
begintalkscript;

variables;

begintalknode 5;
	state = -1;
	nextstate = -1;
	question = "Druid";
	text1 = "You make small talk with this druid for a while, but you learn nothing new.";

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "Guard";
	text1 = "Standing in front of these doors is a pair of druids, who appear to be guarding something. One of them acknowledges you.";
	text2 = "_What are you looking at?_";
	text5 = "The guards eye you suspiciously.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	question = "What are you guarding?";
	text1 = "_I suppose there's no harm in telling you. We're guarding the items most sacred to the Order, a set of artifacts created and blessed by Ephesos himself._";
	text2 = "_We're here to make sure nobody gets in there._";

begintalknode 12;
	state = 11;
	nextstate = -1;
	question = "Can we see the artifacts?";
	text1 = "The guard laughs. _Of course not. Even though you are aiding us, we cannot yet trust you with these items._";
	text2 = "_If you had a senior brother's blessing, you could enter. However, with Ephesos gone, the only person who can bestow that blessing is Brother Oakleaf. You must speak with him._";
	text4 = "_I hear that Brother Oakleaf has given you his blessing. You may pass._";
	text5 = "The guard tosses you a key made out of heartwood. _This unlocks the doors._";
	code = 
		clear_strings();
		if(has_special_item(0) != 1) {
			add_string(1);
			add_string(2);
		}
		else if (has_special_item(1) != 1) {
		add_string(4);
		add_string(5);
		change_spec_item(1, 1); //Gives party artifact key
	}
	else if (has_special_item(1) == 1) {
	add_string(4);
}
	break;
begintalknode 20;
	state = -1;
	nextstate = 20;
	question = "Brother Hemlock";
	text1 = "You approach a shorter druid who is currently busy running back and forth between a worktable and a cabinet filled with dried herbs. After a minute he stops and looks puzzled.";
	text2 = "_What do you want? I'm Brother Hemlock..._ he says, starting to turn back to his work.";
	text5 = "Brother Hemlock is still rushing around his lab, working on his... whatever it is he's working on.";
	action = INTRO;

begintalknode 21;
	state = 20;
	nextstate = 21;
	question = "What do you do here?";
	text1 = "Brother Hemlock pauses for a moment. _I work with herbs and potions, and I can teach a few things about alchemy._";
	text2 = "_And don't even ask me about herbs. They're my own supply, you've got to go find your own._";

begintalknode 22;
	state = 21;
	nextstate = -1;
	question = "Can you teach me something about alchemy?";
	text1 = "Brother Hemlock rushes back to his work, muttering about spoiled graymold and aged mandrake.";
	code = 
		begin_shop_mode("Hemlock's Alchemy", "'Well, hurry up!' Brother Hemlock says impatiently. Well, at least he knows what he's doing... even if he does smell like burnt graymold.", 12, 3, -1);
	break;
begintalknode 23;
	state = 20;
	nextstate = -1;
	question = "What do you think of what's going on in the valley?";
	text1 = "_Can't talk... too busy._";
	text2 = "You leave him to his work, though it's not as if he's very talkative anyway.";
	action = END_TALK;

begintalknode 30;
	state = -1;
	nextstate = 30;
	question = "Brook";
	text1 = "Somehow it doesn't surprise you when you see a dryad walking around the kitchen. The Order seems like a perfect place for dryads to work with humans, really.";
	text2 = "In any case, the dryad greets you cheerfully. _Welcome, adventurers. My name is Brook, and I'm in charge of the kitchens around here._";
	text5 = "Brook looks up from her work again. _Yes?_";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 31;
	question = "We don't see many dryads too often...";
	text1 = "Brook doesn't look surprised. _Well, it's not like we're all that extraverted. We spend most of our lives living with nature, so it's only natural that we don't hang around in towns and dungeons._";
	text2 = "_The Order's an exception, though. The people here really care about nature, so we can all connect on that level. Still, it helps that Skye works here in the Temple as well._";

begintalknode 32;
	state = 31;
	nextstate = -1;
	question = "Skye?";
	text1 = "_Yes, she's the only other dryad working here. She maintains the altars downstairs and works with Brother Sharpclaw. It's always good to have someone around who thinks like you._";

begintalknode 33;
	state = 30;
	nextstate = -1;
	question = "Can I get some food?";
	text1 = "Brook finishes showing you the pantries, and returns to her cooking.";
	code = 
		begin_shop_mode("The Order's Kitchen", "Brook kindly shows you to the Order's food pantry, and asks what you'd like. Naturally, there's a small fee involved, but oh well.", 5, 1, -1);
	break;
begintalknode 34;
	state = 30;
	nextstate = -1;
	question = "What do you think of what's been going on lately?";
	text1 = "Brook's smile fades away, and a look of genuine concern crosses her face. _'Tis terrible._";
	text2 = "_I honestly don't know what I'll do if Ephesos cannot be found. I know the Order will suffer, and I don't know what I'll do without these people. They're my one connection to the human world._";
	text3 = "_At least we have you to help us._ she says, brightening up a bit. _We know you can rescue Ephesos. Just look after Brother Oakleaf for us._";
	action = END_TALK;

