
begintalkscript;
variables;

begintalknode 1;
	state = -1;
	nextstate = 1;
	personality = 2;
	question = "Quincy";
	text1 = "This strange, winged slug monster stares at you from across the lava pool.  Unlike slug monsters you've met in the past, this one carries the glint of intelligence in its eyes.";
	text2 = "_Greetings mortal,_ the thing mucks and slurps, _I am Quincy and you are intruding in my master's tower._";
	text5 = "Quincy watches you silently as you approach.";
	text6 = "_Back again?  What is it that you request of me?_";
	text7 = "_Greetings, have you completed your chores?_";
	action = INTRO;
	code =
		if(get_flag(3,1) != 3)
			remove_string(7);
		else{
		remove_string(6);
	}
	break;
begintalknode 2;
	state = 1;
	nextstate = 2;
	personality = 2;
	question = "What are you?";
	text1 = "_To the untrained and unwise, I appear simply as the bat you see before you.  Of course, those who know better know the true nature of my existance._";

begintalknode 3;
	state = 2;
	nextstate = 3;
	personality = 2;
	question = "You're a bat?";
	text1 = "Quincy chuckles.";
	text2 = "_No mortal, that is simply the physical form I take.  I am a bat and I am not a bat.  I am my master's servent, and a master of power and knowledge beyond your comprehension._";

begintalknode 4;
	state = 3;
	nextstate = 4;
	personality = 2;
	question = "You look like a slug.";
	text1 = "Quincy gives you a puzzled expression.";
	text2 = "_Are you insulting me?  I assure you that such ventures will only end in your demise.  Though I am not a bat, I appear as one to common men.  Do you not see my wings?_";

begintalknode 5;
	state = 4;
	nextstate = 1;
	personality = 2;
	question = "Oh, of course.  My mistake.";
	text1 = "Quincy nods, but continues to look at you suspiciously.  He gives his wings a quick flutter to assure himself of his current form.";

begintalknode 6;
	state = 4;
	nextstate = 5;
	personality = 2;
	question = "You look like a slug with wings.";
	text1 = "Agitatedly, Quincy begins to snarl.";
	text2 = "_Do slug have wings?  I think not.  Your conjecture is unfounded and irritating.  It is not wise to irritate one such as myself._";

begintalknode 7;
	state = 5;
	nextstate = 1;
	personality = 2;
	question = "Okay, okay, you're a bat.";
	text1 = "Quincy snorts.";
	text2 = "_At least, you have sense enough to know when you are mistaken._";

begintalknode 8;
	state = 5;
	nextstate = 6;
	personality = 2;
	question = "Do other slugs have wings?";
	text1 = "_Your insolence is infuriating!  Given proper evidence, you still refuse to cease your barrage of nonsense!  I am not now, nor have I ever been a slug, a slug with wings, or anything of that nature!_";
	text2 = "He takes a few deep breaths.";
	text3 = "_Question me again and you will suffer._";

begintalknode 9;
	state = 6;
	nextstate = 1;
	personality = 2;
	question = "Understood, whatever.";
	text1 = "Quincy looks relieved.";
	text2 = "_Good, now on to other matters._";

begintalknode 10;
	state = 6;
	nextstate = -1;
	personality = 2;
	question = "Are you sure you're not a slug?";
	text1 = "_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!_";
	action = END_TALK;
	code =
		kill_char(1000,3,0);
	break;
begintalknode 11;
	//What is this place?
	state = 1;
	nextstate = 7;
	personality = 2;
	condition = get_flag(3,1) == 1;
	question = "What is this place?";
	text1 = "_You stand in the center chamber of the first floor of my master's tower.  Unless you have business here, I suggest you leave quickly - there are things here not as complacent as myself._";

begintalknode 12;
	state = 7;
	nextstate = 7;
	personality = 2;
	question = "What kind of things?";
	text1 = "_The undead.  My master animates their bodies to do his bidding.  When not directly controlled, they wander these halls, searching for uninvited guests._";
	text2 = "He smiles.";

begintalknode 13;
	state = 7;
	nextstate = 8;
	personality = 2;
	question = "Who is your master?";
	text1 = "_My master is necromancer, a powerful mage strong in the arts of animating the dead.  He lives in this tower and practices his arts daily._";

begintalknode 14;
	state = 8;
	nextstate = 9;
	personality = 2;
	question = "Where is your master?";
	text1 = "_My master currently resides at the top of this tower.  To reach him, you will need to use the lift over in the eastern wall; the stairs do not go to the top floor._";

begintalknode 15;
	state = 9;
	nextstate = 10;
	personality = 2;
	question = "How can I use the lift?";
	text1 = "_The lift is operated by a control panel located on the inside.  However, it is blocked off by a gate of magical energies.  To use the lift, you would need to open the gate first.";
	text2 = "_This can only be done by those strong in magic, such as my master or myself._";

begintalknode 16;
	state = 10;
	nextstate = 11;
	personality = 2;
	question = "Can you open the gate for me?";
	text1 = "Quincy gives you a suspicious look.";
	text2 = "_Why, what business do you have with my master?_";

begintalknode 17;
	state = 11;
	nextstate = 11;
	personality = 2;
	question = "I need to speak with him.";
	text1 = "_My master would have told me if he was expecting guests.  I look forward to your next ridiculous lie._";

begintalknode 18;
	state = 11;
	nextstate = 12;
	personality = 2;
	question = "I'm here to kill him.";
	text1 = "Quincy gives you an odd look.";
	text2 = "_Kill my master?  You can't be serious._";
	text3 = "His expression changes to one of amusement.";
	text4 = "_You, kill my master?  You are serious?  This is funny to me, I am going to make laugh noises.  Hoo ho ho haurahgarrahahagahagahgag!_";
	text5 = "He takes a few moments to collect himself.";
	text6 = "_Yes I believe you, and what's more, I shall help you.  Life is very boring around here and it would be fun to see some foolish simpletons carved into undistinguishable lumps of flesh._";

begintalknode 19;
	state = 12;
	nextstate = 13;
	personality = 2;
	question = "So you'll open the gate?";
	text1 = "_Yes, of course, but only for a small fee.  I love the way gold shines, but my allowance is so small - Master only gives me one coin a month for completing my chores._";
	text2 = "He brightens.";
	text3 = "_But you must have money, surely, as people like you need it to survive.  If you give me just one coin, I will open the gate for you and forget this conversation ever happened._";
	code =
		set_flag(3,1,2);
	break;
begintalknode 20;
	state = 13;
	nextstate = -1;
	personality = 2;
	condition = coins_amount() == 0;
	question = "I don't have any money.";
	text1 = "_No money?  Are you completely worthless?  Get out of my sight before I teleport you to a dimension of incomprehensable horror!_";
	action = END_TALK;

begintalknode 21;
	state = 13;
	nextstate = -1;
	personality = 2;
	condition = coins_amount() > 0;
	question = "(Pay one coin)";
	text1 = "Quincy holds it with a feverish gleam in his eyes.";
	text2 = "_Yes... yes... so shiny, so bright, so tasty.  Thank you, most welcome intruders.  I shall open the gate for you now._";
	text3 = "With a quick motion, the gate deactivates.  Quincy then turns his attention away from you to his new treasure.";
	action = END_TALK;
	code =
		swap_terrain(18,14,377,378);
		award_party_xp(200,1);

		set_flag(3,20,5);
	break;
begintalknode 22;
	state = 1;
	nextstate = 14;
	personality = 2;
	condition = get_flag(3,1) == 2;
	question = "Is there any way I could get you to open the gate?";
	text1 = "Still agitated, Quincy thinks for a moment.";
	text2 = "_Well, I suppose there is one thing.  If you don't have any gold for me, the least you could do is complete the chores I do for an allowance.  Most everything is complete, but the storerooms could use a good cleaning._";
	text3 = "I'll make a deal with you.  If you complete my chores for me, I'll open the gate for you.  Do you agree to these terms?_";

begintalknode 23;
	state = 14;
	nextstate = -1;
	personality = 2;
	question = "I'm not running any errands for you!";
	text1 = "_Then you can just forget about the lift then, poop nose!  Talk to me again when you change your mind._";
	text2 = "With that, Quincy turns away from you.";
	action = END_TALK;

begintalknode 24;
	state = 14;
	nextstate = -1;
	personality = 2;
	question = "Alright, deal.";
	text1 = "_Good, I was dreading this anyway.  If you head upstairs and go to the storeroom on the western wall, you'll find a broom and a mop.  Take them both, and clean out the dust and any muck you might find in the other storerooms around the tower._";
	text2 = "Make sure to check every nook and cranny - I'll know if you've missed a spot.  Come back to me when you're finished._";
	text3 = "Quincy turns away and leaves you to your work.";
	action = END_TALK;
	code =
		set_flag(3,1,3);
	break;
begintalknode 25;
	state = 1;
	nextstate = 1;
	personality = 2;
	condition = (get_flag(3,1) == 3) && (get_flag(150,10) < 11);
	question = "I've finished cleaning.";
	text1 = "Quincy pauses for a moment, seeming to focus on something.";
	text2 = "_Nope, sorry.  I still sense dirt.  Make sure you check every corner of this tower for the stuff.  This place needs to be spotless before I'll open that gate._";

begintalknode 26;
	state = 1;
	nextstate = -1;
	personality = 2;
	condition = (get_flag(3,1) == 3) && (get_flag(150,10) == 11);
	question = "I've finished cleaning.";
	text1 = "Quincy pauses for a moment, seeming to focus on something.  After a moment, he brightens.";
	text2 = "_Yes, you have - this tower is spotless!  As reward for your help, I shall now open the gate for you._";
	text3 = "With a flick of an eyestalk, the gate suddenly dissapates.  Quincy turns back to you with a smile.";
	text4 = "_I appreciate the help, now go get yourself killed and leave me alone._";
	text5 = "The familar turns away and avoids any further communication.";
	action = END_TALK;
	code =
		swap_terrain(18,14,377,378);

		award_party_xp(200,1);

		set_flag(3,1,4);
	break;
begintalknode 27;
	state = 1;
	nextstate = -1;
	personality = 2;
	condition = get_flag(3,1) > 1;
	question = "Nevermind, I'll let you get back to whatever it is you do.";
	text1 = "Quincy nods and turns away.";
	action = END_TALK;

