// TOWN DIALOGUE SCRIPT
//    Town 29: Hatherond

// 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 = 583;
	nextstate = 31;
	condition = 1;
	question = "Oslaf";
	text1 = "The innkeeper paces behind the counter, a stock smile upon his face.";
	text2 = "_Name's Oslaf._";
	text5 = "The innkeeper paces behind the counter, a stock smile upon his face.";	
	action = INTRO;

begintalknode 2;
	state = 31;
	personality = 583;
	nextstate = 32;
	condition = 1;
	question = "What can we get here?";
	text1 = "_I keep the Green Inn. Or Green's Inn. Or something._ He shrugs. _I didn't name it, I just keep it. A night's rest is 15 of your 'gold', as you call it._";

begintalknode 3;
	state = 32;
	personality = 583;
	nextstate = -1;
	condition = 1;
	question = "Rest";
	text1 = "He ushers you to a common room.";
	text3 = "He shakes his head. _No pay, no stay._";
	text5 = "You can't stay in an inn when on horseback.";
	action = INN 15 22 27;

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;	
	