// TOWN DIALOGUE SCRIPT
//    Town 28: Padan

// 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 = 560;
	nextstate = 1;
	condition = 1;
	question = "Ghazal";
	text1 = "The herbalist scurries to and fro on constant business.";
	text2 = "_What? Ghazal!_ She doesn't seem to be able to hear very well, and resorts to constant shouting.";
	
begintalknode 2;
	state = 1;
	personality = 560;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_Where's you from? I work this shop! Plants!_";

begintalknode 3;
	state = 2;
	personality = 560;
	nextstate = 3;
	condition = 1;
	question = "Shop? Plants?";
	text1 = "_Say! What? I don't have any pigs! What do you want?_";

begintalknode 4;
	state = 3;
	personality = 560;
	nextstate = 4;
	condition = 1;
	question = "Pigs?";
	text1 = "_No, not that either!_";

begintalknode 5;
	state = 4;
	personality = 560;
	nextstate = 5;
	condition = 1;
	question = "Either";
	text1 = "_Just potions, s'all! No you don't!_";

begintalknode 6;
	state = 5;
	personality = 560;
	nextstate = 6;
	condition = 1;
	question = "Potions";
	text1 = "_No, I don't sell that! None of that illegal stuff! What? Oh, you want that? Well, buy them! Purchase!_";

begintalknode 7;
	state = 6;
	personality = 560;
	nextstate = -1;
	condition = 1;
	question = "Purchase";
	text1 = "You finish shopping.";
	code =
		begin_shop_mode("Ghazal's Herbalism","At last, you finally understand what this woman actually does.",25,1,-1);
	break;

begintalknode 10;
	state = -1;
	personality = 561;
	nextstate = 11;
	condition = 1;
	question = "Ephon";
	text1 = "A brooding soldier sits quietly at the table.";
	text2 = "He motions you to sit with him. _Ephon._";
	text5 = "A brooding soldier sits quietly at the table.";
	action = INTRO;

begintalknode 11;
	state = 11;
	personality = 561;
	nextstate = 12;
	condition = 1;
	question = "What is your job?";
	text1 = "His lips twist slightly. _Hunter._";

begintalknode 12;
	state = 12;
	personality = 561;
	nextstate = 13;
	condition = 1;
	question = "Hunter?";
	text1 = "_I track the demon of the swamps._";

begintalknode 13;
	state = 13;
	personality = 561;
	nextstate = 14;
	condition = 1;
	question = "Demon of the swamps?";
	text1 = "_Grendel he is called, and a great menace to any who dare set foot on his isle._";

begintalknode 14;
	state = 14;
	personality = 561;
	nextstate = 15;
	condition = 1;
	question = "Grendel";
	text1 = "_Believe me, I've been there._ He takes a drink. _Cruel and powerful._";

begintalknode 15;
	state = 15;
	personality = 561;
	nextstate = 16;
	condition = 1;
	question = "Cruel and powerful";
	text1 = "_He has a great hoard of weapons and treasure, but he kills with his bare hands. A dangerous monster. But it is my duty._";

begintalknode 16;
	state = 11;
	personality = 561;
	nextstate = -1;
	condition = 1;
	question = "Master";
	text1 = "He shakes his head, unwilling to say more on the subject.";

begintalknode 17;
	state = 16;
	personality = 561;
	nextstate = 17;
	condition = 1;
	question = "Duty";
	text1 = "_I'm going out again soon. Maybe today, maybe tomorrow. Stalking that demon._";

begintalknode 18;
	state = 17;
	personality = 561;
	nextstate = 18;
	condition = 1;
	question = "Stalk demon";
	text1 = "His face suddenly lights up. _What? You'd like to come with me? That would be a refreshing change._";

begintalknode 19;
	state = 18;
	personality = 561;
	nextstate = -1;
	condition = 1;
	question = "Change come";
	text1 = "_Understood. It's a perilous task. I'm the only one who can do it. I won't take you there by force._";
	code =
	run_town_script(10);
	break;

begintalknode 22;
	state = -1;
	personality = 562;
	nextstate = 21;
	condition = 1;
	question = "Dasmaf";
	text1 = "A heavily-built man sits vacantly at the table.";
	text2 = "_Called Dasmaf._";

begintalknode 23;
	state = 21;
	personality = 562;
	nextstate = 22;
	condition = 1;
	question = "What is your job?";
	text1 = "_Loitering._";

begintalknode 24;
	state = 22;
	personality = 562;
	nextstate = 23;
	condition = 1;
	question = "Loitering";
	text1 = "_Waiting for a chance, that's all._";

begintalknode 25;
	state = 23;
	personality = 562;
	nextstate = 24;
	condition = 1;
	question = "A chance";
	text1 = "_Speculating. Sporadic business._";

begintalknode 26;
	state = 24;
	personality = 562;
	nextstate = 25;
	condition = 1;
	question = "Speculating";
	text1 = "_Hmm. Tell you what, I'll sell you some valuable information._";

begintalknode 27;
	state = 25;
	personality = 562;
	nextstate = 26;
	condition = 1;
	question = "Information";
	text1 = "_Good treasure opportunity, 50 gold price. Accept?_";

begintalknode 28;
	state = 26;
	personality = 562;
	nextstate = 27;
	condition = 1;
	question = "Accept";
	text1 = "He pockets the cash. _Stonefield. Dig under the big rock._";
	text3 = "_Nope. No credit._";
	text5 = "You have already bought this.";
	action = PAY 128 4 1 50;

begintalknode 29;
	state = 27;
	personality = 562;
	nextstate = -1;
	condition = 1;
	question = "Stone field, big rock";
	text1 = "_Falcon lands, up near Hengest. You'll find it._";

begintalknode 32;
	state = -1;
	personality = 563;
	nextstate = 31;
	condition = 1;
	question = "Yenbor";
	text1 = "A farmer sits here sulkily.";
	text2 = "_I Yenbor._";
	
begintalknode 33;
	state = 31;
	personality = 563;
	nextstate = 32;
	condition = 1;
	question = "What is your job?";
	text1 = "_I work._";

begintalknode 34;
	state = 32;
	personality = 563;
	nextstate = 33;
	condition = 1;
	question = "Work";
	text1 = "_I work hard._";

begintalknode 35;
	state = 33;
	personality = 563;
	nextstate = 34;
	condition = 1;
	question = "Hard";
	text1 = "_I get nothing for it._";

begintalknode 36;
	state = 34;
	personality = 563;
	nextstate = 35;
	condition = 1;
	question = "Nothing";
	text1 = "_I poor man._";

begintalknode 37;
	state = 35;
	personality = 563;
	nextstate = -1;
	condition = 1;
	question = "Poor man";
	text1 = "_You go. I don't care about your stories._";

begintalknode 40;
	state = -1;
	personality = 564;
	nextstate = 41;
	condition = 1;
	question = "Wasali";
	text1 = "This farmeress seems to be the only one genuinely happy in this town.";
	text2 = "_Wasali. How do you do?_";


begintalknode 41;
	state = 41;
	personality = 564;
	nextstate = 42;
	condition = 1;
	question = "What is your job?";
	text1 = "_Enjoying the fruits of a good day's labor._";

begintalknode 42;
	state = 42;
	personality = 564;
	nextstate = 43;
	condition = 1;
	question = "Fruits";
	text1 = "_There might be monsters on the islands. There might be battle in the north. I'm just glad to be away from it all._";

begintalknode 43;
	state = 43;
	personality = 564;
	nextstate = 43;
	condition = 1;
	question = "Monsters";
	text1 = "_Ephon tells stories about them all the time. Doesn't he?_ She inquires across the table. It's met by a noncommittal grunt.";

begintalknode 44;
	state = 43;
	personality = 564;
	nextstate = 43;
	condition = 1;
	question = "Battles";
	text1 = "_Wars and why people fight for land are all beyond me. As long as the crops are good, life is fine._";

begintalknode 45;
	state = 43;
	personality = 564;
	nextstate = 44;
	condition = 1;
	question = "Away";
	text1 = "_We're all one big happy family around here._";

begintalknode 46;
	state = 44;
	personality = 564;
	nextstate = 45;
	condition = 1;
	question = "Happy family";
	text1 = "_Oh, you'll know when you settle down._";

begintalknode 47;
	state = 45;
	personality = 564;
	nextstate = 43;
	condition = 1;
	question = "Settle down";
	text1 = "_All travelers must have homes, after all._";

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;	
	