// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,1) == 0;
	question = "special";
	text1 = "You enter the Okavano swamp. Eastern and western Terrestia are connected by two narrow, hostile stretches of terrain. The southern stretch is blocked by the Grayghost Mountains. The northern bridge features this huge, miserable fen.";
	text2 = "This is currently the heavily defended no man's land between rebel and Shaper lands. It shows the signs of constant skirmishing. Many bodies, human, servile and creation, have already reached their final resting place in the soft muck.";
	text3 = "Now, however, this region is surprisingly quiet. You can see fields of mines and wandering creations, but the main forces of the rebel and loyalist armies are busy elsewhere. Major campaigns against the Mera-Tev are not taking place.";
	text4 = "This is still a very dangerous area, though. The rebel defenses are designed to make life very difficult for spies and infiltrators.";
	action = SET_SDF 30 1 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,2) == 0;
	question = "special";
	text1 = "There is a small clump of ornks hiding in this little hillock, surviving on a combination of mushrooms and dumb luck. None of the rogues and creations stalking the swamp have found and devoured them. Yet.";
	action = SET_SDF 30 2 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(30,3) == 0 && (gf(30,10) + gf(30,11) + gf(30,12) == 0);
	question = "special";
	text1 = "You can see the source of some of the foul worms that hunt the fen for intruders. It is a spawner. It's a huge, mindless creation, that draws strength from a pool of swirling essence in the ground next to it.";
	text2 = "The essence pool feeds off of sunlight and organic matter that falls into it (or is dumped by the occasional rebel soldier). The spawner draws the essence out and forms it into crude, mindless, surprisingly effective creations.";
	text3 = "Sure, the rebels won't appreciate you destroying their spawners. But, if you don't, travel through here will remain very difficult.";
	action = SET_SDF 30 3 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to get close to this ornk, but it shies away.";
	text2 = "It is mostly tan with no white spots. It is not the ornk you're looking for.";
	code =
		if (gf(12,11) != 1)
			rs(2);
	break;
	
begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You try to get close to this ornk, but it shies away.";
	text2 = "It is mostly black with tan spots. It is not the ornk you're looking for.";
	code =
		if (gf(12,11) != 1)
			rs(2);
	break;

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The strange, smart ornk has been put down. That rogue has met with harsh justice.";
	text2 = "You can report your triumph to Sergeant Flesch.";
	
begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";
	
begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "You try to get close to this ornk, but it shies away from you.";
	text2 = "You try to see what color it is, but its sides are covered with mud. Unusual for these generally clean creatures.";
	code =
		if (gf(12,11) != 1)
			rs(2);
	break;

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Hello, ornk.";
	text1 = "_Moooo._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "How are you?";
	text1 = "_Mooooo?_";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = gf(12,11) == 1;
	question = "(Grab it and wipe the mud off.)";
	text1 = "It seems to have expected your assault. It nimbly leaps away. As it does, a thick sheet of dried mud peels off its side. You can see the white spot Flesch described to you.";
	text2 = "As you try to corner it, the ornk begins to speak! Its bleating speech is crude, but you can understand it. _Hellllp me! Hellllllp meeeee!_";
	text3 = "You look around and realize that the other ornks are looking at you with strange expressions on their bovine faces. As they begin to circle you, the smart ornk makes a run for it.";
	action = END_TALK;
	code =
		sf(30,5,1);
		set_attitude(1002,10);
	break;
	
begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Goodbye, ornk.";
	text1 = "_Moooo,_ it says wistfully.";
	action = END_TALK;

	
//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 34;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 35;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 36;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 37;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 38;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 39;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 40;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 41;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 42;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 43;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 44;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = "You encounter a group of servile warriors. They have arms and armor and are clearly trained in their use. They are definitely a force of rebel scouts. They are crossing this region and returning to safer lands to the east.";
	text2 = "When they see you, they stop. Some of them whisper to each other. When they see that you aren't attacking, they come to a decision. They march away from you without a word.";

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Wait! I want to talk to you.";
	text1 = "They keep walking. Perhaps they just want to avoid a fight. Or maybe word of you and your exploits has even reached this remote land.";
	text2 = "As they go, one of them looks back and says, _We'll let you stay out here, but don't go too far east._ One of the others pulls on her arm; she turns away.";
	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Die, rebels! (Attack.)";
	text1 = "They seem genuinely surprised when you draw your blade and charge them. They aren't off guard for long, though.";
	action = END_TALK;
	code =
		inc_flag(100,0,3);
		set_attitude(1003,10);
	break;
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "Let them go.";
	text1 = "They quickly march off into the swamp. The thick layer of muck on their armor indicates that they have been out here for a while. They've done whatever maintenance work or patrolling they came to do, and they are eager to get back to base.";
	text2 = "You note that they don't seem concerned about the mines. The mines must be conditioned in some way to identify and ignore rebels.";
	action = END_TALK;

//

begintalknode 70;
	state = -1;
	nextstate = 70;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 71;
	state = 70;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

begintalknode 90;
	state = -1;
	nextstate = 90;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 91;
	state = 90;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		