// dialog script for town 16: Empire HQ (level 1).

begintalkscript;

variables;

// *** Captain pierce ***

begintalknode 1;
	state = -1;
	personality = 54;
	nextstate = 1;
	condition = 1;
	question = "Captain Pierce";
	text1 = "The man looks quite pleased to see you. He smiles and his eyes sparkle with pleasure.";
	action = DEP_ON_SDF 5 16 2;
		
begintalknode 2;
	state = 1;
	personality = 54;
	nextstate = 2;
	condition = 1;
	question = "Could we get some information, please?";
	text1 = "The man looks up at you and grins. _Information? About what, if I may ask?_";

begintalknode 3;
	state = 2;
	personality = 54;
	nextstate = 2;
	condition = 1;
	question = "About how things are going here.";
	text1 = "His grin fades away and he starts to think. In the end he looks at you and starts to speak:";
	text2 = "_The Senarti. They ruined this whole province. No. Things have gone very bad lately. There are more and more Senarti, and we have no idea where they come from. I suggest you speak with the chief of this fort. He is up the stairs._";

begintalknode 4;
	state = 2;
	personality = 54;
	nextstate = 2;
	condition = 1;
	question = "How about the food?";
	text1 = "He looks at his fish. _The food is strange. Because the Senarti managed to scare away travellers and also merchants, the wizards at Filberton try to create food. They didn't succeed very well._";
	text2 = "You stare at him and ask him what's the problem with his fish. _It tastes like fish mixed with chicken. That is something you can't call a success, can you? Well, unless you're a cat._";
	text3 = "_Yes, cats seem to like this food, but the people here don't._ You try a bit of the fish, and it's indeed not very tasty.";

begintalknode 5;
	state = 2;
	personality = 54;
	nextstate = -1;
	condition = 1;
	question = "So how are you?";
	text1 = "He looks surprised when you ask that question. _How I am? What a stupid question that is! I'm extremely upset! What else!?_ You go away. You don't like to get lectures from people you don't know.";
	action = END_TALK;

begintalknode 6;
	state = 1;
	personality = 54;
	nextstate = 1;
	condition = get_flag(5,16) == 2;
	question = "We are glad to announce that we took care of that Senarti fort.";
	text1 = "The captain smiles and claps in his hands. _I'm so grateful you did that, but honestly, I already heard such things. When something happens, almost all of the province knows it within a day._";

// *** Three dialogue nodes for soldiers and guards ***

begintalknode 7;
	state = -1;
	personality = 55;
	nextstate = -1;
	condition = 1;
	question = "Soldier";
	text1 = "This soldier is walking around, trying to keep the place safe. You blink to him, and he blinks back. You leave.";

begintalknode 8;
	state = -1;
	personality = 56;
	nextstate = -1;
	condition = 1;
	question = "Guard";
	text1 = "The guard is busy guarding, and he doesn't like it that you disturbed him. He looks at you while showing his teeth. You get the message and go away.";

begintalknode 9;
	state = -1;
	personality = 57;
	nextstate = -1;
	condition = 1;
	question = "Guard";
	text1 = "You approach one of the guards playing chess, but he chases you away. _Shhh! Can't you see I'm winning here?_ He looks back at the game, where he saw his fellow guard had just got to his queen. _The guard looks angry at you._";

// *** Brother duck ***

begintalknode 10;
	state = -1;
	personality = 58;
	nextstate = 3;
	condition = 1;
	question = "Brother duck";
	text1 = "This young priest takes care of the altar and the hill the altar is built on. The sand is dry and warm, while the altar cold and wet of blood. Not to long ago a sheep was probably sacrificed.";

begintalknode 11;
	state = 3;
	personality = 58;
	nextstate = 3;
	condition = 1;
	question = "Can we help you with anything?";
	text1 = "He turns around when he hears you. _Oh.. Oh my god. Sorry, you startled me. I'm Brother Duck. Help me? No thanks, unless you want to clean the blood of the altar?_ You back away. _Thought so._";

begintalknode 12;
	state = 3;
	personality = 58;
	nextstate = 4;
	condition = 1;
	question = "Can we get some information about this place?";
	text1 = "_Well of course!_ He seems happy to talk to somebody. _What do you require assistance with?_";

begintalknode 13;
	state = 4;
	personality = 58;
	nextstate = 5;
	condition = 1;
	question = "Can you teach us anything?";
	text1 = "He walks closer to you. _Well, I can teach you potion recipes and the like? care to learn a few?_ A priest making potions? You didn't see this before. Usually magi make the potions and such.";

begintalknode 14;
	state = 5;
	personality = 58;
	nextstate = 4;
	condition = 1;
	question = "Yes, please. We'd like to learn some potions recipes.";
	text1 = "You conclude your period of learning.";
	code =
		begin_shop_mode("Brother Duck's recipes","These recipes are cheap and handy",17,1,-1);
	break;

begintalknode 15;
	state = 4;
	personality = 58;
	nextstate = 6;
	condition = 1;
	question = "That's a nice altar.";
	text1 = "He smiles. _Thanks, I got it as a present on my eighteenth birthday. My parents said I should become a priest, so here I am._ He smiles, although this all sounds a bit weird.";
	
begintalknode 16;
	state = 6;
	personality = 58;
	nextstate = 7;
	condition = 1;
	question = "So what do you pray for? What god, I mean.";
	text1 = "He keeps smiling. _Well, isn't that obvious?_ He points at the blood. _I pray for the life of these soldiers, and there's one goddess to pray too when that's your goal._ You stare blankly at him. _The goddess Ea of course!_";

begintalknode 17;
	state = 7;
	personality = 58;
	nextstate = 8;
	condition = 1;
	question = "Who is the goddess Ea?";
	text1 = "_You never heard of her!? _He looks surprised and astonished, like somebody has just hit him with a box of rotten vegetables. _Ea is one of the Sumerian gods. The Sumerians are a civilisation which is long extinct._";

begintalknode 18;
	state = 8;
	personality = 58;
	nextstate = 8;
	condition = 1;
	question = "So why pray to a god of which the civilisation is extinct?";
	text1 = "He looks a little irritated. _Do I really have to tell you that?_ You stare at him. _Fine, I'll tell it then. I pray to Ea, as she wears a nice hat, okay? Any more stupid questions?_";

begintalknode 19;
	state = 8;
	personality = 58;
	nextstate = 8;
	condition = 1;
	question = "So you pray to her by slaughtering sheep?";
	text1 = "You point at the blood on the altar. _Yes, that's right. I heard the goddess Ea loved meat of sheep, you see. Now I give her her favorite meal everyday. And you see that nothing bad happened to these soldiers as yet._";

begintalknode 20;
	state = 8;
	personality = 58;
	nextstate = 9;
	condition = 1;
	question = "So where do you get the sheep to sacrifice from?";
	text1 = "He points at an enclosed part of the courtyard. Several sheep walk around in it. _There's where they come from. When there are no sheep anymore, new ones are brought in._";

begintalknode 21;
	state = 9;
	personality = 58;
	nextstate = -1;
	condition = 1;
	question = "Why don't you just eat them?";
	text1 = "_Eat them!?_ He is angry that you have the courage to even say that. _Of course we can't eat them! Then Ea will be hurt! I can't do that!_ He turns away from you, angry.";
	action = END_TALK;

// *** Archive wizard ***

begintalknode 22;
	state = -1;
	personality = 60;
	nextstate = 10;
	condition = 1;
	question = "Wizard";
	text1 = "This wizard is in charge of the archive. He sits and waits patiently, while reading recently arrived bills and letters. _Oh, good day young fellow. Can I help you?_";

begintalknode 23;
	state = 10;
	personality = 60;
	nextstate = 11;
	condition = 1;
	question = "What is your job?";
	text1 = "I am the keeper of the archives. I look after them, deal with bills and such. I also look after recently arrived letters, and make sure everybody gets their letter. Maybe you can also call me a sort postman._";

begintalknode 24;
	state = 11;
	personality = 60;
	nextstate = 10;
	condition = 1;
	question = "Well, is there a letter for us?";
	text1 = "He looks at you, one eyebrow pulled higher up than the other. _Sorry, but you don't work here. I only give letters to the ones who work here. If there is anything specific you want, ask me or search the shelves._";

begintalknode 25;
	state = 10;
	personality = 60;
	nextstate = 12;
	condition = get_flag(5,15) == 1;
	question = "May we see the archives (Present him with the note)";
	text1 = "He takes the note and looks at it, probably to see if the writer of the note didn't make a huge mistake, which makes it impossible for you to look through the archives. _It's okay. You have my permission._";
	code = 
		set_flag(16,5,1);
	break;

begintalknode 26;
	state = 12;
	personality = 60;
	nextstate = -1;
	condition = 1;
	question = "Where are the archives about Thralni, please?";
	text1 = "He stands up and point at the most southern bookshelves. _See these three bookshelves in the southern corner? That is where you have to be._";

// *** Kitchen ladies ***

begintalknode 27;
	state = -1;
	personality = 61;
	nextstate = -1;
	condition = 1;
	question = "Kitchen lady";
	text1 = "This woman is working hard to supply the fort with food. As there are lots of soldiers here, the cooking takes long and hard working days. You leave her alone, as to not take her out of her concentration.";

// *** Official in archives ***

begintalknode 28;
	state = -1;
	personality = 60;
	nextstate = -1;
	condition = 1;
	question = "Official";
	text1 = "You walk to the table and sit in front of the man. He is reading a scroll. He sees you. _Would you mind going please? I don't want to talk._ As he asked it kindly, you leave.";