstate = 5;
	question = "Dandy Dobson";
	text1 = "The man sitting at the desk seems to be plenty uninterested in what's going on around him.  He's twiddling an impossibly dull dagger in his hand to keep his fingers busy.  Then, he notices you.";
	text2 = "_Oh, hey!  You must be the Specialists.  The name's Dandy Dobson, and I'm in charge of distributing the goods forged here._";
	text3 = "_Oh, hey!  You must be the Specialist.  The name's Dandy Dobson, and I'm in charge of distributing the goods forged here._";
	text4 = "_I'm not sure if there's anything I can do for you, but if there is, let me know._";
	text5 = "Dandy Dobson is still sitting here playing with his metal stub.  He must be an expert at keeping himself occupied by now.";
	text6 = "_Heya.  Just lemme know what you've got a hankering for._";
	action = INTRO;
	code = 

	if(party_size() > 1){
		remove_string(3);
	}
	else{
		remove_string(2);
	}

break;

begintalknode 21;
	state = 5;
	nextstate = -1;
	question = "Can I have supplies?";
	text1 = "He shakes his head.  _Sorry, but this place is not a place where goods are distributed to individual soldiers.  We take what is made here and ship it off to various places en masse._";
	text2 = "_If you're looking for individual items, my guess is that you'd have better luck speaking with Menage.  She's in the southwestern corner of this floor._";

begintalknode 22;
	state = 5;
	nextstate = -1;
	question = "How does the smithy here operate?";
	text1 = "_It works because of Artigiano.  He's the most devoted workaholic I've ever seen, and he's incredibly skilled._";
	text2 = "_The laboratories once tried to make a system that would mass-produce weapons, but their weapons were of a lower quality than Artigiano's even though the speeds were tied._";
	text3 = "_He's a genius of metallurgy, make no mistake._";

begintalknode 23;
	state = 5;
	nextstate = 6;
	question = "I have a special request.";
	text1 = "He raises an eyebrow.  _Eh?  What do you want?_";

begintalknode 24;
	state = 6;
	nextstate = 7;
	condition = has_special_item(41) > 0;
	question = "I have a metal for you to refine.";
	text1 = "_Ohh?  Well, show it to me!_";
	text2 = "You produce the ore.  Dobson inspects it thoroughly.";
	text3 = "_Wow!  That there's grade-A mithril.  If you want this forged, I can have Artigiano work on it for you.  It'll cost you 250 gold, though._";

begintalknode 25;
	state = 7;
	nextstate = 5;
	question = "No thanks.";
	text1 = "He shrugs.  _Well, you just let me know if you need anything.  It's not like I'm ever particularly busy around here._";

begintalknode 26;
	state = 7;
	nextstate = 6;
	condition = coins_amount() >= 250;
	question = "Sure. (Pay 250 Coins.)";
	text1 = "He takes the Mithril ore into the other room.  You hear a furious pounding, the sounds of burning, and then an end to the fires a few hours later.";
	text2 = "Dobson comes back into the room with a solid chunk of a glistening metal.  It's smaller than you expected it to be.";
	text3 = "_That's one hell of a specimen right there.  You treat it well._";
	code = 

		change_spec_item(41,-1);
		change_spec_item(42,1);
		change_coins(-250);

break;

begintalknode 27;
	state = 6;
	nextstate = -1;
	condition = has_special_item(42) > 0 && has_special_item(42) < 5;
	question = "Could you forge something out of Mithril for me?";
	text1 = "_Of course.  Let's see what you've got._";
	text2 = "You show him your collection of Mithril.  He sighs.";
	text3 = "_That's so little actual metal.  You'd be mad to try to make something with only so little.  Come back when you have more._";

begintalknode 28;
	state = 6;
	nextstate = 8;
	condition = has_special_item(42) >= 5;
	question = "Could you forge something out of Mithril for me?";
	text1 = "_Of course.  Let's see what you've got._";
	text2 = "You show him your collection of Mithril.  He nods approvingly.";
	text3 = "_I could have Artigiano make you a suit of resplendent, non-encumbering armor.  It would protect you incredibly well.  It would cost you 4,500 coins and would require five chunks of Mithril._";
	text4 = "_I could also have him forge you a sword of incredible power for the price of 9,000 coins and 10 chunks.  It's your choice._";
	code = 
		if(has_special_item(42) < 10){
			remove_string(4);
		}
break;

begintalknode 29;
	state = 8;
	nextstate = 6;
	condition = coins_amount() >= 4500;
	question = "The armor sounds nice. (Pay 4,500 coins.)";
	text1 = "He takes your Mithril as well as a large sum of your coins and goes into the back room.";
	text2 = "The next few hours are defined by pounding, burning, and magic.  It's very intriguing to watch Artigiano work.  Dobson returns with a suit of armor on his shoulder.";
	text3 = "He lays the armor down.  It glitters in the torchlight, and seems to be light as a feather.  Its plates are thin, but the enchantments on them are impressive.";
	text4 = "_It's all yours.  Best of luck in your missions._";
	code = 
		change_coins(-4500);
		change_spec_item(42,-5);
		put_item_on_spot(50,22,460);
break;

begintalknode 30;
	state = 8;
	nextstate = 9;
	condition = coins_amount() >= 9000 && has_special_item(42) >= 10;
	question = "I want a sword. (Pay 9,000 coins.)";
	text1 = "He takes the huge sum of gold as well as the large amount of Mithril and walks into Artigiano's smithy.  He returns a minute later with your resources still in hand.";
	text2 = "_Artigiano is incredibly excited at the opportunity.  He says that he can make one of two swords for you._";
	text3 = "_The first type of sword he can make you is one which will rend any enemy in your path with more power than you could ever fathom._";
	text4 = "_The second type of sword he can make you is one which will perfect the art of grace and assassination.  It is for those who prefer to make deadly strikes many times rather than a single devastating one._";

begintalknode 31;
	state = 9;
	nextstate = 6;
	question = "I want the incredibly powerful sword.";
	text1 = "He brings your resources into Artigiano's forge again.  Almost immediately, the forge's fires leap into action.  The glow seems to bathe everything in a lurid aura.";
	text2 = "Hours pass.  You hear the constant sound of pounding, as well as the noise of spells being cast.  The ubiquitous magical energy is frequent enough to be palpable.";
	text3 = "After a very long wait, Dobson returns with a gigantic greatsword.  It glows with a resplendent sheen as motes rise from its shaft.  The detail involved is intricate almost to a fault.";
	text4 = "_Artigiano is very proud of his creation.  He has named it Maximilian._";
	action = END_TALK;
	code = 
		change_coins(-9000);
		change_spec_item(42,-10);
		put_item_on_spot(50,22,452);
		set_flag(59,0,1);
break;

begintalknode 32;
	state = 9;
	nextstate = 6;
	question = "I want the stealthy, dextrous sword.";
	text1 = "He brings your resources into Artigiano's forge again.  Almost immediately, the forge's fires leap into action.  The glow seems to bathe everything in a lurid aura.";
	text2 = "Hours pass.  You hear the constant sound of pounding, as well as the noise of spells being cast.  The ubiquitous magical energy is frequent enough to be palpable.";
	text3 = "After a very long wait, Dobson returns with a long, delicate greatsword.  It glows with a resplendent sheen as motes rise from its shaft.  The detail involved is intricate almost to a fault.";
	text4 = "_Artigiano is very proud of his creation.  He has named it Saljuq._";
	action = END_TALK;
	code = 
		change_coins(-9000);
		change_spec_item(42,-10);
		put_item_on_spot(50,22,453);
		set_flag(59,0,2);
break;

begintalknode 33;
	state = 9;
	nextstate = 6;
	question = "On second thought, I don't think I'll be buying a sword today.";
	text1 = "Seemingly disappointed, Dobson hands your money and Mithril back to you.";
	text2 = "_Artigiano was looking forward to undertaking this project.  If ever you want him to make a sword for you, by all means, tell me._";
	action = END_TALK;

begintalknode 34;
	state = 6;
	nextstate = -1;
	question = "Can you forge me an item?";
	text1 = "_Artigiano does not forge items on request unless the request is exceptional.  Dealing with mundane metals is what he does everyday._";
	text2 = "_If you want a quality, mundane weapon, then you can buy them in Kedalvasser to the south.  Weapons not given to soldiers are sold to merchants._";
	text3 = "_On the other hand, if you had a request worth Artigiano's time, he could show you first-hand his expertise._";

begintalknode 40;
	state = -1;
	nextstate = 10;
	question = "Alexander";
	text1 = "Well, well, well.  Alexander from Zephirius Inn is sitting here in a cell, starved, disheveled, and unsanitary.  When he sees you, he becomes furious.";
	text2 = "_YOU!  I can't believe that you turned me in after accepting my bribe!  You are malicious, backstabbing, and bereft of scruples._";
	text3 = "_YOU!  You military types are all nothing but dirty fascists, keeping me locked up in here.  How dare you!  I am an entrepreneur, a businessman!_";
	text4 = "_YOU!  I know you, I told you rumors at the bar.  So you're with the military...  Figures.  You smelled like fecal matter, you mud-snorting, fascist swine!_";
	text5 = "Alexander is fuming.  _Blast it all to hell, are you done here yet?_";
	action = INTRO;
	code = 
		clear_strings();
		if(get_flag(64,0) == 3)
			add_string(2);
		if(get_flag(64,0) == 2)
			add_string(3);
		if(get_flag(64,0) == 1)
			add_string(4);
break;

begintalknode 41;
	state = 10;
	nextstate = -1;
	question = "Oh, come on.  It can't be that bad.";
	text1 = "_Fuck you._";

begintalknode 42;
	state = 10;
	nextstate = -1;
	question = "You had it coming.";
	text1 = "_They were rumors!  They might not have been true, you cretin!  You throw me in jail for, what, not being a complete tool?_";
	text2 = "_Oh, like you have room to talk.  Say, how did you spend those thousand gold coins?  The ones I used to BRIBE you into SILENCE?_  The guards aren't listening.  They probably don't care.";
	code = 
		if(get_flag(64,0) == 3)
			remove_string(1);
		if(get_flag(64,0) < 3)
			remove_string(2);
break;

begintalknode 43;
	state = 10;
	nextstate = -1;
	question = "(Laugh at him.)";
	text1 = "_You know what?  That's it.  I've had it up to here!  Die!_";
	text2 = "He doesn't seem to realize that he has no weapons capable of striking you past the bars of his jail cell.  Oh well, it's his funeral.";
	action = END_TALK;
	code = 
		set_attitude(59,10);
break;

begintalknode 45;
	state = 3;
	nextstate = -1;
	question = "Could you identify our items for us?";
	text1 = "She shrugs.  _Why not.  I know what every item is with this book here, and I'm not allowed to take money from you, so I guess I'll do it for free._";
	action = ID 0;