// TOWN DIALOGUE SCRIPT
//    Town 8: Colosse

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

begintalkscript;

variables;

short choice;

// *** Guards ***
begintalknode 1;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Guard";
	text1 = "The guard looks in your direction.";
	text2 = "_Get along with everyone._ the guard says.";
	text3 = "_Keep out of trouble._ the guard says.";
	text4 = "The guard looks you up and down, then ignores you.";
	text5 = "_Welcome to Colosse traveler._ the guard says.";
	text6 = "The guard sighs, then looks away.";
	text7 = "_No fighting with anyone._ the guard says.";
	text8 = "_Don't cause trouble or pick fights._ the guard says.";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 8));
	break;

// *** Ex Zanta Followers ***
begintalknode 2;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Ex Zanta Follower";
	text1 = "The ex-follower looks in your direction.";
	text2 = "_Leave me alone._ the ex-follower says.";
	text3 = "_I have nothing to do with Zanta anymore, so leave me be._ the ex-follower says.";
	text4 = "The ex-follower does not answer your call.";
	text5 = "_Zanta was the one, now I have nothing._ the ex-follower exclaims before moving on.";
	text6 = "_Oh! the inhumanity of it all._ the ex-follower says.  You wonder what they are talking about.";
	text7 = "The ex-follower growls, almost wolf-like, then ignores you.";
	text8 = "The ex-follower sighs, then looks at the ground pretending you aren't there.";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 8));
	break;

// *** Townspeople ***
begintalknode 3;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Townsperson";
	text1 = "The townsperson stares at you.";
	text2 = "_Can't stay and chat, good day to you._ the townsperson says.";
	text3 = "They then slip past you, ignoring your questions.";
	text4 = "_Have a good time, but keep to yourself._ the townsperson says.";
	text5 = "_Gotta go, see ya later._ they say.";
	text6 = "_Welcome to town._ the townsperson says before nodding, then walking off.";
	text7 = "_Ain't Colosse grand._ the townsperson says, then moves off.";
	text8 = "_Visit our fine shops._ the townsperson says before hurrying off.";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 8));
	break;

// *** Ruffians (Thugs) ***
begintalknode 4;
	state = -1;
	personality = -1;
	nextstate = -1;
	condition = 1;
	question = "Thug";
	text1 = "The ruffian stares at you.";
	text2 = "_I have every right to be here as you do._ the ruffian says.";
	text3 = "They slip past you, ignoring your questioning gaze.";
	text4 = "_Leave me alone or I'll get the guard on you._ the ruffian says.";
	text5 = "_Bye Bye._ the ruffian says, slipping by you.";
	text6 = "The ruffian nods, but otherwise says nothing.";
	text7 = "_Ain't Colosse grand._ the ruffian says, then moves off.";
	text8 = "The ruffian growls, almost wolf like, then moves away.";
	action = END_TALK;
	code =
		clear_strings();
		add_string(1);
		add_string(get_ran(1, 2, 8));
	break;

// *** Wanda ***
begintalknode 6;
	state = -1;
	personality = 806;
	nextstate = 7;
	condition = 1;
	question = "Wanda";
	text1 = "The woman working at the shop stops what she is doing as you get close.";
	text2 = "_Hello all, I'm Wanda._ she says.";
	text3 = "_I buy if you want to sell._ she adds.";
	text5 = "Wanda closes a drawer she was organizing when you approach.";
	text6 = "_Well fancy meeting you again._ she says.";
	text7 = "_Got something else for me?_";
	action = INTRO;
	code =
		set_flag(8, 4, FALSE);
	break;

begintalknode 7;
	state = 7;
	personality = 806;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Wanda replies _I own and operate The Pawn House here in Colosse._";
	text2 = "_I will give you good coins for those items you no longer need or want._";
	text3 = "_Are you looking to lighten your load?_ she asks.";

begintalknode 8;
	state = 7;
	personality = 806;
	nextstate = -1;
	condition = 1;
	question = "I'd like to sell some things.";
	text1 = "You finish pawning your items.";
	code =
		begin_shop_mode("The Pawn House", "Wanda gives coins for items.  She does not pay a lot.", 5, 6, 5);
	break;

begintalknode 9;
	state = 7;
	personality = 806;
	nextstate = 11;
	condition = (get_flag(51, 9) == FALSE);
	question = "Get anything unique?";
	text1 = "_Well, I did have one of those ex followers of Zanta in here one day._ Wanda says.";
	text2 = "_He was looking pretty pitiful, whining about being broke and all._ she adds.";
	text3 = "Wanda continues _I asked him if he had something to pawn since I was feeling sorry for him._";
	text4 = "_He had nothing really I could give him anything for, but he did have this thing._";
	text5 = "Wanda pulls something from under the counter.  It looks like a staff head.";
	text6 = "_Notice the fine workmanship and the almost magical hue._ she says.";
	text7 = "_I gave him 1000 for it, but if you want it, I'll charge you the same 1000._ she says.";

begintalknode 10;
	state = 7;
	personality = 806;
	nextstate = -1;
	condition = 1;
	question = "Gotta go.";
	text1 = "Wanda waves and says _I'm always open if you need my services._";
	text2 = "She then turns and opens up a drawer to take inventory.";
	action = END_TALK;

begintalknode 11;
	state = 11;
	personality = 806;
	nextstate = -1;
	condition = (get_flag(8, 4) == FALSE);
	question = "Yes, I'd like to buy it (1000 coins).";
	text1 = "Wanda hands over the item.  It is a piece of the staff!";
	text2 = "_Well, enjoy._ she says.";
	text3 = "Wanda puts the item back under the counter.";
	text4 = "_I really must get 1000 coins for this and not a coin less._ she says.";
	code =
		clear_strings();
		if (coins_amount() < 1000) {
			add_string(3);
			add_string(4);
		}
		else {
			set_flag(51, 9, TRUE);
			play_sound(15);
			add_string(1);
			add_string(2);
			change_coins(-1000);
			change_spec_item(7, 1);
		}
		set_flag(8, 4, TRUE);
	break;

begintalknode 12;
	state = 11;
	personality = 806;
	nextstate = -1;
	condition = (get_flag(8, 4) == FALSE);
	question = "No thank you.";
	text1 = "Wanda puts it back under the counter.";
	text2 = "_Well suit yourself._ she says.";
	code =
		set_flag(8, 4, TRUE);
	break;

// *** Jake (potions) ***
begintalknode 16;
	state = -1;
	personality = 807;
	nextstate = 17;
	condition = 1;
	question = "Jake";
	text1 = "A wizard is sitting in front of a pile of potions.";
	text2 = "At least you think they are potions since you cannot touch them, they always seem out of reach.";
	text3 = "The wizard speaks _Welcome, I am Jake._";
	text4 = "You believe you have seen him before.";
	text5 = "Jake is sitting silently in the chair by the pile of potions.";
	text6 = "He suddenly speaks _Back for more?_";
	action = INTRO;
	code =
		if ((get_flag(8, 2) == FALSE) && (get_flag(8, 3) == FALSE)) {
			remove_string(4);
		}
		set_flag(8, 1, TRUE);
	break;

begintalknode 17;
	state = 17;
	personality = 807;
	nextstate = -1;
	condition = ((get_flag(8, 2) == TRUE) || (get_flag(8, 3) == TRUE));
	question = "Don't I know you?";
	text1 = "Jake replies _You might've, or you might have met my brother Jake or my other brother Jake._";
	text2 = "_We are triplets you know._ he adds.";

begintalknode 18;
	state = 17;
	personality = 807;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jake replies _I have a variety of potions for sale._";
	text2 = "_Please, look around and let me know if you'd like to buy any._";

begintalknode 19;
	state = 17;
	personality = 807;
	nextstate = -1;
	condition = 1;
	question = "I'd like to buy some potions.";
	text1 = "You finished buying potions from Jake.";
	code =
		begin_shop_mode("Potions by Jake", "Jake has a pile of potions to sell.  The prices are high.", 7, 5, -1);
	break;

begintalknode 20;
	state = 17;
	personality = 807;
	nextstate = -1;
	condition = 1;
	question = "Bye.";
	text1 = "Jake stares silently at the wall in front of him.";
	text2 = "You sense you are done here.";
	action = END_TALK;

// *** Jake (scrolls) ***
begintalknode 26;
	state = -1;
	personality = 808;
	nextstate = 27;
	condition = 1;
	question = "Jake";
	text1 = "A wizard is sitting in front of a pile of scrolls.";
	text2 = "At least you think they are scrolls since you cannot touch them, they always seem out of reach.";
	text3 = "The wizard speaks _Welcome, I am Jake._";
	text4 = "You believe you have seen him before.";
	text5 = "Jake is sitting silently in the chair by the pile of scrolls.";
	text6 = "He suddenly speaks _Back for more?_";
	action = INTRO;
	code =
		if ((get_flag(8, 1) == FALSE) && (get_flag(8, 3) == FALSE)) {
			remove_string(4);
		}
		set_flag(8, 2, TRUE);
	break;

begintalknode 27;
	state = 27;
	personality = 808;
	nextstate = -1;
	condition = ((get_flag(8, 1) == TRUE) || (get_flag(8, 3) == TRUE));
	question = "Don't I know you?";
	text1 = "Jake replies _You might've, or you might have met my brother Jake or my other brother Jake._";
	text2 = "_We are triplets you know._ he adds.";

begintalknode 28;
	state = 27;
	personality = 808;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jake replies _I have a variety of scrolls for sale._";
	text2 = "_Please, look around and let me know if you'd like to buy any._";

begintalknode 29;
	state = 27;
	personality = 808;
	nextstate = -1;
	condition = 1;
	question = "I'd like to buy some scrolls.";
	text1 = "You finished buying scrolls from Jake.";
	code =
		begin_shop_mode("Scrolls by Jake", "Jake has a pile of scrolls to sell.  The prices are high.", 8, 5, -1);
	break;

begintalknode 30;
	state = 27;
	personality = 808;
	nextstate = -1;
	condition = 1;
	question = "Bye.";
	text1 = "Jake stares silently at the wall in front of him.";
	text2 = "You sense you are done here.";
	action = END_TALK;

// *** Jake (wands) ***
begintalknode 36;
	state = -1;
	personality = 809;
	nextstate = 37;
	condition = 1;
	question = "Jake";
	text1 = "A wizard is sitting in front of a pile of wands.";
	text2 = "At least you think they are wands since you cannot touch them, they always seem out of reach.";
	text3 = "The wizard speaks _Welcome, I am Jake._";
	text4 = "You believe you have seen him before.";
	text5 = "Jake is sitting silently in the chair by the pile of wands.";
	text6 = "He suddenly speaks _Back for more?_";
	action = INTRO;
	code =
		if ((get_flag(8, 1) == FALSE) && (get_flag(8, 2) == FALSE)) {
			remove_string(4);
		}
		set_flag(8, 3, TRUE);
	break;

begintalknode 37;
	state = 37;
	personality = 809;
	nextstate = -1;
	condition = ((get_flag(8, 1) == TRUE) || (get_flag(8, 2) == TRUE));
	question = "Don't I know you?";
	text1 = "Jake replies _You might've, or you might have met my brother Jake or my other brother Jake._";
	text2 = "_We are triplets you know._ he adds.";

begintalknode 38;
	state = 37;
	personality = 809;
	nextstate = -1;
	condition = 1;
	question = "What do you do?";
	text1 = "Jake replies _I have a variety of wands for sale._";
	text2 = "_Please, look around and let me know if you'd like to buy any._";

begintalknode 39;
	state = 37;
	personality = 809;
	nextstate = -1;
	condition = 1;
	question = "I'd like to buy a few wands.";
	text1 = "You finished buying wands from Jake.";
	code =
		begin_shop_mode("Wands by Jake", "Jake has a pile of wands to sell.  The prices are high.", 9, 5, -1);
	break;

begintalknode 40;
	state = 37;
	personality = 809;
	nextstate = -1;
	condition = 1;
	question = "Bye.";
	text1 = "Jake stares silently at the wall in front of him.";
	text2 = "You sense you are done here.";
	action = END_TALK;

// *** Kerah ***
begintalknode 46;
	state = -1;
	personality = 810;
	nextstate = 47;
	condition = 1;
	question = "Kerah";
	text1 = "A priest is sitting at the desk in the classroom.";
	text2 = "She looks up at you when you get close.";
	text3 = "_Ah, extra students.  I am Miss Kerah._";
	text5 = "Miss Kerah is grading papers at the desk.";
	text6 = "_You like more instruction?_ she asks.";
	action = INTRO;

begintalknode 47;
	state = 47;
	personality = 810;
	nextstate = -1;
	condition = 1;
	question = "What do you teach?";
	text1 = "Miss Kerah replies _I instruct students in the arts of the priest._";
	text2 = "_I teach them the incantations and spells they will need for their profession._";
	text3 = "_Since class is not currently is session, I can also teach you, for a small token of appreciation._ she adds.";
	text4 = "_Do you need instruction in the ways of a priest?_ she asks.";

begintalknode 48;
	state = 47;
	personality = 810;
	nextstate = -1;
	condition = 1;
	question = "Can you teach me some incantations and spells?";
	text1 = "You finish learning what you can from Miss Kerah.";
	code =
		begin_shop_mode("Miss Kerah", "Miss Kerah can teach you priest spells.  The prices are unGodly.", 10, 4, -1);
	break;

begintalknode 49;
	state = 47;
	personality = 810;
	nextstate = -1;
	condition = 1;
	question = "I'm good for now.";
	text1 = "Miss Kerah says _Ok, I'll be here if you need instruction later._";
	action = END_TALK;

// *** Lysandra ***
begintalknode 56;
	state = -1;
	personality = 811;
	nextstate = 57;
	condition = 1;
	question = "Lysandra";
	text1 = "A mage is playing with a few crystals at the desk.";
	text2 = "She stops as you get close and says _I am Lysandra._";
	text3 = "_Can I help you with something?_";
	text5 = "Lysandra is inspecting some homework at her desk.";
	text6 = "_You have returned._ she says.";
	action = INTRO;

begintalknode 57;
	state = 57;
	personality = 811;
	nextstate = -1;
	condition = 1;
	question = "What do you teach?";
	text1 = "Miss Lysandra replies _I instruct wizards, warlocks, witches and other mages in the fine art of magery._";
	text2 = "_School is not currently is session, so I can instruct others as needed, for a fee._ she adds.";
	text3 = "_Do you have a need for increased magical abilities and spells?_ she asks with a smile.";

begintalknode 58;
	state = 57;
	personality = 811;
	nextstate = -1;
	condition = 1;
	question = "I'd like to learn a few mage spells please.";
	text1 = "You finish learning new mage spells.";
	code =
		begin_shop_mode("Miss Lysandra", "Miss Lysandra can teach you mage spells.  The prices don't make you feel like smiling back.", 11, 4, -1);
	break;

begintalknode 59;
	state = 57;
	personality = 811;
	nextstate = -1;
	condition = 1;
	question = "Bye.";
	text1 = "Miss Lysandra smiles and says _I am here if you need instruction in the future._";
	action = END_TALK;

// *** Krueg ***
begintalknode 66;
	state = -1;
	personality = 812;
	nextstate = 67;
	condition = 1;
	question = "Krueg";
	text1 = "The man standing behind the counter waves you over.";
	text2 = "_Hi all, I'm Krueg._ he says.";
	text3 = "_I run this fine establishment._ he adds.";
	text5 = "Krueg waves you over towards himself.";
	text6 = "_I have some good stuff in stock._ he says.";
	action = INTRO;
	code =
		set_flag(8, 6, FALSE);
	break;

begintalknode 67;
	state = 67;
	personality = 812;
	nextstate = -1;
	condition = 1;
	question = "What do you sell?";
	text1 = "Krueg replies _I have some unique magical items for sale here._";
	text2 = "_Mainly armor pieces, but should satisfy the most discerning buyer._";
	text3 = "_You've got to see this inventory._ he adds.";

begintalknode 68;
	state = 67;
	personality = 812;
	nextstate = -1;
	condition = 1;
	question = "I'd like to see you inventory.";
	text1 = "You finish shopping Krueg's Colosse Hue.";
	code =
		begin_shop_mode("Colosse Hue", "Krueg has a stock of magical items.  The prices are more than a bit steep.", 12, 4, -1);
	break;

begintalknode 69;
	state = 67;
	personality = 812;
	nextstate = 71;
	condition = (get_flag(8, 5) == FALSE);
	question = "Get anything really unique for sale?";
	text1 = "Krueg gives you a long look, then finally says _Maybe._";
	text2 = "_I have this rather strange piece, almost like a staff head._ he says.";
	text3 = "Krueg pulls what looks like a staff head from under the counter.";
	text4 = "_Notice the fine workmanship and the almost magical hue._ he says.";
	text5 = "_This will cost you 1000 coins._ Krueg says.";

begintalknode 70;
	state = 67;
	personality = 812;
	nextstate = -1;
	condition = 1;
	question = "Don't need nothing now, thanks.";
	text1 = "Krueg waves bye, then starts helping another customer.";
	action = END_TALK;

begintalknode 71;
	state = 71;
	personality = 812;
	nextstate = -1;
	condition = (get_flag(8, 6) == FALSE);
	question = "Yes, I'd like to buy it (1000 coins).";
	text1 = "Krueg hands over the item.  To your dismay, it is not a piece of the Staff of Turin!";
	text2 = "_All sales are final._ he says as you try to lodge a protest.";
	text3 = "Krueg puts the item back under the counter.";
	text4 = "_The price is 1000 coins._ he says.";
	code =
		clear_strings();
		if (coins_amount() < 1000) {
			add_string(3);
			add_string(4);
		}
		else {
			play_sound(15);
			add_string(1);
			add_string(2);
			change_coins(-1000);
			change_spec_item(12, 1);
			set_flag(8, 5, TRUE);
		}
		set_flag(8, 6, TRUE);
	break;

begintalknode 72;
	state = 71;
	personality = 812;
	nextstate = -1;
	condition = (get_flag(8, 6) == FALSE);
	question = "No thank you.";
	text1 = "Krueg puts it back under the counter.";
	text2 = "_If you want it later, let me know._ he says.";
	code =
		set_flag(8, 6, TRUE);
	break;

// *** Vemoura ***
begintalknode 76;
	state = -1;
	personality = 813;
	nextstate = 77;
	condition = 1;
	question = "Vemoura";
	text1 = "A woman is working on something by the counter.";
	text2 = "As you get close, she looks up and waves at you.";
	text3 = "_Hey all._ she says _Name's Vemoura.  What can I do for you?_";
	text5 = "Vemoura just finished with another customer when she spots you approaching.";
	text6 = "_Hey again._ she says.  _I have got some unique things that you need to see._";
	action = INTRO;
	code =
		set_flag(8, 8, FALSE);
	break;

begintalknode 77;
	state = 77;
	personality = 813;
	nextstate = -1;
	condition = 1;
	question = "What do you sell?";
	text1 = "Vemoura replies _I have some unique magical items for sale here._";
	text2 = "_Mainly some weapons that you will drool over._";
	text3 = "_You've got to see this inventory._ she adds.";

begintalknode 78;
	state = 77;
	personality = 813;
	nextstate = -1;
	condition = 1;
	question = "I'd like to see you inventory.";
	text1 = "You finish shopping Vemoura's Old Things.";
	code =
		begin_shop_mode("Old Things", "Vemoura has a stock of magical weapons.  The prices are almost out of reach.", 13, 4, -1);
	break;

begintalknode 79;
	state = 77;
	personality = 813;
	nextstate = 81;
	condition = (get_flag(8, 7) == FALSE);
	question = "Get anything really unique for sale?";
	text1 = "Vemoura seems a bit excited by your question.";
	text2 = "She pulls what looks like a staff head from under the counter.";
	text3 = "_I have this, but it doesn't fit in my current stock._ she says.";
	text4 = "She adds _Notice the fine workmanship and the almost magical hue._";
	text5 = "_I can let it go for 1000 coins._ Vemoura says.";

begintalknode 80;
	state = 77;
	personality = 813;
	nextstate = -1;
	condition = 1;
	question = "I'm good for now.";
	text1 = "Vemoura waves bye, then starts helping another customer.";
	action = END_TALK;

begintalknode 81;
	state = 81;
	personality = 813;
	nextstate = -1;
	condition = (get_flag(8, 8) == FALSE);
	question = "Yes, I'd like to buy it (1000 coins).";
	text1 = "Vemoura hands over the item.  To your dismay, it is not a piece of the Staff of Turin!";
	text2 = "_Sorry if that's not what you were looking for, but I can't take it back._ she says.";
	text3 = "Vemoura puts the item back under the counter.";
	text4 = "_I've got to get a 1000 coins for this._ she says.";
	code =
		clear_strings();
		if (coins_amount() < 1000) {
			add_string(3);
			add_string(4);
		}
		else {
			play_sound(15);
			add_string(1);
			add_string(2);
			change_coins(-1000);
			change_spec_item(12, 1);
			set_flag(8, 7, TRUE);
		}
		set_flag(8, 8, TRUE);
	break;

begintalknode 82;
	state = 81;
	personality = 813;
	nextstate = -1;
	condition = (get_flag(8, 8) == FALSE);
	question = "No thank you.";
	text1 = "Vemoura puts it back under the counter.";
	text2 = "_I have it here if you want to see or buy it later._ she says.";
	code =
		set_flag(8, 8, TRUE);
	break;
