// TOWN DIALOGUE SCRIPT
//    Town 3: Under Hatherond

// 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 = 60;
	nextstate = 1;
	condition = 1;
	question = "Shaw";
	text1 = "Seated here, clothed in all black, is an agent of the Seawyrm. As you enter, he looks up, and stands in surprise.";
	text2 = "_Halac rio-ga'an! Is 'iau._ He quickly realizes his fault. _I am saying, greetings. I am Shaw, of the Seawyrm._";
	text5 = "Seated here, clothed in all black, is an agent of the Seawyrm. As you enter, he looks up, and stands in surprise.";
action = INTRO; // This line only does anything if the character has a personality set.

begintalknode 2;
	state = 1;
	personality = 60;
	nextstate = 2;
	condition = 1;
	question = "What are you doing here?";
	text1 = "_We now should together escape._";

begintalknode 3;
	state = 2;
	personality = 60;
	nextstate = -1;
	condition = 1;
	question = "Any idea how we escape?";
	text1 = "He spreads his hands. _I have no weapon, and but I will, where I can, help._";
	text2 = "(An NPC has joined your party.)";
	code =
	add_char_to_party(34);
	run_town_script(38);
	break;

begintalknode 6;
	state = -1;
	personality = 61;
	nextstate = 11;
	condition = 1;
	question = "Prisoner";
	text1 = "A ragged prisoner looks up at you in fear.";
	text2 = "He mutters something you don't quite catch.";
	text5 = "A ragged prisoner looks up at you in fear.";
action = INTRO;

begintalknode 7;
	state = 11;
	personality = 61;
	nextstate = 11;
	condition = 1;
	question = "What is your job?";
	text1 = "He shakes his head, gesturing around him.";

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;	
	