begintalkscript;

variables;

//Patrick - Priest

begintalknode 1;
	state = -1;
	personality = 0;
	nextstate = 1;
	question = "Patrick";
	text1 = "Standing before you, on a raised platform and in front of an altar, is Patrick, the local priest. He lets down his hood in greeting.";
	text2 = "_Welcome,_ he says, smiling, _to the Church of the Divine Fire. I offer healing, some spells, and perhaps someone to talk to._";
	text5 = "Patrick stands before you, still smiling.";
	action = INTRO;

begintalknode 35;
	state = 1;
	personality = 0;
	nextstate = -1;
	question = "Why is this church so large?";
	text1 = "Patrick looks around, thinking. _Well, this actually used to be the city hall. After we decided to put in a prison, we built a new city hall to accomodate it.";
	text2 = "_Then, the old city hall was turned into a church. You are, of course, standing in it right now._";
	
begintalknode 2;
	state = 1;
	personality = 0;
	nextstate = -1;
	question = "What is Ariel like?";
	text1 = "_Ariel is like many of his predecessors..._ He pauses, sighs, and continues. _Power-hungry, controlling, and bitter._";
	text2 = "_Much unlike Xerch'de._";
	
begintalknode 3;
	state = 1;
	personality = 0;
	nextstate = -1;
	question = "What is Xerch'de like?";
	text1 = "His friendly smile turns into a thoughtful frown. He stands there as he tries to put his words together.";
	text2 = "_Ah, Xerch'de... to me, he's always seemed like a good person. He's talked to me often when he comes to church, and we've become good friends.";
	text3 = "_He seems to truly want to be loved by the people; to do what's right for them. I don't think he cares much about the power, just the people._";
	text4 = "Patrick smiles again.";

begintalknode 4;
	state = 1;
	personality = 0;
	nextstate = 2;
	question = "I need healing.";
	text1 = "_It is 100 coins for healing. Do you wish for me to heal you?_";

begintalknode 5;
	state = 2;
	personality = 0;
	nextstate = -1;
	question = "Yes, that would be great.";
	text1 = "_I am sorry, but it seems you don't have enough coins._ He frowns. _Sadly, it takes money to maintain this church._";
	text5 = "Patrick kneels before you, praying and concentrating. His power is washes over you, and the effect is immediate. You are restored.";
	code =
		clear_strings();
		if (coins_amount() < 100) {
			add_string(1); }
			else {
				play_sound(24);
				add_string(5);
				revive_party();
				change_coins(-100);
				}
	break;
	
begintalknode 6;
	state = 1;
	personality = 0;
	nextstate = -1;
	question = "I need some spells.";
	text1 = "You conclude your learning.";
	code =
		begin_shop_mode("Patrick's Learnings","Patrick hovers over you, ever talking, trying to teach you.",6,1,-1);
	break;

//Ellie - Innkeeper
	
begintalknode 7;
	state = -1;
	personality = 1;
	nextstate = 3;
	question = "Ellie";
	text1 = "Behind a counter is Ellie, the local innkeeper, washing glasses. When you come over, she gives a nice, bright smile.";
	text2 = "_What can I do for you?_ She has a slight southern accent, which makes her speech less than understandable.";
	text5 = "Ellie is still washing glasses, and has yet to lose her nice smile. Occasionally she takes orders, but still has time to talk.";
	action = INTRO;
	
begintalknode 8;
	state = 3;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "She stops for a second, and then resumes washing glasses. _Eh... I like him the same as all the other chancellors before him. He craves power and money. In other words, I don't like him much._";

begintalknode 9;
	state = 3;
	nextstate = -1;
	question = "What do you think of Xerch'de?";
	text1 = "She sets down the glass she was washing and thinks for a moment. _To me, he seems strange. Overly nice for someone running for chancellor... doesn't seem like he's lying much._";
	text2 = "Ellie starts smiling again and proclaims, _I know who I'm voting for!_ She begins washing again.";

	
begintalknode 10;
	state = 3;
	personality = 1;
	nextstate = -1;
	question = "I'd like a room. (10 gold)";	
	text1 = "Ellie walks around the counter and leads you to a nearby door. She then gestures to another. _There's your room._";
	text2 = "";
	text3 = "_I'm sorry,_ Ellie says. _Not enough gold._";
	text4 = "";
	text5 = "Ellie snickers. _Yer horse, sir. Can't bring in a horse._";
	action = INN 10 37 51;
	
begintalknode 11;
	state = 3;
	personality = 1;
	nextstate = -1;
	question = "I'd like some ale. (5 gold)";
	text1 = "Ellie takes one of the glasses she has just finished cleaning and fills it with ale. Smiling, she hands it to you. Very soon, you are drunk.";
	action = PAY -1 -1 -1 5;
	code =
		set_party_status(28,30,0);
	break;
		
//Jorgan - Weapons Dealer
	
begintalknode 12;
	state = -1;
	personality = 2;
	nextstate = 4;
	question = "Jorgan";
	text1 = "Showing battle scars and pretty weapons, Jorgan sits behind a counter, smiling and gesturing to weapons.";
	text2 = "_Welcome!_ he says. _Go ahead; buy!_";
	text5 = "Jorgan smiles his salesman smile and points out his weapons.";
	action = INTRO;
	
begintalknode 13;
	state = 4;
	personality = 2;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "_Don't care for him, just my weapons... which doesn't pay for themselves *or* my taxes, you know._ He flashes his smile. _Won't you buy something?_";
	
begintalknode 14;
	state = 4;
	personality = 2;
	nextstate = 5;
	question = "What do you think of Xerch'de?";
	text1 = "He frowns. _What do you think of keeping a man from his buisness?_";
	
begintalknode 15;
	state = 5;
	personality = 2;
	nextstate = -1;
	question = "No really; what do you think of him?";
	text1 = "Jorgan sighs, annoyed. _If you must know..._ He leans forward. _I don't care! I just care about my buisness. Got that?_";
		
begintalknode 16;
	state = 4;
	personality = 2;
	nextstate = -1;
	question = "I do believe I will.";
	text1 = "You conclude your buisness.";
	code = 
		begin_shop_mode("Jorgan's Weapons","Jorgan sits before you, smiling a salesman's smile, pointing out-and blatantly lying about-his weapons.",1,3,5);
	break;
	
//Micheal - Armoury
	
begintalknode 17;
	state = -1;
	personality = 3;
	nextstate = 6;
	question = "Michael";
	text1 = "In the forge stands Michael, drenched in sweat and breathless, taking a break. He sees you walk in and perks up.";
	text2 = "_Hello! This is my forge, where I make both Jorgan's weapons and my armour._ He provides a hand and you shake.";
	text5 = "Michael stands in the heat of his forge, breathing a little easier now that his break has come.";
	action = INTRO;

begintalknode 18;
	state = 6;
	personality = 3;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "_Well, Ariel's lost everyone a bit in his damn taxes. Loves power. Hate him, along with probably everyone else in this town._ Michael frowns a bit at the mention.";
	
begintalknode 19;
	state = 6;
	personality = 3;
	nextstate = -1;
	question = "What do you think of Xerch'de?";
	text1 = "Michael smiles when you ask this. _Xerch'de is a real nice guy; likes the people a lot. Although I don't know why, he seems so... nervous._ He frowns.";
	
begintalknode 20;
	state = 6;
	personality = 3;
	nextstate = -1;
	question = "You make all of Jorgan's weapons? Why?";
	text1 = "Michael tells you a bit of when he was little. _I met Jorgan when I was maybe five or so, and we've been friends since then. Once we got jobs, Jorgan's sold the weapons that I made ever since._";
	
begintalknode 21;
	state = 6;
	personality = 3;
	nextstate = -1;
	question = "May I purchase some armor?";
	text1 = "You conclude your business.";
	code=
		begin_shop_mode("Michael's Fine Armor","The armor that Michael has made is wonderful; probably some of the best around.",0,1,2);
	break;
	
begintalknode 22;
	state = -1;
	nextstate = 7;
	question = "Secretary";
	text1 = "Sitting here, behind a little desk, is a secretary. She is trying to stay awake, but it is a losing battle. Why she is needed is unknown to you.";
	
begintalknode 23;
	state = 7;
	nextstate = -1;
	question = "Why are you here?";
	text1 = "She looks up, dazed. _Hunh? Oh... I redirect any of the poor, lost people who cannot read the sign._ She chuckles.";
	
begintalknode 24;
	state = -1;
	nextstate = 8;
	question = "Demetrius";
	text1 = "At the end of the little 'forest' of trees, Demetrius stands, awaiting your arrival. When you come into view, he smiles and waves.";
	text5 = "Demetrius still stands, looking at you with a small smile playing across his face.";
	action = INTRO;
	
begintalknode 25;
	state = 8;
	nextstate = -1;
	question = "Why here?";
	text1 = "He looks at you and gives a short laugh. _Oh, this place is so, well, peaceful... it is my favorite place. I don't get to go here often; I am usually confined to Xerch'de's home... alas, he is gone._";
	
begintalknode 26;
	state = 8;
	nextstate = 9;
	question = "Is there anything useful you can give us?";
	text1 = "_Well, nothing that I can give you... but I can, at least, teach you._ He smiles.";
	
begintalknode 27;
	state = 9;
	nextstate = -1;
	question = "Teach us!";
	text1 = "You conclude your learning.";
	code=
		begin_shop_mode("Demetrius's Teachings","Demetrius fervently teaches you in the art of magic.",7,0,-1);
	break;
	
begintalknode 28;
	state = -1;
	nextstate = 10;
	question = "Imprisoned Beggar";
	text1 = "Wallowing in the confines of his cell, a lone and poor beggar sits on a shabby sleeping pad. His hood conceals his face, and the rest of the garment covers his body.";
	text2 = "When he sees you, he snorts. _What do you want?_";
	
begintalknode 29;
	state = 10;
	nextstate = -1;
	question = "Excuse me, but how did you end up in here?";
	text1 = "_Ehh, just about how everyone else ends up in jail... I said 'things' about the ones in power. Slander, rumors, lies, all just to annoy them. And this is where it lands me... in a cell, covered in my own filth._";
	
begintalknode 30;
	state = 10;
	nextstate = 11;
	question = "Do you get to vote?";
	text1 = "He glances over at you. _Hnn? Well, yeah. But my vote don't usually count, anyway. In any case they just throw it away. The lucky times that they keep it is the times when it don't matter._";
	
begintalknode 31;
	state = 11;
	nextstate = -1;
	question = "In that case, what do you think of the current candidates?";
	text1 = "He looks at you. _If it weren't for that bastard Ariel, I wouldn't have ended up in here. He built the foundation of his power on greed and bigotry. I don't care much for Xerch'de either, it's just that anyone, in my opinion, is better than Ariel._";
	
begintalknode 32;
	state = -1;
	nextstate = 12;
	question = "Woman";
	text1 = "This woman is sitting adjacent to another woman, to whom she is talking to. The other one is laughing.";
	
begintalknode 33;
	state = -1;
	nextstate = -1;
	question = "Guard";
	text1 = "This guard doesn't talk talk to you, nor does it seem to acknowledge your presence.";
	action = END_TALK;
	
begintalknode 34;
	state = 12;
	nextstate = -1;
	question = "Why is she laughing?";
	text1 = "She looks annoyed and looks over at you. _I'm telling a joke, what's it look like?_ She looks you up and down.";
	
begintalknode 36;
	state = 12;
	nextstate = -1;
	question = "What do you think of Xerch'de?";
	text1 = "She glares at you. _Can't you see I'm in the middle of something here? Leave me be!_";
	action = END_TALK;
	
begintalknode 37;
	state = 12;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "She glares at you. _Can't you see I'm in the middle of something here? Leave me be!_";
	action = END_TALK;
	
begintalknode 38;
	state = -1;
	nextstate = 13;
	question = "Woman";
	text1 = "This woman is sitting to the right of another woman, to whom she is conversing with. This woman is laughing.";
	
begintalknode 39;
	state = 13;
	nextstate = -1;
	question = "Why are you laughing?";
	text1 = "The woman abruptly stops. _Why are you talking to me?_ She rolls her eyes.";
	
begintalknode 40;
	state = 13;
	nextstate = -1;
	question = "What do you think of Xerch'de?";
	text1 = "She glares at you. _What do you think of leaving?_";
	action = END_TALK;
	
begintalknode 41;
	state = 13;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "She glares at you. _What do you think of leaving?_";
	action = END_TALK;
	
begintalknode 42;
	state = -1;
	nextstate = 14;
	question = "Acolyte";
	text1 = "This man in pale purple robes is sitting quietly to himself, oblivious to the talking around him. He seems to be thinking of something.";
	
begintalknode 43;
	state = 14;
	nextstate = -1;
	question = "What are you thinking about?";
	text1 = "His answer comes forth a bit muddled and you can't get a clear answer; whatever he's thinking about, he must be thinking about it hard.";
	action = END_TALK;
	
begintalknode 44;
	state = 14;
	nextstate = -1;
	question = "What do you think of Xerch'de?";
	text1 = "His answer comes forth a bit muddled and you can't get a clear answer; whatever he's thinking about, he must be thinking about it hard.";
	action = END_TALK;
	
begintalknode 45;
	state = 14;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "His answer comes forth a bit muddled and you can't get a clear answer; whatever he's thinking about, he must be thinking about it hard.";
	action = END_TALK;
	
begintalknode 46;
	state = -1;
	nextstate = 15;
	question = "Man";
	text1 = "This man is heartily conversing with the apprentice mage next to him.";
	
begintalknode 47;
	state = 15;
	nextstate = -1;
	question = "What do you think of Xerch'de?";
	text1 = "He turns towards you, surprised. _Well, funny that you mention it,_ he says as he looks at the mage beside him, _we were just talking about the election!_ He looks back at you and smiles.";
	text2 = "_You might've heard the same thing from a few people already. I like him. I like him a lot. I think he's the best thing to happen to us in a long time._ The mage beside him takes his attention away.";
	
begintalknode 48;
	state = 15;
	nextstate = -1;
	question = "What do you think of Ariel?";
	text1 = "His face twists into a disgusted scowl. _I despise him. I would spit on him if it wouldn't have landed me in jail. It's happened, but a very long time ago._ He chuckles to the mage beside him. _It seems this one likes him. Unusual, if you ask me._";
	
begintalknode 49;
	state = -1;
	nextstate = 16;
	question = "Mage";
	text1 = "A mage is sitting in light yellow robes, clearly disgruntled. He is talking with the man next to him; they seem to be arguing.";
	
begintalknode 50;
	state = 16;
	nextstate = 17;
	question = "Why are you arguing?";
	text1 = "He looks over at you. _Well... the election. About Xerch'de and Ariel. Who we want to vote for... that kind of stuff._ He gives the other man a grumpy look.";
	
begintalknode 51;
	state = 17;
	nextstate = -1;
	question = "Then... why are you mad?";
	text1 = "He sighs. _See, my friend here loves Xerch'de, and his whole 'new rule' propaganda and nonsense. I, however, like what Ariel has to offer: tradition. That way, I know what to expect...";
	text2 = "_...and that means that I know what to expect of taxes and of limits. That's why we are arguing whether or not I should vote for Ariel or not._";
	
begintalknode 52;
	state = -1;
	nextstate = 18;
	question = "Man";
	text1 = "This man is sitting at the bar, drinking some ale and clearly enjoying it. _Well, hello there, you... what brings you into talkin' to me?_ His speech is slightly slurred.";
	
begintalknode 53;
	state = 18;
	nextstate = 19;
	question = "What do you think of the election?";
	text1 = "_Paddy O' Mally once drank 20 pints, therefore, I say yes!_ He doesn't seem to know what you are asking.";
	
begintalknode 54;
	state = 19;
	nextstate = -1;
	question = "What nice weather we're having, don't you think?";
	text1 = "_Ah, the furniture is nice. How nice it is!_ Yep. He's too drunk to even know what you are saying.";
	
begintalknode 55;
	state = -1;
	nextstate = 20;
	question = "Sad Person";
	text1 = "This person is cleary miserable. Not only are her eyes damp, but she is sobbing faintly.";
	
begintalknode 56;
	state = 20;
	nextstate = -1;
	question = "Why are you sad?";
	text1 = "The person looks at you like you have said the stupidest thing they have ever heard. _Why am I sad? Why do you THINK I am sad? Are you a that much of a bumbling idiot?_ She breaks off into more sobs.";
	action = END_TALK;
	
begintalknode 57;
	state = -1;
	nextstate = 21;
	question = "Angry Person";
	text1 = "This person is clearly angry: his face is flushed and he is grating his teeth.";
	
begintalknode 58;
	state = 21;
	nextstate = -1;
	question = "What's wrong?";
	text1 = "This person glares at you. _What? Are you that stupid? Not only is Xerch'de dead, but it was Ariel who did it!_ This person does not feel like elaborating any further.";