// TOWN DIALOGUE SCRIPT
//    Town 18: Thessalonica (after winning)

// This is the dialogue for this town.
// You can use states numbered from 1 to 99.

begintalkscript;

variables;

short choice;

// *** City Guards ***
begintalknode 1;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Guard";
	text1 = "The guard looks in your direction.";
	text2 = "_Please move along now._ the guard says.";
	text3 = "_Enjoy your stay and don't cause problems._ the guard says.";
	text4 = "The guard appears to be giving you a cold hard stare.";
	text5 = "_Welcome to Thessalonica visitor._ the guard says.";
	text6 = "The guard sizes you up, then looks away after determining you're not up to no good.";
	text7 = "_Stay out of trouble._ the guard says.";
	text8 = "_Not much to see here, but you're welcome to visit._ the guard says.";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 8));
	break;

// *** Miners ***
begintalknode 2;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Miner";
	text1 = "The miner looks at you as you approach.";
	text2 = "_Yahh, the mines are reopened._ says the miner before returning to getting ready for work.";
	text3 = "The miner says _Yes! I can now work._";
	text4 = "The miner smiles, but says nothing.";
	text5 = "The happy look of the miner says it all, now that the mines are reopened.";
	text6 = "_Well, howdy.  Have a good time in town._ the miner says before turning away.";
	text7 = "_Grrrr, can't go to work until tomorrow._ the miner says.";
	text8 = "The miner turns back to getting ready for work, ignoring your questions.";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 8));
	break;

// *** Captain Jim ***
begintalknode 6;
	state = -1;
	personality = 1810;
	nextstate = 7;
	condition = 1;
	question = "Captain Jim";
	text1 = "A stout man is working on some papers behind the desk.";
	text2 = "He looks up as you approach.  _Howdy folks, I'm Captain Jim._ he says.";
	text3 = "_Back to visit our town?_ he asks.";
	text5 = "Captain Jim watches as you approach him again.";
	text6 = "_Still in town, heh._ he says.";
	text7 = "_What can I help you with?_";
	action = INTRO;

begintalknode 7;
	state = 7;
	personality = 1810;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Captain Jim replies _I am the captain of the guard here in Thessalonica._";
	text2 = "_With the mines reopened, there will be much to do soon, mainly keeping the miners out of trouble._ he adds.";
	text3 = "_But, the riff raff have seemed to have all slunk away, so hopefully it will be peaceful._";

begintalknode 8;
	state = 7;
	personality = 1810;
	nextstate = 10;
	condition = 1;
	question = "What do people do here?";
	text1 = "_People will start moving back in, supporting the mines and miners._ says Captain Jim.";
	text2 = "_Once people return, we'll get the smithy and smelt restaffed back to full strength._";
	text3 = "Captain Jim grins _You talk to Jack Robin about his ghost yet?_";

begintalknode 9;
	state = 7;
	personality = 1810;
	nextstate = -1;
	condition = 1;
	question = "Goodbye.";
	text1 = "Captain Jim grunts _Enjoy your stay and stay out of trouble._";
	action = END_TALK;

begintalknode 10;
	state = 10;
	personality = 1810;
	nextstate = -1;
	condition = 1;
	question = "Jack's ghost?";
	text1 = "_Yep_ Captain Jim says.";
	text2 = "_Jack's got a tale about ghosts in the mine that just can't be missed._";
	text3 = "Captain Jim grins _Jack is a funny fellow, so take what he says with a grain of salt._";
	text4 = "It appears Captain Jim still gets a good chuckle over Jack's ghost story.";

// *** Cora ***
begintalknode 16;
	state = -1;
	personality = 1811;
	nextstate = 17;
	condition = 1;
	question = "Cora";
	text1 = "The only, but not for long, woman in Thessalonica is cleaning some picks in the store.";
	text2 = "She stops what she is doing as you approach her.";
	text3 = "_Hello, I'm Cora._ she says _What can I help you with?_";
	text5 = "Cora smiles as you approach _Can't stay away, can you._";
	text6 = "_Do you need some additional mining supplies?_ she asks.";
	action = INTRO;

begintalknode 17;
	state = 17;
	personality = 1811;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Cora replies _I own, manage and run the mining supply store here in Thessalonica._";
	text2 = "_Business has picked up greatly since the mines reopened._";
	text3 = "_Can I interest you in some fine mining equipment before it's all gone?_ she asks.";

begintalknode 18;
	state = 17;
	personality = 1811;
	nextstate = -1;
	condition = 1;
	question = "Let me see what you have";
	text1 = "You finished buying mining supplies from Cora.";
	code =
		begin_shop_mode("Cora's Mining Supplies", "Cora supplies the miners with the equipment they need.  Prices are not bad.", 2, 3, -1);
	break;

begintalknode 19;
	state = 17;
	personality = 1811;
	nextstate = -1;
	condition = 1;
	question = "Bye Bye.";
	text1 = "_Come back again if I can help with your mining supplies._ Cora says as she starts sharpening a shovel.";
	action = END_TALK;

// *** Jack Robin ***
begintalknode 26;
	state = -1;
	personality = 1812;
	nextstate = 27;
	condition = 1;
	question = "Jack Robin";
	text1 = "A miner is sitting staring morosely in a bowl of food at the table.";
	text2 = "Most of the other miners seem to be avoiding him.";
	text3 = "He looks up as you approach him and says _Hi, I'm Jack, Jack Robin._";
	text4 = "_Whatcha want, come to tease ol' Jack too._";
	text5 = "Jack looks up from his food, glad to see a friendlier face.";
	text6 = "_Pull up a seat and have a bite to eat._ Jack offers.";
	action = INTRO;

begintalknode 27;
	state = 27;
	personality = 1812;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jack seems a little more at ease with you.  _I'm a miner._ he says.";
	text2 = "_I, like most here, work up in the Thessalonica mine, now that it's reopened._";
	text3 = "_Want to have a bite to eat?_ he asks.";

begintalknode 28;
	state = 27;
	personality = 1812;
	nextstate = 30;
	condition = 1;
	question = "I hear you've seen a ghost.";
	text1 = "Jack pulls back a little _You're not going to tease me are you?_";
	text2 = "_If so, you can just leave._ he adds.";

begintalknode 29;
	state = 27;
	personality = 1812;
	nextstate = -1;
	condition = 1;
	question = "Got to get going, so long.";
	text1 = "Jack returns to eating his food as he says _See ya around._";
	action = END_TALK;

begintalknode 30;
	state = 30;
	personality = 1812;
	nextstate = 31;
	condition = 1;
	question = "No, got news on it though.";
	text1 = "You tell Jack his 'ghosts' were Zanta followers hiding out in the mine.";
	text2 = "Jack looks relieved _Now I don't have to worry when I'm up at the mine._";
	text3 = "He shouts at the other miners _See, I wasn't seeing things or making nothing up._";
	text4 = "Jack does seem pretty proud of himself again.";
	text5 = "_You sure you don't want something to eat?_ he offers again.";
