begintalkscript;
body;
begintalknode 1;
	state = -1;
	nextstate = 1;
	condition = 1;
	question = "Glup";
	text1 = "Glup stands before you. He seems relieved that you actually showed up, and delighted as well. _I knew you would come. Follow me, you must speak with shaman Brup._";

begintalknode 2;
	state = 1;
	nextstate = -1;
	condition  = 1;
	question = "Hold on..";
	text1 = "Glup is already walking away, but you call out to him hoping for more information. _All will be explained soon. Come to the hut to the south east. There is no time to spare._";
	action = END_TALK;
	code =
	set_flag(5,2,1);
break;

begintalknode 3;
	state = -1;
	nextstate = 2;
	condition = 1;
	personality = 1;
	question = "Shaman Brup";
	text1 = "An old swamp man stands guard by this door. It is decorated with trophies and other signs of its rank, which is presumbably high.";
	text2 = "An old swamp man stands guard by this door. It is decorated with trophies and other signs of its rank, which is presumbably high. Its skin is pale and faded. This must be Shaman Brup, who you've heard so much about.";
	text3 = "_Humans are not welcome beyond this point. Please turn back._";
	text4 = "Glup must have already explained that you were coming, because Brup greets you and launches into the explanation of your task. _I understand that you humans are here to help find the Ocher Bog Shrooms._";
	text5 = "_Glup says that he hasn't told you the details of your quest yet, so allow me to fill you in so you can decide whether to help us._ The older man seems somewhat hesitant, but gains confidence as his speech progresses.";
	text6 = "_What would you like to know?_";
	code = 
		
		if(get_flag(5,11) == 1) {
			clear_strings();
			add_string(6); }
		else {
		if(get_flag(0,8) == 1){
			remove_string(1);
			remove_string(3);
			remove_string(6);
			toggle_quest(3,0);
			set_flag(5,11,1); }
		else {
			clear_strings();
			add_string(1);
			add_string(3); }
}
break;

begintalknode 4;
	state = 2;
	nextstate = 3;
	condition = ((get_flag(0,8) == 1) && (get_flag(5,4) == 0) && get_flag(5,12) == 0));
	personality = 1;
	question = "What is our task?";
	text1 = "_I'm sure Glup has already told you that he was sent to find the Ocher Bog Shrooms. Unfortunately, I was foolish to think that this was possible. I doubt that you can find them, but Glup seems confident in your skills._";
	text2 = "He sighs regretfully, he seems very hesitant to say this last part. _Which is why I would like to ask you to bring Glup along during your adventuring. If he speaks true, then you are bound to explore all over Keilan. What better way to find the shrooms?_";

begintalknode 5;
	state = 3;
	nextstate = -1;
	condition = 1;
	question = "Why do you need them?";
	text1 = "_Chieftain Krep has fallen deathly ill. He was struck by a glob of slug poison while hunting, and it has been very slow to leave his body. The poison is a very powerful mind altering agent; he currently suffers from dementia._";
	text2 = "_His body is fighting the poison, but it is losing. If he doesn't receive medication soon he will surely die. The Ocher Bog Shrooms have strong healing properties, and if we were to locate some I'm sure I could restore him._";

begintalknode 6;
	state = 3;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "So where can these mushrooms be found?";
	text1 = "The shaman frowns in frustration, _This is the difficulty. Bog Shrooms are rarely used, so I have none in my herb supply. I know that they grow in dark, dank places, far from sunlight._";
	text2 = "_There are many places like this in these swamps, but Glup's search was fruitless. I believe that the problem he had was he couldn't find many caves. Most caves in this area are flooded, and thus unsuited for bog shrooms._";
	text3 = "_Glup has searched the surface thoroughly, but I think we will not find them there, it is too bright. Look below ground._";

begintalknode 7;
	state = 3;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Can you tell us anything about this tribe?";
	text1 = "_There isn't any time for that right now. Talk to me once your quest is completed._";

begintalknode 8;
	state = 3;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,3) == 0);
	action = end_talk;
	question = "Glup can travel with us.";
	text1 = "Glup beams, and shaman Brup nods with what you think is satisfaction. _Good, then start looking. We do not have a whole lot of time._";
	text2 = "(Glup has joined the party)";
	code =
	erase_char(17);
	activate_hidden_group(2);
	relocate_character(19,23,20);
		if(add_char_to_party(19) == 1) {
			set_flag(250,0,1);
			set_flag(5,3,1);
			toggle_quest(4,1); }
	change_custom_abil_uses(0,2,1);
	change_custom_abil_uses(1,2,1);
	change_custom_abil_uses(2,2,1);
	change_custom_abil_uses(3,2,1);
	set_town_visibility(6,1);
break;

begintalknode 9;
	state = 3;
	nextstate = -1;
	personality = 1;
	action = END_TALK;
	condition = (get_flag(5,3) == 0);
	question = "I'm sorry but we just don't have the time.";
	text1 = "Glup droops, and shaman Brup nods, you aren't sure if he is pleased or not. _How unfortunate, we wish you luck with your quest to destroy the golems however.._";
code =
	set_flag(5,3,1);
break;

begintalknode 10;
	state = 1;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,10) == 1);
	question = "We have some good and bad news....";
	text1 = "Shaman Brup is shocked when you tell him about Glup's death. _That is very unfortunate, if only he could be here to see your triumph._";
	text2 = "_Now we must see the conclusion of the quest Glup gave his life to complete._ He takes the shrooms from you, grinds them into a strange brew, then walks into the back room. You stand waiting for him to return.";
	text3 = "He does so after about 15 minutes. _The potion was a sucess, and Krep will be healed soon. Know that you have all our tribe's gratitude, even if I seem standoffish because of my grief._";
	code = 
	change_spec_item(0,-1);
	set_flag(5,5,1);
	set_flag(5,10,0);
break;

begintalknode 11;
	state = 2;
	nextstate = 4;
	personality = 1;
	condition = (get_flag(5,4) == 1);
	question = "How's Krep doing?";
	text1 = "_Thanks to you he is doing fine. He is still recovering, but you can visit him soon._";
	text2 = "He is about to return to his work, then turns back to you. _Oh yes, Glup wanted to speak with you when you woke up._";
	text3 = "_He is fully recovered, feel free to visit if you wish._";
	code =
	if(get_flag(5,7) == 0) {
		remove_string(3); }
	if(get_flag(5,7) == 1) {
		remove_string(1);
		remove_string(2); }
break;
	

begintalknode 12;
	state = 4;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,6) == 0);
	question = "Where is Glup anyway?";
	text1 = "_Come to think of it, I'm not so sure. I believe he went out fishing, but he'll be back soon._";
	code =
	set_flag(5,6,1);
	activate_hidden_group(3);
break;

begintalknode 13;
	state = 2;
	nextstate = 5;
	personality = 1;
	condition = (get_flag(5,3) == 1);
	question = "Can you help us any?";
	text1 = "_I'm sorry, but I'm to busy trying to find a cure for chieftain Krep. If you complete your quest then I'll have more time to help you._";
	text2 = "He nods, _Anything for the men who helped our village so much. I can sell you some very potent brews made from native herbs, and teach you about herblore._";
	text3 = "_I can answer any questions about our village or swamp folk culture that you might have._";
	code =
	if(get_flag(5,4) == 0) {
		remove_string(2);
		remove_string(3);
}
	if(get_flag(5,4) == 1)
		remove_string(1);
break;

begintalknode 14;
	state = 5;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,4) == 1);
	question = "I'd like to buy potions and learn alchemy.";
	action = END_TALK;
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Brup's Alchemy","Shaman Brup has lived in these swamps for all his life and has tremendous knowledge of its herbs and ingredients. He will sell you some of his strongest brews.",7,2,-1);
break;
	

begintalknode 15;
	state = 5;
	nextstate = 6;
	personality = 1;
	condition = get_flag(5,4) == 1);
	question = "Can you tell us the history of your tribe?";
	text1 = "_Swamp folk were once a violent and war like people, tribes constantly competed for hunting grounds and superiority._";
	text2 = "_But the ancestors of our tribe saw that all this internal strife could only result in the downfall of our race. We learned to plant mushrooms, fish, and to domesticate swamp lizards. We didn't forget how to hunt, but we didn't rely on it solely._";
	text3 = "_For many years we suffered, the other swamp folk hated that our village had order, as they hated all things civilized. They would raid us and attack our hunting parties._";
	text4 = "_But our way of life proved to be the better. When a strange disease killed off many slugs that our people relied on, the uncivilized tribes were struck a horrible blow. Only our tribe survived unscathed._";
	text5 = "_It was at about that time that humans came to the continent we now know as Pralgad. The others, irrational as always, attacked the humans. The Empire finished the job the famine had started, and eradicated the barbaric tribes with relative ease._";

begintalknode 16;
	state = 6;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Tell us of the first meeting with humans.";
	text1 = "_The Empire came to this land with great armies, steel weapons, bows and horses. They came to secure the Jszoula Mountain pass, but our ancestors didn't know this. They just knew that the humans had finally come into the mountains._";
	text2 = "_The barbaric swamp folk attacked them, a hopeless idea. As is customary, the Empire destroyed them. I am unsure if there are any of their kind left in Ermarian. Our ancestors fared better._";

begintalknode 17;
	state = 6;
	nextstate = 7;
	personality = 1;
	condition = 1;
	question = "Didn't the Empire exterminate non-humans?";
	text1 = "Brup laughs, _That is true, it is only because of very good luck that we are here today. The first contact between swamp folk and humans came during the winter, so our tribe was hibernating._";
	text2 = "_Our ancestors woke to find their village razed, and to discover that all the other tribes had been killed. It didn't take long to find out the humans were responsible._";
	text3 = "_Fighting would be pointless, so they simply rebuilt, and avoided contact with the humans._";

begintalknode 18;
	state = 7;
	nextstate = 8;
	condition = 1;
	question = "Why didn't the Empire find them?";
	text1 = "_The swamps were treacherous and had nothing of interest to the humans, only occasional merchants and explorers came through._";
	text2 = "_Even if they heard rumors of a village of frog men from travellers, the Empire was to busy with their own affairs to investigate. And so it went for many years._";

begintalknode 19;
	state = 8;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "What changed?";
	text1 = "_A new menace came, the troglodytes. Troglodytes had always lived in the mountains, away from swamp folk and humans alike. But when they came down and started raiding the human villages in the area, they threatened our ancestors as well._";
	text2 = "_The General in charge of Empire troops in the area finally contacted us to request our help. In return for fighting our common enemy, he promised that the swamps around lake Tybor would forever remain property of the swamp folk._";
	text3 = "_True to their word, the Empire has left us alone since the war. We no longer hide from humans, but we have little contact with them nevertheless._";

begintalknode 20;
	state = 5;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,4) == 1);
	question = "What can you tell us of the swamp folk anatomy?";
	text1 = "Swamp folk are amphibious humanoids that, to my knowledge, only live here in the swamps of lake Tybor. We feed off of fish, mushrooms and lizards, and our bodies are well adapted to navigating our surroundings to do this._";	
	text2 = "_The webbing of our hands and feet resembles that of a frog, but doesn't restrict the dexterity of our fingers, so we can fight and handle tools like any other humanoid._";
	text3 = "_Perhaps the thing that distinguishes us most from humans is our skin. We need to keep our skin moist to live, which limits us on the surface, but our ability to breathe underwater is indispensable in a watery environment._";

begintalknode 21;
	state = 5;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,4) == 1);
	question = "How do amphibians live at these high altitudes?";
	text1 = "_That is a very good question. We swamp folk wear clothing from water retaining swamp plants, this helps to keep us moist in the dry air if we leave our swamps._";
	text2 = "_But the main challenge that faces swamp folk in this climate is the cold. During the winter these mountains get snowy and freezing cold. Amphibious creatures can not live in these conditions._";
	text3 = "_The barbaric tribes of swamp folk had to hunt year round to survive, so in the winter they used to wear heavy lizardskin clothing, and suffer through the cold by staying inside caves as much as possible._";
	text4 = "_But our ancestors had the ability to store up food that they grew, so they harvested in the fall and hibernated in the winter. We burrow under the mud, then sleep there for the winter, away from the cold._";

begintalknode 22;
	state = 5;
	nextstate = 9;
	personality = 1;
	condition = (get_flag(5,4) == 1);
	question = "How is it you speak our tongue?";
	text1 = "He chuckles, _Our tongue is long and agile, and capable of forming many complex sounds, so Imperial Standard is no challenge for us. However, only Glup, Chieftain Krep, and myself speak your language fluently._";
	text2 = "_We rarely have contact with humans, but it is necessary that a few of us can communicate with you. Naturally I, the advisor and keeper of knowledge for our people, speak your tongue. The same applies to Glup, who I am training to be my replacement._"; 
	text3 = "_The rest of our tribe speaks our native tongue, which is easier for us. It is a very deep and croaking language, and I doubt any human could speak it effectively._";

begintalknode 23;
	state = 9;
	nextstate = -1;
	personality = 1;
	condition = 1;
	question = "Glup is your apprentice?";
	text1 = "He considers, _I suppose you could call him that. I selected him to take my place when I can no longer serve the tribe, so I have been teaching him all of my craft and imparting my knowledge._";
	text2 = "_He is a smart and capable boy, although I suppose he is really an adult now. He has been under my charge for years now, and I think of him as a son. Please watch after him in your travels._";
	text3 = "Brup almost breaks down, you give him time to gain his composure. _I'm sorry, but Glup has been more than an apprentice to me for years now, he has been more like a son. It is still very hard for me to think about his passing._";
	code =
	if(get_flag(250,1) == 0) 
		remove_string(3);
	else {
		remove_string(1);
		remove_string(2);
}
break;

begintalknode 24;
	state = 2;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(250,1) == 1 && (get_flag(5,10) == 0));
	question = "We have some bad news.";	
	text1 = "When you tell him about Glup, he sits down and puts his head in his hands. When he finally speaks he tries to be optimistic, _Glup always had an adventuring spirit, I think he would have wanted to go this way. Please leave me with my grief._";
	action = END_TALK;

begintalknode 25;
	state = -1;
	nextstate = -1;
	personality = 2;
	condition = 1;
	question = "Fishing Glup";
	text1 = "Glup seems dissapointed that he is being left behind, but smiles nonetheless, _I can't travel with you, I have duties here and things to learn from Shaman Brup. But I hope you visit soon to tell me about all your exploits._";
	text2 = "_I need to speak with you, please come over here._";
	action = END_TALK;
	code =
	if(get_flag(5,5) == 0)
		remove_string(1);
	else remove_string(2);
break;

begintalknode 26;
	state = -1;
	nextstate = 10;
	condition = 1;
	personality = 3;
	question = "Fireside Swamp man";
	text1 = "You approach the swamp man sitting by the fire, it looks up from its cooking to croak at you. It seems friendly enough, so you sit down next to it.";
	text2 = "The swamp man jumps up and grabs you by the shoulders, then escorts you to a seat by the fire, it croaks excitedly _Thank you, thank you._ He seems very grateful for your help curing Chieftain Krep.";
	code =
	if(get_flag(5,4) == 1)
		remove_string(1);
	else remove_string(2);
break;
	

begintalknode 27;
	state = 10;
	nextstate = -1;
	condition = 1;
	personality = 3;
	question = "What are you cooking?";
	text1 = "It offers you the meat and croaks, _Lizard, tasty._ At least thats what you think it tried to say, the language barrier isn't going to make conversation easy.";
	text2 = "The swamp man seems to want to thank you for your service to his village, when you try to decline his offer, he seems disappointed. After some encouragement, you hesitatingly take a piece of meat, it's rubbery, but surprisingly good.";
	text3 = "You politely decline its offer, he shrugs and eats it himself.";
	code =
	if(get_flag(5,4) == 1)
		remove_string(3);
	else remove_string(2);
break;

begintalknode 28;
	state = 10;
	nextstate = -1;
	condition = (get_flag(5,4) == 0);
	personality = 3;
	question = "Can you tell me anything about the village?";
	text1 = "Evidently this question is to complex, the swamp man croaks with confusion, _Grop, ask Brup._ You won't get anything except a warm fire and a place to dry your clothes here.";

begintalknode 29;
	state = -1;
	nextstate = -1;
	condition = 1;
	personality = 4;
	question = "Farming Swamp folk";
	text1 = "This swamp folk is tending to rows of mushrooms, you think that it is female, but you can't be sure. She picks out some weeds from one of the patches, then throws some rotten meat on top of the mushrooms. Surprisingly advanced.";
	text2 = "You observe this for several minutes, then leave. She is probably to busy to talk, even if she could communicate.";
	action = END_TALK;

begintalknode 30;
	state = -1;
	nextstate = -1;
	personality = 5;
	condition = 1;
	question = "House swamp folk";
	text1 = "A swamp women rushes around this house, sweeping out dust, and trying to keep lizards out of the house. A nearly impossible task; these swamps are swarming with them, and the lizards in this village are tame and not afraid of humanoids.";
	text2 = "She also is stirring a pot, a quick glance inside makes your stomach heave. She offers you a taste but you are already on your way out.";
	
begintalknode 31;
	state = -1;
	nextstate = 11;
	personality = 6;
	condition = 1;
	question = "Fisher swamp man";
	text1 = "A swamp man sits on the shore fishing. Beside him sits a bucket of fish, as you watch he yanks up another.";
	text2 = "He hands you a second pole, and shows you how to work it. It is nothing but a primitive cane pole rigged with bone hooks and slug meat, but judging by the number of fish he's caught, it must work.";
	text3 = "You pick up the pole and give it a cast. You fish for several minutes without luck, it seems that the swamp man is content to sit in silence.";

begintalknode 32;
	state = 11;
	nextstate = -1;
	personality = 6;
	condition = 1;
	question = "Can I buy a fish?";
	text1 = "You wrap up the fish and put it into your pack.";
	code =
	begin_shop_mode("Fresh Fish","These fish are some of the only appetizing food you've seen in the entire swamp folk village. They are freshly caught, and look delicious.",8,3,-1);
break;

begintalknode 33;
	state = 11;
	nextstate = -1;
	personality = 6;
	condition = 1;
	question = "What do you catch out here?";
	text1 = "You have to ask the question several times before he understands, then he starts holding up fish and saying names, he has trout, mountain perch, and several species you don't recognize, and he doesn't know the name for.";

begintalknode 34;
	state = 2;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(5,12) == 1);
	question = "We couldn't find the shrooms.";
	text1 = "Brup sighs, _I'm really not surprised, thank you for trying anyhow. Glup is probably taking the news hard, I should go speak with him._";

begintalknode 35;
	state = -1;
	nextstate = 12;
	personality = 7;
	condition = 1;
	question = "Glup";
	text1 = "Glup picks up his spear and looks ready to stand up when you approach. _Would you like me to come with you?_";
	text2 = "Glup sits dejectedly on his mat, _It's all my fault, I'm so ashamed, I should have looked harder._";
	text3 = "Glup invites you to sit beside him, _I want you to know that I really enjoyed our travels, I thought at first that I might go with you, see the world you know. But now I know my duty is here in my village._";
	text4 = "_I will always remember my adventures with you, but it is time that we part ways. Good luck with whatever you do with your lives._";
	code =
	if(get_flag(5,13) == 1)
		remove_string(2);
	else remove_string(1);
	if(get_flag(250,9) == 0)
	{	remove_string(3);
		remove_string(4); }
	else 
	{	remove_string(1);
		remove_string(2); }
break;	

begintalknode 36;
	state = 12;
	nextstate = -1;
	personality = 7;
	condition = (get_flag(250,7) == 0) && (get_flag(5,13) == 1);
	question = "Why don't you join us?";
	text1 = "Glup happily shoulders his trident and other gear, and joins you._ (Glup has joined the party)";
	action = END_TALK;
	code =
		set_mobility(19,1);
	if(add_char_to_party(19) == 1) {
		set_flag(250,0,1);
		set_flag(5,13,0);
		set_level(4,30 + get_flag(250,6));
		change_custom_abil_uses(0,2,1);
		change_custom_abil_uses(1,2,1);
		change_custom_abil_uses(2,2,1);
		change_custom_abil_uses(3,2,1);
}
break;

begintalknode 37;
	state = 12;
	nextstate = 13;
	personality = 7;
	condition = (get_flag(5,13) == 1) && (get_flag(250,7) == 0);
	question = "You should stay here.";
	text1 = "Glup takes it well and puts his things back down. He seems excited that you are at least here, _So have you done anything exciting lately?_";

begintalknode 38;
	state = 13;
	nextstate = -1;
	personality = 7;
	condition = (get_flag(250,7) > 0) && (get_flag(250,9) == 0);
	question = "Well we destroyed the golems.";
	text1 = "You tell Glup your story, about storming Mountainwatch all the way to your vanquishing Janok. Glup listens in rapture, _Oh, if only I could have been there. Oh what am I saying, I should be congratulating you!_";
	text2 = "Glup grows somber, _I suppose this means you will be leaving Keilan province, it has been an honor to know you. I wish you well in your travels, wherever they might take you._";

begintalknode 39;
	state = 5;
	nextstate = -1;
	personality = 1;
	condition = ((get_flag(5,4) == 1) && (get_flag(250,7) == 0));
	question = "Can you offer any advice about the golems?";
	text1 = "He frowns, _We hadn't even heard of the golems until Glup went to the human city. They haven't come down into the swamps yet, but if left unchecked they most likely will._";
	text2 = "_Like Keilan, we do not stand a chance against these monsters. Everyone here wishes you well in your quest, but regrettably, can not offer you any help. I wouldn't have the slightest clue about where to look for information on these golems._";

begintalknode 40;
	state = 5;
	nextstate = -1;
	personality = 1;
	condition = (get_flag(250,7) > 0));
	question = "We stopped the golems.";
	text1 = "_Well that is good to hear, your services to our tribe have already been great, but this is important to all of Keilan Province. I'm sure Glup will want to hear all about it as well._";
	text2 = "You tell him that you killed Janok with Glup's help. _Glup has matured greatly, I must thank you warriors for bringing him along with you. I think that seing some of the world outside our village has been good for him._";
	code =
	if((get_flag(250,9) == 0) && (get_flag(250,1) == 0))
		remove_string(2);
	else remove_string(1);
break;

begintalknode 41;
	state = 12;
	nextstate = -1;
	personality = 7;
	condition = (get_flag(250,9) > 0);
	question = "I never thanked you properly for the trident.";
	text1 = "He grins, _That isn't necessary, I won't be needing a battle trident anymore. I used to dream of travelling the world, and so I kept the trident, just in case I ever actually did it and I needed a weapon._";
	text2 = "_But now I've seen my share of the world. I'll be staying here for the rest of my life, my duty is to serve my people as their shaman one day. The trident will see more use in the hands of fine adventureres like yourself. Use it well._";

begintalknode 42;
	state = -1;
	nextstate = 14;
	personality = 8;
	condition = 1;
	question = "Chieftain Krep";
	text1 = "Chieftain Krep is looking a lot better than when you last left him. His skin is beginning to return to a healthy color, and he no longer thrashes about on his bed. As a matter of fact, he is conscious and looks ready to chat.";
	text2 = "_I hear that you are to thank for my health. I am forever in your debt, adventurers. Please, make yourselves at home in our village._";

begintalknode 43;
	state = 14;
	nextstate = -1;
	condition = 1;
	personality = 8;
	question = "So what does a swamp folk chieftain do?";
	text1 = "_Well I lead any hunting expeditions that we send into the swamp. I settle any disputes that members might have with one another, I make decisions about moving the tribe or what to do about food shortages._";
	text2 = "_Fortunately we don't have many disputes or famines. So I just do what I can to ensure that there won't be any in the future, and advise my tribe as well._";

begintalknode 44;
	state = 14;
	nextstate = -1;
	condition = 1;
	personality = 8;
	question = "I've seen some interesting arms here, mind selling any?";
	text1 = "You conclude your shopping.";
	code =
	begin_shop_mode("Armor and weapons","Chieftain Krep has offered to sell you a variety of gear used by swamp folk. Most of it is designed for sneaking through swamps and killing prey from a distance, but it could kill enemies just as easily.",9,2,-1);
break;