// TOWN DIALOGUE SCRIPT
//    Town 4: Arena

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

begintalkscript;

variables;

short choice;

// *** Marjorie ***
begintalknode 1;
	state = -1;
	personality = 411;
	nextstate = 2;
	condition = 1;
	question = "Marjorie";
	text1 = "A pretty woman with red-hair is busy cooking food.";
	text2 = "She looks up and says _Hello, I am Marjorie, can I get you something?_";
	text5 = "Marjorie continues cooking as you approach.";
	text6 = "_Can I get you something?_ she asks as she pulls some bread out of the oven.";
	action = INTRO;

begintalknode 2;
	state = 2;
	personality = 411;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "_I am the chef here at the Food Hut._";
	text2 = "Marjorie smiles _I create all of the delicious food for travelers and warriors such as yourself._";

begintalknode 3;
	state = 2;
	personality = 411;
	nextstate = -1;
	condition = 1;
	question = "Can I buy some food from you?";
	text1 = "You finish shopping for food.";
	action = END_TALK;
	code =
		begin_shop_mode("Food Hut","Marjories Food Hut serves delicious meal to a weary traveler.  The prices are somewhat high.", 5, 3, -1);
	break;

// *** John Smith ***
begintalknode 5;
	state = -1;
	personality = 412;
	nextstate = 6;
	condition = 1;
	question = "John Smith";
	text1 = "A roguish looking individual is reading a newspaper behind the counter.";
	text2 = "He looks up and says _Hi, I am John Smith, the Arena Inn innkeeper._";
	text3 = "_Can I interest you in a room?_";
	text5 = "John looks up from his newspaper at your approach.";
	text6 = "_Is there something I can help you with?_ he asks.";
	action = INTRO;

begintalknode 6;
	state = 6;
	personality = 412;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "_I am the innkeeper of the Arena Inn._";
	text2 = "_I rent rooms to weary travelers and arena participants to rest up in._";
	text3 = "_Rooms are clean and reasonable at 30 coins per stay._";

begintalknode 7;
	state = 6;
	personality = 412;
	nextstate = -1;
	condition = 1;
	question = "Can I get some food?";
	text1 = "John chuckles and says _You need to go next door to the Food Hut._";
	text2 = "John winks _Besides, the view is nicer there while you are eating._";

begintalknode 9;
	state = 6;
	personality = 412;
	nextstate = -1;
	condition = 1;
	question = "Can I get a room?";
	text1 = "John takes your money and shows you to a clean, airy room.";
	text2 = "You feel refreshed as you rest and relax, ready to go again.";
	text3 = "John looks at your pitful purse and laughs.";
	text4 = "_You can not afford the room, come back when you have 30 coins._";
	text5 = "John looks at you _I rent to humanoids, not horses, you will need to leave it outside._";
	action = INN 30 8 21;
	
begintalknode 8;
	state = 6;
	personality = 412;
	nextstate = -1;
	condition = 1;
	question = "Good bye";
	text1 = "John goes back to reading as you leave.";
	action = END_TALK;

// *** Father Quick ***
begintalknode 10;
	state = -1;
	personality = 413;
	nextstate = 11;
	condition = 1;
	question = "Father Quick";
	text1 = "An experienced priest is busy doing priestly stuff in the temple proper.";
	text2 = "The priest looks your way saying _I'm Father Quick my children._";
	text3 = "_Do you need aid or some of my other services?_";
	text5 = "Father Quick stops what he was working on to look your way.";
	text6 = "_Is there some service or my aid you need?_ he asks.";
	action = INTRO;

begintalknode 11;
	state = 11;
	personality = 413;
	nextstate = -1;
	condition = 1;
	question = "What services do you provide?";
	text1 = "_I can heal wounded or sick travelers for a small donation of 100 coins._";
	text2 = "_I can also teach party members who qualify several priest spells._";
	text3 = "_In addition, back in my early days when I studied with a seer, I learned how to identify items, which I can do for you if needed._";
	text4 = "_Identification will cost you 30 coins per item._";
	text5 = "_What is it you need?_ Father Quick asks.";

begintalknode 12;
	state = 11;
	personality = 413;
	nextstate = -1;
	condition = 1;
	question = "Can I get some healing (pay 100 coins)?";
	text1 = "Father Quick says _You unfortunately do not have the required number of coins for the healing.  I am sorry but I have to be firm with the donation._";
	text3 = "_Great, you don't need any healing after all._";
	text5 = "Father Quick places his hand on your shoulder.  You feel full of energy and strength.  With a flash, you are completely healed.";
	code =
		clear_strings();
		if (coins_amount() < 100) 
			add_string(1);
		else if (run_select_a_pc(1) == 0)
			add_string(3);
		else {
			play_sound(24);
			add_string(5);
			restore_pc(get_selected_pc());
			change_coins(-100);
		}
	break;

begintalknode 13;
	state = 11;
	personality = 413;
	nextstate = -1;
	condition = 1;
	question = "Can I purchase some spells?";
	text1 = "You finished looking over the priest spells.";
	code =
		begin_shop_mode("Father Quick's Spells", "Father Quick teaches a variety of priest spells to the able.  Prices are somewhat pricey.", 7, 4, -1);
	break;

begintalknode 14;
	state = 11;
	personality = 413;
	nextstate = -1;
	condition = 1;
	question = "Can you identify some items for me?";
	text1 = "Father Quick finishes identifying your items.";
	action = ID 30;

begintalknode 15;
	state = 11;
	personality = 413;
	nextstate = -1;
	condition = 1;
	question = "Nothing right now, thank you.";
	text1 = "Father Quick says _Come back when you need me my children._";
	action = END_TALK;

// *** Barbarous ***
begintalknode 20;
	state = -1;
	personality = 414;
	nextstate = 21;
	condition = 1;
	question = "Barbarous";
	text1 = "A burley, sweaty man is busily bending steel into armor.";
	text2 = "He looks up at your approach and says _Hi, I am Barbarous._";
	text3 = "_Can I help you with something?_";
	text5 = "Barbarous stops working long enough to look up at you.";
	text6 = "_Can I show you my wares?_ he asks.";
	action = INTRO;

begintalknode 21;
	state = 21;
	personality = 414;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Barbarous answers _I create fine armor to help arena participants._";
	text2 = "_Can I show you some of my wares?_";

begintalknode 22;
	state = 21;
	personality = 414;
	nextstate = -1;
	condition = 1;
	question = "I'd like to see your armor selection please.";
	text1 = "You finish browsing through Barbarous's goods.";
	action = END_TALK;
	code =
		begin_shop_mode("Barbarous's Arena Armor", "Barbarous offers high quality armor for the discerning warrior.  Prices are somewhat pricey.", 0, 4, 2);
	break;

// *** Jim ***
begintalknode 25;
	state = -1;
	personality = 415;
	nextstate = 26;
	condition = 1;
	question = "Jim";
	text1 = "A muscular man is busily pounding steel into many different weapons.";
	text2 = "He looks up at your approach and says _Hi, I am Jim._";
	text3 = "_Can I show you some weapons?_";
	text5 = "Jim stops working long enough to look up at you.";
	text6 = "_Can I show you some weapons?_ he asks.";
	action = INTRO;

begintalknode 26;
	state = 26;
	personality = 415;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jim replys _I create fine weapons for arena participants._";
	text2 = "_Do you want to see my weapons?_";

begintalknode 27;
	state = 26;
	personality = 415;
	nextstate = -1;
	condition = 1;
	question = "I'd like to see your weapon selection please.";
	text1 = "You finish browsing through Jim's goods.";
	action = END_TALK;
	code =
		begin_shop_mode("Jim's Arena Weapons", "Jim offers high quality weapons for the picky warrior.  Prices are somewhat pricey.", 1, 4, 2);
	break;

// *** Mary ***
begintalknode 30;
	state = -1;
	personality = 422;
	nextstate = 31;
	condition = 1;
	question = "Mary";
	text1 = "A pretty brown haired woman is busy putting feathers on arrows.";
	text2 = "She looks up at you smiling _Hi, I am Mary._";
	text3 = "_What can I do for you?_";
	text5 = "Mary is busy working on creating new arrows and bolts.";
	text6 = "_Can I show you something?_ she asks.";
	action = INTRO;

begintalknode 31;
	state = 31;
	personality = 422;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Mary answers _I provide bows, crossbows and supplies for arena participants._";
	text2 = "_Was there something along those lines I can show you?_ Mary asks.";

begintalknode 32;
	state = 31;
	personality = 422;
	nextstate = -1;
	condition = 1;
	question = "I'd like to see your bows and crossbows.";
	text1 = "You finish shopping for bows and crossbows.";
	action = END_TALK;
	code =
		begin_shop_mode("Mary's Arena Bows", "Mary offers high quality bows and crossbows for sale to arena visitors.  Prices are somewhat pricey.", 2, 4, 2);
	break;

// *** Susan ***
begintalknode 35;
	state = -1;
	personality = 423;
	nextstate = 36;
	condition = 1;
	question = "Susan";
	text1 = "A young strawberry blond haired woman is busy putting some bottles on shelves in the shop.";
	text2 = "She demurely looks at you saying _Hi, I am Susan._";
	text3 = "_Can I do something for you?_";
	text5 = "Susan is busy dusting the potions in her store.";
	text6 = "_Can I get you something?_ she asks as you approach.";
	action = INTRO;

begintalknode 36;
	state = 36;
	personality = 423;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "_I collect and sell potions that may help you in your travels or with arena fights._";
	text2 = "_Are you looking for something in particular?_ she asks with a grin.";

begintalknode 37;
	state = 36;
	personality = 423;
	nextstate = -1;
	condition = 1;
	question = "What are you doing tonight?";
	text1 = "Susan giggles and asks _Do you get many dates with that line?_";
	text2 = "_Maybe a later time._ she says with a little smile";

begintalknode 38;
	state = 36;
	personality = 423;
	nextstate = -1;
	condition = 1;
	question = "Can I see your potions?";
	text1 = "You finish browsing through Susan's goods.";
	action = END_TALK;
	code =
		begin_shop_mode("Susan's Arena Potions", "Susan offers a variety of potions for sale to those in need.  Prices are somewhat pricey.", 3, 4, 2);
	break;

// *** Jamie ***
begintalknode 40;
	state = -1;
	personality = 424;
	nextstate = 41;
	condition = 1;
	question = "Jamie";
	text1 = "A very pretty woman with curly brown hair is busy sorting lockpicks at the counter.";
	text2 = "She looks up saying _Hello, I am Jamie._";
	text3 = "_You have needs, I have answers?_";
	text5 = "Jamie is busily cleaning tools for sale to customers as you enter.";
	text6 = "She smiles deeply as she asks _Do you need something more?_";
	action = INTRO;

begintalknode 41;
	state = 41;
	personality = 424;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "_I offer travelers such as yourself a selection of tools that will aid them in their travels or possibly in the arena fights._";
	text2 = "_Let me know what you are looking for?_ she says.";

begintalknode 42;
	state = 41;
	personality = 424;
	nextstate = -1;
	condition = 1;
	question = "Can I get a date with you?";
	text1 = "Jamie giggles and says _Maybe later big boy._";
	text2 = "She continues sorting supplies into bins in the store.";

begintalknode 43;
	state = 41;
	personality = 424;
	nextstate = -1;
	condition = 1;
	question = "Can I look at your tool supplies?";
	text1 = "You finish looking after purchasing what you need.";
	action = END_TALK;
	code =
		begin_shop_mode("Jamie's Arena Tools", "Jamie has a selection of fine tools available for sale.  Prices are somewhat pricey.", 4, 4, 2);
	break;
