// TOWN DIALOGUE SCRIPT
//    Town 5: Ingusi

// 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 = 100;
	nextstate = 1;
	condition = 1;
	question = "Sado";
	text1 = "Swinging a greatsword with apparent ease, this captain of the Seawyrm is well-versed in the art of battle.";
	text2 = "_Hail, coming-visitors. I am Sado._";

begintalknode 2;
	state = 1;
	personality = 100;
	nextstate = 2;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_I am now shift-between._ He pauses to think. _I am saying, a from regular duty break. So I practice._";
	text2 = "He looks at you inquisitively. _You think to want training?_";


begintalknode 4;
	state = 2;
	personality = 100;
	nextstate = 2;
	condition = 1;
	question = "What do you do in your off-time?";
	text1 = "_We of the Seawyrm not like farmers. We hunt, we raid. We have battle's need. Between, we practice._";

begintalknode 5;
	state = 2;
	personality = 100;
	nextstate = 2;
	condition = 1;
	question = "We are interested in training.";
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Sado's Training","When he is not out fighting Captain Sado is busy practicing his battle skills.",23,5,-1);
	break;

begintalknode 7;
	state = -1;
	personality = 101;
	nextstate = 11;
	condition = 1;
	question = "Goudon";
	text1 = "An old, dark-faced man in traditional wizardly robes sits here. He does not seem pleased at your intrusion.";
	text2 = "_Goudon._";

begintalknode 8;
	state = 11;
	personality = 101;
	nextstate = 12;
	condition = 1;
	question = "Oh and what do you do for a living?";
	text1 = "_Words be wasted. I instruct, I watch._";

begintalknode 9;
	state = 12;
	personality = 101;
	nextstate = 11;
	condition = 1;
	question = "Words be wasted...";
	text1 = "_Not like a foolish parrot and echo my words._";

begintalknode 10;
	state = 12;
	personality = 101;
	nextstate = 11;
	condition = 1;
	question = "Who do you watch?";
	text1 = "_Merchants and raiders, friendly and not, in sun and in storm._";

begintalknode 11;
	state = 12;
	personality = 101;
	nextstate = 13;
	condition = 1;
	question = "Instruct...";
	text1 = "_I teach craft for my people. For you, must pay price in purchase._";

begintalknode 12;
	state = 13;
	personality = 101;
	nextstate = 13;
	condition = 1;
	question = "Craft...";
	text1 = "_They say you have it. You should know what it is._";

begintalknode 13;
	state = 13;
	personality = 101;
	nextstate = 11;
	condition = 1;
	question = "Yes we are keen to purchase spells";
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Goudon's Spells","This mage is not one for words but he knows his spells.",10,5,-1);
	break;

begintalknode 16;
	state = -1;
	personality = 102;
	nextstate = 21;
	condition = 1;
	question = "Woll";
	text1 = "Seated calmly, an apprentice - by his looks and demeanor - is sorting grasses intently.";
	text2 = "He looks up and pauses for a moment before replying, as though searching for the right word. _I am called Woll._";
	text5 = "Seated calmly, an apprentice - by his looks and demeanor - is sorting grasses intently.";
	action = INTRO;

begintalknode 17;
	state = 21;
	personality = 102;
	nextstate = 22;
	condition = 1;
	question = "What is your job?";
	text1 = "_An herbalist, by choice._";

begintalknode 18;
	state = 22;
	personality = 102;
	nextstate = 23;
	condition = 1;
	question = "Herbalism sounds fascinating";
	text1 = "He shows you the grasses. _And you wish, I can make offering these to you._";

begintalknode 19;
	state = 23;
	personality = 102;
	nextstate = -1;
	condition = 1;
	question = "An offering would be welcome";
	text1 = "You finish shopping.";
	code =
	begin_shop_mode("Woll's Grasses","Another shopkeeper who is not able to easily speak your language.",11,2,-1);
	break;

begintalknode 20;
	state = 22;
	personality = 102;
	nextstate = 24;
	condition = 1;
	question = "By choice";
	text1 = "He seems perplexed briefly. _Yes. I do it by... for safety._";

begintalknode 21;
	state = 24;
	personality = 102;
	nextstate = 25;
	condition = 1;
	question = "Why the need for safety?";
	text1 = "_Herbalist are, often, constant. I am saying, it is a stable job. There is always need._ He appears to be running short on usable words.";

begintalknode 22;
	state = 25;
	personality = 102;
	nextstate = 22;
	condition = 1;
	question = "Yes, when there's need the job will be stable";
	text1 = "He shakes his head. _I am apologies. I not can go - not command of your language._";

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;	
	