// TOWN DIALOGUE SCRIPT
//    Town 27: Skane

// 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 = 540;
	nextstate = 1;
	condition = 1;
	question = "Sain";
	text1 = "The piratemaster stares down at you, a wisp of a smile on his face.";
	text2 = "_I am Sain._";
	text5 = "The piratemaster stares down at you, a wisp of a smile on his face.";	
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 540;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_Master of Skane, now._";

begintalknode 3;
	state = 2;
	personality = 540;
	nextstate = 3;
	condition = 1;
	question = "Master of Skane";
	text1 = "_Sorali is overthrown, and we have made peace with the Falcon. Some thanks are due._";

begintalknode 4;
	state = 3;
	personality = 540;
	nextstate = 4;
	condition = 1;
	question = "Sorali overthrown";
	text1 = "_Indeed, that was a commendable act. Perhaps you wish a reward, as promised._";
	text3 = "_We have the Falcon to thank for that, I suppose._";
	action = DEP_ON_SDF 113 0 0;

begintalknode 5;
	state = 3;
	personality = 540;
	nextstate = 3;
	condition = 1;
	question = "The Falcon";
	text1 = "_We will turn our sights elsewhere. There are many seas to plunder. With the Falcon's backing, we should have no trouble striking out into new lands._";

begintalknode 6;
	state = 4;
	personality = 540;
	nextstate = -1;
	condition = 1;
	question = "That reward";
	text1 = "_It is waiting in the southern room._ He motions towards the door at the southwest corner.";

begintalknode 7;
	state = 3;
	personality = 540;
	nextstate = 4;
	condition = 1;
	question = "Thanks";
	text1 = "_Not many of us will remember the aid of an outlander, I am afraid. Take your reward, and go on with your own tasks._";

begintalknode 10;
	state = -1;
	personality = 541;
	nextstate = 11;
	condition = 1;
	question = "Salerne";
	text1 = "Leaning on his sword, the brigand smiles at you with a small hint of wickedness.";
	text2 = "_Salerne._";
	text5 = "Leaning on his sword, the brigand smiles at you with a small hint of wickedness.";	
	action = INTRO;

begintalknode 11;
	state = 11;
	personality = 541;
	nextstate = 12;
	condition = 1;
	question = "What is your job?";
	text1 = "_Providing some practice._";

begintalknode 12;
	state = 12;
	personality = 541;
	nextstate = 13;
	condition = 1;
	question = "Practice";
	text1 = "_So these are the outlanders who overthrew Sorali? Impressive. Perhaps we shall have some sparring._";

begintalknode 13;
	state = 13;
	personality = 541;
	nextstate = 14;
	condition = 1;
	question = "Sparring";
	text1 = "_It will, of course, improve your skills. Consider it training. Much the same effect._";
	text2 = "He draws up his weapon, welcoming a thrust.";

begintalknode 14;
	state = 14;
	personality = 541;
	nextstate = -1;
	condition = 1;
	question = "Training";
	code =
	begin_shop_mode("Salerne's Sparring","The Pirates of Skane aren't the most savory trainers.",24,3,-1);
	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;	
	