// TOWN DIALOGUE SCRIPT
//    Town 21: The Dacgban (L2)

// This is the dialogue for this town.
// You can use states numbered from 1 to 199.

begintalkscript;

variables;

short i,j,k,r1,choice;

begintalknode 1;
	state = -1;
	personality = 420;
	nextstate = 1;
	condition = 1;
	question = "Vhard";
	text1 = "Shrunk back in the chair, with some visible fear and some relief, is a short but sturdy man. He holds his hands out in a gesture of peace.";
	text2 = "_Vhard'sn._";


begintalknode 2;
	state = 1;
	personality = 420;
	nextstate = 2;
	condition = 1;
	question = "What is your job?";
	text1 = "He says, in a halting speech, _Time. None left._";

begintalknode 3;
	state = 2;
	personality = 420;
	nextstate = 3;
	condition = 1;
	question = "None left";
	text1 = "_Trap springs. Soon._";

begintalknode 4;
	state = 2;
	personality = 420;
	nextstate = 2;
	condition = 1;
	question = "Talk";
	text1 = "_You have seen false. I have seen false too, but I trust._";

begintalknode 5;
	state = 3;
	personality = 420;
	nextstate = 4;
	condition = 1;
	question = "Trap soon";
	text1 = "He smiles grimly. _For now, think._";

begintalknode 6;
	state = 4;
	personality = 420;
	nextstate = 5;
	condition = 1;
	question = "Think";
	text1 = "_I not know if we can all live. But my duty is finish._";

begintalknode 7;
	state = 5;
	personality = 420;
	nextstate = 6;
	condition = 1;
	question = "Duty is finish";
	text1 = "_Nothing higher, honor only._";
	action = SET_SDF 21 0 1;

begintalknode 8;
	state = 6;
	personality = 420;
	nextstate = 7;
	condition = 1;
	question = "Honor only";
	text1 = "_One day, there will peace this land._";

begintalknode 9;
	state = 7;
	personality = 420;
	nextstate = 8;
	condition = 1;
	question = "Peace";
	text1 = "_It is mere hope. We too, want a calm. We must fight to make it._";

begintalknode 10;
	state = 8;
	personality = 420;
	nextstate = -1;
	condition = 1;
	question = "Make it";
	text1 = "He shakes his head, waving you past.";
	action = END_TALK;

begintalknode 13;
	state = -1;
	personality = 421;
	nextstate = 11;
	condition = 1;
	question = "Belw";
	text1 = "Alarmed at your presence, but without means to stop you, the probable cook of this ship can only look at you with fear.";
	text5 = "_B... Belw,_ she says, backing away slowly.";
	action = INTRO;

begintalknode 14;
	state = 11;
	personality = 421;
	nextstate = 12;
	condition = 1;
	question = "What is your job?";
	text1 = "_Meal. Mealer._ She tries desperately to find an appropriate word.";

begintalknode 15;
	state = 12;
	personality = 421;
	nextstate = 13;
	condition = 1;
	question = "Meal";
	text1 = "_Make meals. Make eating. Not harm._";

begintalknode 16;
	state = 13;
	personality = 421;
	nextstate = 14;
	condition = 1;
	question = "Eating";
	text1 = "_Not know, nothing!_ She retreats carefully.";

begintalknode 17;
	state = 14;
	personality = 421;
	nextstate = 15;
	condition = 1;
	question = "Nothing";
	text1 = "_Ask Terr! Where?_ She shakes her head. _Here, but where? You go find._";
	action = SET_SDF 21 3 1;

begintalknode 18;
	state = 15;
	personality = 421;
	nextstate = -1;
	condition = 1;
	question = "Terr";
	text1 = "_I said no where!_ Suddenly, she darts past you. When you turn, she's already gone.";
	action = END_TALK;
	code =
		erase_char(character_talking_to());
	break;

begintalknode 190;
	state = 100;
	personality = 38;
	nextstate = 101;
	condition = 1;
	question = "Immortal Sage give us wisdom to understand these items.";
	text1 = "You seek guidance from above.";
	
begintalknode 191;
	state = 101;
	personality = 38;
	nextstate = 102;
	condition = 1;
	question = "Immortal Sage give us wisdom to understand these items.";
	text1 = "Your items are identified.";
	action = ID 0;
	
begintalknode 192;
	state = 102;
	personality = 38;
	nextstate = -1;
	condition = 1;
	question = "We have all the information we need for now.";
	text1 = "You finish the identification.";
	action = END_TALK;	
	