// TOWN DIALOGUE SCRIPT
//    Town 26: Chasms of Fire

// This is the dialogue for this town.
// You can use states numbered from 1 to 199.

begintalkscript;

variables;

short i,j,k,r1,choice;

begintalknode 1;
	state = -1;
	personality = 520;
	nextstate = 1;
	condition = 1;
	question = "Rauling";
	text1 = "In front of you, clothed in the black attire of the Seawyrm as you've always seen him, stands Rauling. He returns you grim smile.";
	text5 = "_I am still called Rauling, mercenaries._";
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 520;
	nextstate = 2;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_I thought an explanation would be best._";

begintalknode 3;
	state = 2;
	personality = 520;
	nextstate = 3;
	condition = 1;
	question = "An explanation...";
	text1 = "_We may seem alien to you. Our actions may seem treacherous. But then, you do not know us._";

begintalknode 4;
	state = 3;
	personality = 520;
	nextstate = 4;
	condition = 1;
	question = "Treacherous alien";
	text1 = "_We do not look or speak as you do. Nor do we act by your standards. Yet there is nothing in it, to us, that seems wrong._";

begintalknode 5;
	state = 4;
	personality = 520;
	nextstate = 5;
	condition = 1;
	question = "Seems wrong";
	text1 = "He shakes his head. _You cannot begin to understand._";

begintalknode 6;
	state = 5;
	personality = 520;
	nextstate = 6;
	condition = 1;
	question = "Understand";
	text1 = "_You have not seen what we have seen. We are different peoples, wholly different. But you have one more task._";

begintalknode 7;
	state = 6;
	personality = 520;
	nextstate = 7;
	condition = 1;
	question = "Task";
	text1 = "_When we first met, I told you that your reason for being here is to defend our interests. It has always been. Always._";

begintalknode 8;
	state = 7;
	personality = 520;
	nextstate = 8;
	condition = 1;
	question = "Always";
	text1 = "_And so, you shall take it to the end. You have already brought the Sixth._";

begintalknode 9;
	state = 8;
	personality = 520;
	nextstate = 9;
	condition = 1;
	question = "The Sixth";
	text1 = "He laughs. _Yes, the obsidian is here. That has been your mission from the beginning._";

begintalknode 10;
	state = 9;
	personality = 520;
	nextstate = 10;
	condition = 1;
	question = "Mission from beginning";
	text1 = "_We wanted the six relics. We have them now. We could not have acquired the relics without your aid._";

begintalknode 11;
	state = 10;
	personality = 520;
	nextstate = 11;
	condition = 1;
	question = "Six relics";
	text1 = "_Finn held one of the six jewels, as did Sorali, as did Scyld. But now, they, with the two others, are all ours. We wait only for the black piece._";

begintalknode 12;
	state = 3;
	personality = 520;
	nextstate = 3;
	condition = 1;
	question = "Know";
	text1 = "_To us, your methods seem as the same._";

begintalknode 13;
	state = 11;
	personality = 520;
	nextstate = -1;
	condition = 1;
	question = "The Black piece";
	text1 = "_You need not be burdened with it any longer, if that is your wish. I shall deliver it myself. Now._";
	text2 = "Rauling draws his weapon and attacks.";
	action = END_TALK;
	code =
		set_attitude(character_talking_to(),10);
	break;

begintalknode 16;
	state = -1;
	personality = 521;
	nextstate = 20;
	condition = 1;
	question = "Thrytho";
	text1 = "Leaning on a long walking-stick, the famed alchemist of Hetware peers at you. The air in front of her crackles slightly, as though a vast amonut of energy had just passed.";
	text2 = "_I am Thrytho. Or, perhaps, was in the past._";


begintalknode 17;
	state = 20;
	personality = 521;
	nextstate = 21;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_Bequeathing a minor boon._ She gestures down, where a ruby amulet lies before her feet.";

begintalknode 18;
	state = 20;
	personality = 521;
	nextstate = 20;
	condition = 1;
	question = "Was in the past";
	text1 = "She shakes her head sadly. _To tell is forbidden._";

begintalknode 19;
	state = 21;
	personality = 521;
	nextstate = 22;
	condition = 1;
	question = "Bequeath a boon";
	text1 = "_This..._ The ruby amulet flashes briefly. _This, worn by the worthy, will help a little._";
	code = 
		reward_give(302);
	break;
	
begintalknode 20;
	state = 22;
	personality = 521;
	nextstate = 23;
	condition = 1;
	question = "Help the worthy";
	text1 = "_The cycle comes again,_ she whispers. _The cycle comes again..._";

begintalknode 21;
	state = 23;
	personality = 521;
	nextstate = -1;
	condition = 1;
	question = "Cycle comes again";
	text1 = "She begins to fade away. _I have no more. The last has been given..._";
	text2 = "In brief seconds, she is totally gone.";
	action = END_TALK;
	code =
		erase_char(character_talking_to());
	break;

begintalknode 190;
	state = 100;
	personality = 38;
	nextstate = 101;
	condition = 1;
	question = "Immortal Sage give us wisdom to understand these items.";
	text1 = "You seek guidance from above.";
	
begintalknode 191;
	state = 101;
	personality = 38;
	nextstate = 102;
	condition = 1;
	question = "Immortal Sage give us wisdom to understand these items.";
	text1 = "Your items are identified.";
	action = ID 0;
	
begintalknode 192;
	state = 102;
	personality = 38;
	nextstate = -1;
	condition = 1;
	question = "We have all the information we need for now.";
	text1 = "You finish the identification.";
	action = END_TALK;	
	