// TOWN DIALOGUE SCRIPT
//    Town 2: Hrefnesholt

// 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 = 40;
	nextstate = 1;
	condition = 1;
	question = "Sladul";
	text1 = "An agent is hiding in a secluded grove. He motions you over.";
	text2 = "_Sladul,_ he whispers.";
	text5 = "An agent is hiding in a secluded grove. He motions you over.";
	action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 40;
	nextstate = 2;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_The cells. Information._";

begintalknode 3;
	state = 2;
	personality = 40;
	nextstate = 3;
	condition = 1;
	question = "What information?";
	text1 = "_Not lever. Some walls weak._ He pauses and thinks. _Blast walls._";

begintalknode 4;
	state = 3;
	personality = 40;
	nextstate = 4;
	condition = 1;
	question = "Blast walls...?";
	text1 = "_What method. I not know. Shift rock? Move rock? Move stone?_";

begintalknode 5;
	state = 4;
	personality = 40;
	nextstate = -1;
	condition = 1;
	question = "Move stone...?";
	text1 = "_Move..._ He shakes his head. _I must go. Remember. The walls, even if seems strong, can crumble._";
	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;	
	