// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(39,2) == 0;
	question = "special";
	text1 = "You are outside a ruined town. The sight of shattered walls and scorched earth is becoming sadly familiar in your travels through Terrestia.";
	text2 = "This town was not as old and established as most of the Shaper cities. It was made of wooden buildings, surrounded by a heavy stockade. If you stepped inside, you could get more of an idea of its fate.";
	text3 = "Above you to the east, you can see another pass through the mountains. As to the north, the pass is guarded by a fortress. Proximity to that Shaper keep did not do much to protect this town.";
	action = SET_SDF 39 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(39,3) == 0;
	question = "special";
	text1 = "You step into the ruins of the town of Hatra. If you had to guess, you would say that it was abandoned a few months ago. Looking around and noticing which ways the debris sprayed, you can see what happened.";
	text2 = "This town was destroyed from the inside. Somehow, rebel forces blasted their way through the keep in the pass above and assaulted this unsuspecting settlement from the inside.";
	text3 = "Since then, some effort has been made to ensure that Shaper forces can travel through here safely. The walkways through town are clear. However, there are no people, and you think that you can hear the occasional hiss and snarl.";
	text4 = "There may still be rogues hiding in the ruins.";
	action = SET_SDF 39 3 1;
	code =
		sf(39,2,1);
	break;
	
begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "You meet a pair of human soldiers, a patrol from Fort Defiance. The fort sends soldiers down here frequently to make sure that the path through the town is free of rogues.";
	text2 = "Their rank is too low for them to be overly concerned when they see you. As soon as they are convinced that you're not a bug or a glaahk or something, they nod and walk by.";
	
begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 6;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 7;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "__";

begintalknode 8;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Welcome To Hatra";

begintalknode 9;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Perikalia - West";
	text3 = "  Fort Vengeance - East";
	text4 = "  Fort Defiance - Northeast";
	text5 = "  Fort Rockfall - Southeast";
	text6 = "  Mera-Tev - North";
	


begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Reinart";
	text1 = "There is a man camping back here. He is cooking a thin soup over a small fire, being careful to obscure the smoke. He is taking great care to hide himself from the rogues. And maybe Shaper soldiers, as well.";
	text2 = "He isn't helpless. A blade and a baton hang from his belt, although you suspect that the baton is unloaded. He warily rises to his feet, keeping his hand near his blade.";
	text3 = "_Greetings to you, traveler. I am Reinart. I'm afraid that my rations are so meager I can't give you the hospitality you deserve. I'd be willing to speak with you a little. Before you move on._";
	text5 = "Reinart sits by his little fire and sips from a bowl of broth. You are afraid to ask what animal (or creation) he got the meat from. As you speak with him, the length of time since his last bath becomes increasingly apparent to you.";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "Can you tell me about these lands?";
	text1 = "_These are the ruins of Hatra. A truly unfortunate settlement. Fortunately, if you are looking for succor, we are ringed by Shaper fortresses._";

begintalknode 12;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "What happened to Hatra?";
	text1 = "_It was destroyed. An unexpected and savage attack of rebel creations. Led by an Unbound. A true testimonial to the damaging power of uncontrolled Shaping._";

begintalknode 13;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Tell me more about the Shaper forts.";
	text1 = "_There are three of them in the mountains to the east, holding the line. They are very strict about those they tolerate, however. You never know who will be trying to smuggle yet another noxious new variety of creation._";
	text2 = "_You would most likely be happier in the city of Perikalia. It is to the west._";

begintalknode 14;
	state = 10;
	nextstate = 12;
	condition = gf(39,1) == 0;
	question = "Isn't this a dangerous place to camp?";
	text1 = "_I will not deny it. And yet, with care, one can survive. Whatever one thinks of General Alwan, he has made the Storm Plains safer for a lone traveler._";
	text2 = "";

begintalknode 15;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "What do you think of General Alwan?";
	text1 = "_Little besides what I have already said._";

begintalknode 16;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "Why are you hiding out here?";
	text1 = "_With all respect, I ask you to let me maintain my privacy._";

begintalknode 17;
	state = 10;
	nextstate = -1;
	condition = gf(39,5) > 0;
	question = "I'm sorry for letting Addison find you.";
	text1 = "_Do not apologize. His death was ... It improved my mood greatly._ He doesn't seem inclined to elaborate.";

begintalknode 18;
	state = 10;
	nextstate = 13;
	condition = gf(34,8) == 1 && gf(39,1) == 0;
	question = "A Trakovite named Eloise asked me to find someone named Reinart. Are you he?";
	text1 = "He jumps to his feet. _Eloise sent you? That is ... I am overcome. I am not used to such good fortune._";
	text2 = "_As you might imagine, I have been trying to return to the Haven. I have had no luck. I lack the resources I need to get through the mountains to the north. And so I have been trapped here, trying to figure out a way to safety._";
	text3 = "_It embarrasses me to admit it, but I could use your aid._";

begintalknode 19;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "What were you doing down here?";
	text1 = "_Being foolish, I'm afraid. I was trying to spread the word of the Trakovites in Alwan's lands. I did not appreciate how efficient and merciless he is. I had barely found a few interested souls before his spies found me out._";
	text2 = "_I barely escaped with my life, but I had to leave everything behind. Including the equipment and money that was to get me back over the mountains._";
	
begintalknode 20;
	state = 13;
	nextstate = -1;
	condition = 1;
	question = "You are a traitor! In the name of the Shapers, all Trakovites must die! (Attack.)";
	text1 = "Reinart is a pessimistic man. He knew that you might simply be trying to draw him out. You do not catch him by surprise. His blade is out in an instant.";
	action = END_TALK;
	code =
		set_attitude(8,10);
		inc_flag(100,0,3);
	break;
	
begintalknode 21;
	state = 13;
	nextstate = 14;
	condition = 1;
	question = "What help do you need?";
	text1 = "_I need to buy supplies, and I will need to make a few careful bribes. In other words, I need money. Two hundred coins will be adequate. It hurts me to beg like this, but ..._ He shakes his head.";
	text2 = "_Hopefully, Eloise will be able to reimburse you._";
	

begintalknode 22;
	state = 14;
	nextstate = 10;
	condition = coins_amount() >= 200;
	question = "Not a problem. (Give the money.)";
	text1 = "He gratefully takes the coins. _Thank you. I hope to be home to her soon._";
	code =
		sf(39,1,1);
		change_coins(-200);
	break;
	
begintalknode 23;
	state = 14;
	nextstate = 10;
	condition = 1;
	question = "I can't help you.";
	text1 = "_I am sorry to hear it. Perhaps I will find another route home. Someday._";

begintalknode 24;
	state = 10;
	nextstate = -1;
	condition = gf(39,1) == 1;
	question = "When will you travel home?";
	text1 = "_As soon as I can. I need good weather, a good plan, and for a friendly caravan to pass by._ He sighs. _Soon. I hope._";
	
begintalknode 25;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Know much about the bugs outside?";
	text1 = "_A new creation, made by the rebels and released into the Storm Plains. They reproduce. They eat. They occasionally kill. And I have no doubt that, somewhere, the rebels are working on improved versions._";
	text2 = "_Thus do the arts of the Shapers make life better for us all._";

//

begintalknode 30;
	state = -1;
	nextstate = 30;
	condition = 1;
	question = "Name";
	text1 = "Captain Addison of Fort Defiance is waiting for you by the road. He nods when he sees you. _You are finally here. Good. I was rapidly growing tired of waiting. My time is valuable._";
	text2 = "_Are you ready to hunt down this Trakovite? We will both be rewarded well when he is dead._";

begintalknode 31;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "It was a trick! Die, loyalist lackey! (Attack.)";
	text1 = "Addison whips his blade from its scabbard in one lightning-fast motion. _So the Trakovite traitor is you. I suspected it. You will not only add to my glory but fill my coin purse as well. Die!_";
	action = END_TALK;
	code =
		set_attitude(9,10);
		inc_flag(100,0,-2);
		set_boss_level(9,1);
	break;
	
begintalknode 32;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Follow me.";
	text1 = "Addison nods. _Take me there directly. I have wasted enough time on this dubious errand._";
	action = END_TALK;
	code =
		sf(39,6,1);
	break;
	
begintalknode 33;
	state = 30;
	nextstate = -1;
	condition = 1;
	question = "Wait here for a moment.";
	text1 = "Addison is annoyed. _More waiting? All right. If I must. But I swear ... this had better be worth my time._";
	action = END_TALK;


begintalknode 37;
	state = 40;
	nextstate = 40;
	condition = 1;
	question = "";
	text1 = "You turn to Addison. He stops walking. Then he releases a tiny portion of his growing anger. _What is this? Another delay in our errand? What is it?_";
	text2 = "";

begintalknode 38;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "I have changed my mind! Die, loyalist lackey! (Attack.)";
	text1 = "Addison whips his blade from its scabbard in one lightning-fast motion. _So the Trakovite traitor is you. I suspected it. You will not only add to my glory but fill my coin purse as well. Die!_";
	action = END_TALK;
	code =
		set_attitude(9,10);
		inc_flag(100,0,-2);
		set_boss_level(9,1);
	break;

begintalknode 39;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "Just keep following.";
	text1 = "_That is what I have been doing. Take me where we need to go, quickly! My commander will be angry if I am too long from my post._";
	action = END_TALK;

begintalknode 42;
	state = -1;
	nextstate = 45;
	condition = 1;
	question = "";
	text1 = "Addison sees the man hiding in this clearing. He is stunned. _Reinart! What unexpected luck! When you slipped away, I did not think I would see you again! And here you are, trapped._";
	text2 = "Reinart stands and smiles. _Well, coward, we will see how brave you are when you don't have a dozen soldiers with you. Or when your prey isn't helpless, waiting for the lash._ His blade is out in an instant.";
	text3 = "At that moment, the two foes remember that you are there. They turn and look at you.";

begintalknode 43;
	state = 45;
	nextstate = -1;
	condition = 1;
	question = "Die, Trakovite! (Attack Reinart.)";
	text1 = "You take your side by the loyalist, ready to kill the lone Trakovite. Addison laughs at the outnumbered Trakovite.";
	action = END_TALK;
	code =
		set_attitude(8,10);
		inc_flag(100,0,2);
	break;
	
begintalknode 44;
	state = 45;
	nextstate = -1;
	condition = 1;
	question = "Die, servant of the Shapers! (Attack Addison.)";
	text1 = "You have the satisfaction of seeing Addison look completely taken by surprise. _What? What is this trickery? You traitor! You will pay for this treachery!_";
	text2 = "Reinart says, _Enough bluster. Now you will learn what so many others went through at your hands._";
	action = END_TALK;
	code =
		set_attitude(9,10);
		inc_flag(100,0,-2);
	break;

begintalknode 47;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Addison kicks Reinart's corpse and nods. _This is the fate of those who fight the Shapers. You have done well. Return to the fort to receive your payment._";
	text2 = "He turns and walks out of the clearing.";
	action = END_TALK;	
	code =
		erase_char(9);
	break;
	
//

begintalknode 50;
	state = -1;
	nextstate = 50;
	condition = 1;
	question = "Name";
	text1 = ".";
	text2 = "";
	text5 = ".";
	action = INTRO;

begintalknode 51;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

	
begintalknode 52;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 53;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 54;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 55;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 56;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 57;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
	
begintalknode 58;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 59;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 60;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 61;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 62;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 63;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

begintalknode 64;
	state = 50;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";

//

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 = "";

// 250

begintalknode 250;
	state = -1;
	nextstate = 250;
	condition = 1;
	question = "Trahan";
	text1 = "You meet another lone traveler, wandering through the wilderness. At first, his head is obscured by the cowl of his cloak. Then, when he gets close, he lowers it. You recognize him.";
	text2 = "It is Trahan, the servant of Rawal whom you met in Perikalia. At first, you wonder why he came all the way out here. Then he draws his blade.";
	text3 = "_You are a fool. You had the attention and protection of a full member of the Council, and you threw that away. You can still be useful, though. Rawal will reward me when he learns how I helped to slay a traitor._";
	
begintalknode 251;
	state = 250;
	nextstate = -1;
	condition = 1;
	question = "Wait. You don't have to do this.";
	text1 = "_Now you talk? You had a chance to convince me in Perikalia. You turned me aside. Your time for excuses is past ..._ He attacks.";
	action = END_TALK;
	
begintalknode 252;
	state = 250;
	nextstate = -1;
	condition = 1;
	question = "Please! Spare me!";
	text1 = "_Now you beg for your life. You should have been a little more humble in Perikalia. Now it is too late for you ..._ He attacks.";
	action = END_TALK;
	
begintalknode 253;
	state = 250;
	nextstate = -1;
	condition = 1;
	question = "I am no longer one of Rawal's slaves.";
	text1 = "_So you said before. That only makes me more confident that I am doing the right thing. Your death will only raise me higher in the master's esteem ..._ He attacks.";
	action = END_TALK;
