// TOWN DIALOGUE SCRIPT
//    Town 4: Thessalonica

// 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 = "_I hope the mines open soon._ says the miner before getting back to doing nothing.";
	text3 = "The miner says _Arghh, I'm bored and want to work._";
	text4 = "The miner looks away, not feeling like talking.";
	text5 = "The hopeful look fades as the miner realizes you're not going to tell him the mines are reopened.";
	text6 = "_Well, howdy.  Have a good time in town._ the miner says before turning away.";
	text7 = "_Grrrr, when will this curse be lifted._ the miner says.";
	text8 = "The miner turns back to doing nothing, 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 = 410;
	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 = "_What are you doing in 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 = 410;
	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 closed down, there is not much to guard._ he adds.";
	text3 = "_But, we do keep out the hordes that have invaded The Wilderness so at least Thessalonica is safe._";

begintalknode 8;
	state = 7;
	personality = 410;
	nextstate = 10;
	condition = 1;
	question = "What do people do here?";
	text1 = "_Some people have left, leaving their homes and belongings._";
	text2 = "_Most of the miners just sit around hoping that the mine will restart operations._";
	text3 = "Captain Jim grins _At least one has a ghost story to tell._";

begintalknode 9;
	state = 7;
	personality = 410;
	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 = 410;
	nextstate = -1;
	condition = 1;
	question = "Ghost story?";
	text1 = "_Yep_ Captain Jim says _Find a miner by the name of Jack Robin._";
	text2 = "_He'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 doesn't put much faith in Jack's ghost story.";
	code =
		set_flag(4, 2, 1);
	break;

// *** Cora ***
begintalknode 16;
	state = -1;
	personality = 411;
	nextstate = 17;
	condition = 1;
	question = "Cora";
	text1 = "The last 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 = 411;
	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 = "_There's not much business right now, but one day it'll increase, once the mines reopen._";
	text3 = "_Can I interest you in some fine mining equipment?_ she asks.";

begintalknode 18;
	state = 17;
	personality = 411;
	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 = 411;
	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 = 412;
	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 = 412;
	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, used to work the Thessalonica mine, before it closed._";
	text3 = "_One day, perhaps soon, it will reopen and we miners can get back to work._";
	text4 = "_Want to have a bite to eat?_ he asks.";

begintalknode 28;
	state = 27;
	personality = 412;
	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 = 412;
	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 = 412;
	nextstate = 31;
	condition = 1;
	question = "Tell me the story.";
	text1 = "_No, you'll just tease me like the others._ Jack says.";
	text2 = "A miner walking by says _Hey Jack's getting ready to tell his fable again, ha ha._";
	text3 = "Jack is obviously embarrassed.";

begintalknode 31;
	state = 31;
	personality = 412;
	nextstate = 32;
	condition = 1;
	question = "I promise I won't tease you.";
	text1 = "_Well ok then, but if you tease me, I'm not going to finish._ Jack says.";
	text2 = "_I was up in the mine working in the middle north passage when these two things passed me by._";
	text3 = "_They were both glowing with an unholy light._";
	text4 = "_Since I had turned off my light to catch a few zzzz's, they passed me right up without seeing me._";
	text5 = "_I was sure glad about that._ Jack adds.";
	text6 = "He watches your reaction to see if you are getting ready to toss a tease in his direction.";

begintalknode 32;
	state = 32;
	personality = 412;
	nextstate = 33;
	condition = 1;
	question = "Go on, what happened.";
	text1 = "Jack seems satisfied you aren't going to start ragging on him, so he continues.";
	text2 = "_Once these two glowing figures got past me, they went up to the west wall and..._";
	text3 = "Jack pauses _..then went right through it!_";
	text4 = "_I swear on the guardians graves that was what happened._ Jack finishes.";
	text5 = "His expression almost made you want to tease him, but you suppress your urge.";
	text6 = "You hear some laughter from down the corridor as someone else wasn't as able to suppress their giggles.";
	code =
		set_flag(51, 3, 1);
	break;

begintalknode 33;
	state = 33;
	personality = 412;
	nextstate = 27;
	condition = 1;
	question = "Is that all?";
	text1 = "Jack is still looking to see if you're joshing him or not says _Yep, no more to tell._";
	text2 = "_I still get goose-pimples whenever I'm close by the area._ he adds.";
	text3 = "You realize the two figures he saw weren't ghosts but Zanta followers.";
	text4 = "Perhaps that's where a piece of the staff is hidden.";
