// TOWN DIALOGUE SCRIPT
//    Town 6: Ingusi (L2)

// 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 = 120;
	nextstate = 1;
	condition = 1;
	question = "Dracan";
	text1 = "Shadows obscure the hooded face of the dark figure staring down from a throne of tarnished silver. The flickering firelight illumes his robes with a cold hue.";
	text2 = "_Halac vechl._ A whispering voice echoes around you. _Dracan._";
	text5 = "Shadows obscure the hooded face of the dark figure staring down from a throne of tarnished silver. The flickering firelight illumes his robes with a cold hue.";	
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 120;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "_Ath dhovsan._ The voice speaks again, wrapping about the hall as the dancing shades. _Questions, questions._";

begintalknode 3;
	state = 2;
	personality = 120;
	nextstate = 8;
	condition = get_flag(100,0) < 6;
	question = "You don't like questions?";
	text1 = "_Laehaan._ Shadows gather, obscuring your view. _What else would you know? Go and fulfill your tasks._";
	code =
	run_town_script(13);
	toggle_quest(3,1);
	break;

begintalknode 4;
	state = 1;
	personality = 120;
	nextstate = 3;
	condition = 1;
	question = "Tell me about Aeschere";
	text1 = "There is a brief, uncomfortable pause.";
	text2 = "_Aeschere is our enemy, and has always been. That is all you need to know._";

begintalknode 5;
	state = 3;
	personality = 120;
	nextstate = 4;
	condition = 1;
	question = "Else...";
	text1 = "_Doubt not the strength of the sea-men, nor their capacity for vengeance. Vengeance will be had._";

begintalknode 6;
	state = 4;
	personality = 120;
	nextstate = 5;
	condition = 1;
	question = "You have strength?";
	text1 = "_Obey, and know that there is nothing we cannot overcome. In the end we shall have all._";

begintalknode 7;
	state = 5;
	personality = 120;
	nextstate = 6;
	condition = 1;
	question = "Why vengeance?";
	text1 = "_Visited by wrong after wrong since the arrival._ You detect an odd resonance in his speech.";

begintalknode 8;
	state = 6;
	personality = 120;
	nextstate = 7;
	condition = 1;
	question = "Wrong after wrong...";
	text1 = "_Iavovnr._ The swirling air thickens. _The Seawyrm is swift to wrath, and slow to forget. And now, it has been turned upon with treachery._";

begintalknode 9;
	state = 7;
	personality = 120;
	nextstate = 1;
	condition = 1;
	question = "Treachery? Surely not!";
	text1 = "_Hloressoan. They cannot forget. Forth to your tasks, for what is right for the world. There is no rest to say._";

begintalknode 10;
	state = 1;
	personality = 120;
	nextstate = 1;
	condition = (get_flag(100,0) >= 6 && get_flag(100,0) < 10);	
	question = "We did not succeed in killing Aeschere.";
	text1 = "_There is nothing else to say._";
	code =
	run_town_script(16);
	toggle_quest(3,0);
	toggle_quest(4,1);	
	break;
	
	
begintalknode 11;
	state = 1;
	personality = 120;
	nextstate = 1;
	condition = get_flag(100,0) == 10;	
	question = "Aeschere is now dead.";
	text1 = "_Go talk to the Falconmaster._";
	text2 = "_Do whatever he says, worm your way into his confidence._";
	code =
	toggle_quest(4,0);	
	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;	
	