
begintalkscript;

variables;

begintalknode 10;
	state = -1;
	nextstate = 10;
	question = "Inkeeper";
	text1 = "The inkeeper greets you with a friendly _Waddyawant?_.";
	text2 = "A sign behind him proclaims that stew is 5 gold, whiskey is 10, and a room is 20";
	text5 = "_Yeah?_ says the innkeeper.";
	text6 = "_What'll it be, friends?_";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = -1;
	question = "What can I get here?";
	text1 = "_We got food, some uh... whiskey, and uh... rooms._";
	text2 = "He gestures vaguely at a sign behind him. You notice that he has an annoying way of staring right at your forehead, not making eye contact.";
	code = 
		set_flag(1,5,1);
	break;
begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = get_flag(1,5) == 1;
	question = "We'd like the whiskey, please. (10 coins)";
	text1 = "You hand over the coins, and the innkeeper fills some mugs with a noxious smelling substance.";
	text2 = "It tastes like 40 proof sewage.";
	text3 = "You don't have enough money. The innkeeper stares at you.";
	action = PAY -1 -1 0 10;
	code = 
		if(coins_amount() >= 10)
			set_party_status(28,15,1);
	break;
begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = get_flag(1,5) == 1;
	question = "Can we get a room? (20 coins)";
	text1 = "The innkeeper, still staring at a point just above your eyes, points in the general direction of the other room.";
	text2 = "You hand him the money and he slowly puts it under the counter.";
	text3 = "You don't have enough money to buy a room. Maybe you can find some around town.";
	action = PAY -1 -1 0 20;
	code = 
		if(coins_amount() >= 20)
			set_flag(1,6,1);
			set_flag(1,5,2);	
	break;
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = get_flag(1,5) == 1;
	question = "We're hungry. Can we have some stew?";
	text1 = "The innkeeper gets you some bowls of lumpy gray goo. It's probably the worst stew you've ever eaten, and it doesn't fill you up, either.";

begintalknode 15;
	state = 10;
	nextstate = 11;
	question = "Is there something wrong? Everyone seems unhappy.";
	text1 = "The innkeeper stares in your direction, annoyingly.";
	text2 = "_No, uh... nothin's wrong._";

begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = get_flag(1,6) == 1;
	question = "Were you dropped when you were a baby?";
	text1 = "He seems to be thinking hard about that";
	text2 = "_Uh... No? _";

begintalknode 25;
	state = -1;
	nextstate = 26;
	question = "Townsman";
	text1 = "This townsperson is sitting, while glumly injesting massive quantities of foul-smelling substance.";
	text2 = "He doesn't seem to have noticed you.";
	text5 = "The townsman ignores you.";
	action = INTRO;

begintalknode 26;
	state = 26;
	nextstate = -1;
	question = "Are you okay?";
	text1 = "The man shrugs.";
	text2 = "He must not want to talk very much.";
	action = END_TALK;

begintalknode 30;
	state = -1;
	nextstate = 30;
	question = "Jen";
	text1 = "A red-haired woman sits at this table looking bored.";
	text2 = "You ask her name, _Jennifer_ she says _But everyone calls me Jen._";
	text5 = "Jen is still sitting here.";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = 37;
	question = "Do you live here?";
	text1 = "She rolls her eyes.";
	text2 = "_No way. I'm just traveling. Like you, it looks like._";

begintalknode 32;
	state = 30;
	nextstate = 31;
	question = "Do you know where Boltforth is?";
	text1 = "_I I knew where anything was, would I be here?_";

begintalknode 33;
	state = 31;
	nextstate = -1;
	question = "Do you know what's wrong with everyone here?";
	text1 = "_Wrong? What are they acting wierd or something? I hadn't noticed._";

begintalknode 34;
	state = -1;
	nextstate = 35;
	question = "Townsman";
	text1 = "This man is sitting awkwardly in his chair, staring at a point on the wall.";
	text2 = "He barely seems to be breathing.";
	text5 = "The townsman continues to stare at the wall.";
	action = INTRO;

begintalknode 35;
	state = 35;
	nextstate = 36;
	question = "Is something wrong?";
	text1 = "It takes a minute for the man to respond. When he does his voice sounds like sandpaper.";
	text2 = "_N-No. Nothin's w-wrong..._";

begintalknode 36;
	state = 36;
	nextstate = -1;
	question = "I think you've had to much to drink.";
	text1 = "The man looks at you, no expression on his face.";
	text2 = "_I... But... I..._";
	action = END_TALK;

begintalknode 37;
	state = 37;
	nextstate = -1;
	question = "Why are you here?";
	text1 = "_I had an... accident.";
	text2 = "She seems unwilling to say more on the subject";

begintalknode 38;
	state = -1;
	nextstate = 39;
	question = "Burt";
	text1 = "You sit down next to the man over here. He seems to be rather drunk.";
	text2 = "You ask his name. He shakily replies _Burt?_";
	text5 = "Burt is still sitting here";
	action = INTRO;

begintalknode 39;
	state = 39;
	nextstate = 40;
	question = "What do you do here?";
	text1 = "He pauses for a second.";
	text2 = "_I farm._ His voice is unsteady.";

begintalknode 40;
	state = 40;
	nextstate = 41;
	question = "How do you farm? There's no space for it around here!";
	text1 = "He pauses again, and his voice is different when he answers you.";
	text2 = "_There's a spot down below the cliff. When there isn't snow I farm it._ His eyes move to meet your's for the first time since you sat down.";

begintalknode 41;
	state = 41;
	nextstate = -1;
	question = "What do you grow?";
	text1 = "_I grow some barley, and wheat. Why?_ You notice that the woman across the room moves her lips every time Burt says something.";
	text2 = "You make your excuses. There's something very strange going on.";
	text3 = "As soon as you stop talking to him, Burt twitches and resumes staring straight ahead.";
	action = END_TALK;
	code = 
		set_flag(1,7,1);
	break;
begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = get_flag(1,7) == 1;
	question = "Are you doing something to Burt over there?";
	text1 = "She looks at you quizzically.";
	text2 = "_What? I'm not doing anything to him! I don't even know him!_";
	text3 = "Suspicious.";

