// TOWN DIALOGUE SCRIPT
//    Town 26: Fekhthen

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

begintalkscript;

variables;
int i,j,k,choice;


//*** Old One-Eye ***

begintalknode 1;
	state = -1;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Old One-Eye";
	text1 = "You approach this leader slime to talk to it. _Hello,_ it says in the modern slith language. _Welcome to my home. I am called Old One-Eye._";
	text5 = "_In what other way can I be of assistance?_ asks Old One-Eye.";
	action = INTRO;

begintalknode 2;
	state = 1;
	personality = 260;
	nextstate = 2;
	condition = 1;
	question = "You're a slime. But you talk?";
	text1 = "_Yes, of course,_ it says, laughing (or so you interpret the gurgling sounds emanating from its abdominal area). _Every now and then, Manikoss used to send soldiers to try to re-take this town from us slimes._";
	text2 = "It continues, _They have met with no success, obviously, but we have captured a few, and they taught me how to speak. In return for the favor, I released them. They came back a few days later, trying to kill me. I killed them instead._";
	text3 = "It adds, casually, _It was a pity, really._";

begintalknode 3;
	state = 2;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Oh.";
	text1 = "_Yes._";

begintalknode 4;
	state = 2;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Who calls you 'Old One-Eye,' then? Can the other slimes talk?";
	text1 = "_Not many,_ it replies. _A few others in this room can. It is hard for most to learn, because most slimes lack the proper hollow tubes inside themselves in order to pass wind through in a communicative manner._";

begintalknode 5;
	state = 2;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Okay, that does it. This is just too weird. Slimes aren't supposed to talk. You're a freak!";
	text1 = "_I'm sorry that you think so._ Old One-Eye looks away. It appears that you have hurt its feelings.";
	action = END_TALK;

begintalknode 6;
	state = 1;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Are you upset that I've killed lots of your fellow slimes?";
	text1 = "_No, not at all,_ it says, its tentacles waving dismissively. _We slimes reproduce very quickly without much effort. In a few days, we will be replenished with duplicates. What you have done is akin to trimming our nails, if we had them._";

begintalknode 7;
	state = 1;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Are you the king of the slimes?";
	text1 = "_Yes, indeed. In the land of the blind, the one-eyed slime is king._ It winks at you, or so you imagine its blinking suggestively ought to be interpreted.";

begintalknode 8;
	state = 1;
	personality = 260;
	nextstate = 3;
	condition = (get_flag(26,6) == 0) && (get_flag(26,5) == 0);
	question = "Can I have that tapestry on the north wall over there?";
	text1 = "It glances back at the tapestry. _That one? It is the most beautiful artwork left in this town. I do not wish to part with it._";

begintalknode 9;
	state = 1;
	personality = 260;
	nextstate = 1;
	condition = ((get_flag(26,6) == 1) || (get_flag(26,5) == 1)) && (get_terrain(40,3) == 502);
	question = "Can I have that tapestry on the north wall over there?";
	text1 = "_No,_ says the slime king. _I told you that I don't want to talk about it anymore._";
	text2 = "_Yes, we've agreed,_ says the slime king. _You may take it._";
	code =
	if (get_flag(26,6))
		remove_string(2);
	else
		remove_string(1);
break;

begintalknode 10;
	state = 3;
	personality = 260;
	nextstate = 4;
	condition = 1;
	question = "But I need it!";
	text1 = "_Why? What use do you have for it?_";

begintalknode 11;
	state = 3;
	personality = 260;
	nextstate = -1;
	condition = 1;
	question = "Too bad. I'm going to take it.";
	text1 = "Old One-Eye growls angrily.";
	code =
	make_town_hostile();
	set_flag(26,7,1);
	end();
break;

begintalknode 12;
	state = 4;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Um... it's pretty to look at.";
	text1 = "_Yes, and that is why I want to keep it._ Old One-Eye makes up its mind. _I don't think I want to part with it. Let's not talk about this anymore._";
	action = SET_SDF 26 6 1;

begintalknode 13;
	state = 4;
	personality = 260;
	nextstate = 5;
	condition = 1;
	question = "I've been sent on a quest to recover it.";
	text1 = "_A quest? Sent by whom?_ It looks at you inquisitively.";

begintalknode 14;
	state = 5;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Um... no one in particular.";
	text1 = "_Then you don't really need it._ Old One-Eye makes up its mind. _I don't think I want to part with it. Let's not talk about this anymore._";
	action = SET_SDF 26 6 1;

begintalknode 15;
	state = 5;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "By a slith named Legare. I am traveling with his expedition in the name of the Goddess.";
	text1 = "_A slith? No!_ It appears displeased. _Sliths are always coming in here trying to kill me._ Old One-Eye makes up its mind. _I don't think I want to part with it. Let's not talk about this anymore._";
	text2 = "It doesn't appear to mind having a slith standing right in front of it, but the mention of them bothers it. Who knows the psychological workings of the slime that cause that.";
	action = SET_SDF 26 6 1;
	code =
	if (species_in_party(3) == 0)
		remove_string(2);
break;

begintalknode 16;
	state = 5;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "By the gods themselves.";
	text1 = "_Which ones?_ it asks. You run through a few slith god names in your head, but the only ones you can think of are evil ones. _Althanazaria?_ you offer lamely. The slime looks skeptical. _I do not trust anyone sent from 'Althanazaria.'_";
	text2 = "Old One-Eye makes up its mind. _I don't think I want to part with it. Let's not talk about this anymore._";
	action = SET_SDF 26 6 1;

begintalknode 17;
	state = 4;
	personality = 260;
	nextstate = 6;
	condition = 1;
	question = "What use do YOU have for it?";
	text1 = "_Er... well... that is... um... it's pretty, I suppose, and it pleases my eye. Now that you mention it, I'm not sure, really. You have a good idea for it in mind?_";

begintalknode 18;
	state = 6;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "Yes. I'll take it back to the expedition of sliths that I'm with.";
	text1 = "_Sliths? No!_ It appears displeased. _Sliths are always coming in here trying to kill me._ Old One-Eye makes up its mind. _I don't think I want to part with it. Let's not talk about this anymore._";
	text2 = "It doesn't appear to mind having a slith standing right in front of it, but the mention of them bothers it. Who knows the psychological workings of the slime which cause that.";
	action = SET_SDF 26 6 1;
	code =
	if (species_in_party(3) == 0)
		remove_string(2);
break;

begintalknode 19;
	state = 6;
	personality = 260;
	nextstate = 7;
	condition = 1;
	question = "Yes, definitely. I'll give it a good home.";
	text1 = "_Oh, I'm still not sure._ It fidgets indecisively.";

begintalknode 20;
	state = 7;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "C'mon, you're not going to do anything with it. Let me take it with me.";
	text1 = "_All right,_ it says, finally making up its mind. _You can have the tapestry. Take good care of it. It is very beautiful, after all, and someone must have put a lot of work into it._";
	text2 = "All that remains, then, is for you to take the tapestry off the wall and bring it back to the camp! Finally, you can leave this poison-drenched pit!";
	action = SET_SDF 26 5 1;

begintalknode 21;
	state = 7;
	personality = 260;
	nextstate = 1;
	condition = 1;
	question = "You're a slime! All you could possibly do is get acid on it, right? Let me have it.";
	text1 = "_Now, that's not true,_ it says, looking offended, or at least waving its tentacles in a remonstrating manner. _Slimes have feelings, too, you know. I have an eye. I can look at it, and admire it, and appreciate it. I have a sense of aesthetics._";
	text2 = "Old One-Eye makes up its mind. _I don't think I want to part with it. Let's not talk about this anymore._";
	action = SET_SDF 26 6 1;