// dlg.txt

begintalkscript;

variables;

begintalknode 1;
	state = -1;
	condition = get_sdf(53,1) == 0;
	question = "special";
	nextstate = -1;
	text1 = "You step out into the wasteland. This is the southern front of the war between the rebels and the forces of General Alwan. Once, the rebels had pushed through the line of forts to the west. Then the Storm Plains pushed them back to here.";
	text2 = "This open, flat stretch of land is far above the fields and woods of the Storm Plains. The air up here is cold and crisp, though the scent of rot and smoke is always present.";
	text3 = "Everywhere you look, you can see the signs of battle. Scorched earth. Bones picked clean by vultures. The tracks of rogue creations, looking for carrion. It is a grim, blasted land, unfit for settlement by civilized beings.";
	text4 = "Miles to the northeast, across this dark land, the mountains resume, stretching up far above you. Even from this distance, you can make out pillars and huge stone structures. You are just making out Gazaki-Uss, the drakon city.";
	text5 = "It is in sight, but it is still a long journey. With many rogues to face along the way.";
	action = SET_SDF 53 1 1;


begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(56,1) == 0;
	question = "special";
	text1 = "Based on what you see in the remains of this building, this colony was used to raise small creations, like batons and mines. And, in this room, living tools.";
	text2 = "There are a dozen dead living tools on the floor by the south wall, neglected and left to starve to death. Then you realize that a few of them are still twitching.";
	text3 = "The creatures are made to be able to live for a long time without care. Maybe some of them are still usable.";
	action = SET_SDF 56 1 1;

begintalknode 3;
	state = -1;
	nextstate = -1;
	condition = get_sdf(56,2) == 0;
	question = "special";
	text1 = "You enter one of the ruined buildings in the remnants of this small colony. The first thing you notice is that the floor by the south wall is covered with dried green slime.";
	text2 = "Looking closer, you realize that someone stomped on and crushed a bunch of immature thorn batons. They were probably being raised here when invaders sacked the place.";
	action = SET_SDF 56 2 1;

begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = gf(56,4) > 0 && get_terrain(15,53) != 0;
	question = "special";
	text1 = "You find a bare cliff wall, marked by two old, mossy stone pillars. This seems to be the place that was described to you. You look at the wall.";
	text2 = "It looks like stone. Exactly like stone. When you get closer, however, you can see that it is just a cunning illusion. You sense something living here, the presence of a Shaper creature.";
	text3 = "You step forward, put your hand on the wall, and establish contact with the creature. It is all too happy to cooperate with one of your kind. The odd stone beast compresses to one side, revealing a narrow valley beyond.";
	code =
		sf(56,7,1);
		set_terrain(15,53,0);
		set_terrain(14,53,13);
		set_terrain(16,53,15);
	break;

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



begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "You don't get to explore long before you find out that this area is under firm rebel control. There is a pack of savage serviles watching the road, constantly on the hunt for intruders. It didn't take them long to see you.";
	text2 = "They are short, stocky, muscular creatures. Their ancestors were surely miners and laborers, not scribes and street sweepers. They are decorated with thick networks of tattoos and tribal scars.";
	text3 = "When they get close to you, they raise their batons as one. They are moments from firing.";
	text4 = "One of them, maybe their leader, or maybe someone who felt like being cautious, says, _You are intruder. We no know you. The intruder dies. Final word?_";

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Wait! Don't shoot!";
	text1 = "Their fingers grow heavier on the triggers. The servile says, _No. No talk. No tricks._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = creature_type(pc_num()) == 46;
	question = "But I am a servile!";
	text1 = "_Many servile spies. Many serviles help Shaper. Humans kill humans. Serviles kill serviles. Is the way of war._";

begintalknode 13;
	state = 10;
	nextstate = 11;
	condition = has_spec_item(2) > 0;
	question = "I have Ghaldring's permission to pass. (Hold up the amulet.)";
	text1 = "This gets their attention. Some of them lower their batons slightly. Others look confused. The servile walks up and looks at the amulet. Then he returns to the group.";
	text2 = "_I have heard of that. Of amulet. An amulet, somewhere. Maybe this one. Or maybe is fake. Maybe you trick us._";
	code =
		sf(56,3,1);
	break;

begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Ummmm ... I'll be going now. (Run.)";
	text1 = "You haven't even turned fully around before the servile shouts, _Fire!_";
	action = END_TALK;
	code =
		set_attitude(1001,10);
	break;
	
begintalknode 15;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I won't be bothered by runts like you. (Attack.)";
	text1 = "You reach for your blade. Your hand hasn't even reached the pommel before the servile shouts, _Fire!_";
	action = END_TALK;
	code =
		set_attitude(1001,10);
	break;

begintalknode 16;
	state = 11;
	nextstate = 12;
	condition = 1;
	question = "It is no trick. Ghaldring has invited me.";
	text1 = "_So you say. But these our lands, and we not do all Ghaldring says._";
	text2 = "_Out of respect for drakons, we give you life. We count five. You leave our lands by then, we not shoot. This is deal. You best run now._";

begintalknode 17;
	state = 12;
	nextstate = -1;
	condition = get_stat(20) < 8;
	question = "You dare defy Ghaldring like that?";
	text1 = "_We do. You make mistake using name of Ghaldring here. No more talk. Run, and we hunt._";
	action = END_TALK;

begintalknode 18;
	state = 12;
	nextstate = -1;
	condition = get_stat(20) >= 8;
	question = "When Ghaldring hears how you have treated his personal messenger, he is close enough to punish you easily.";
	text1 = "The talking servile does not seem impressed by this. The others, however, seem far more nervous. There is a brief, intense consultation.";
	text2 = "Finally, the servile says, _You may pass. Quickly. Do not be slow. You in our lands much longer, we hunt._ He points to the east. _Fastest way to Gazaki-Uss that way._";
	action = END_TALK;
	code =
		sf(56,3,2);
	break;
	
begintalknode 19;
	state = 12;
	nextstate = -1;
	condition = gf(56,4) > 0;
	question = "I have a mission to find a way past the Shaper line. If you want to hurt the Shapers, you will let me by.";
	text1 = "When you explain your mission in rough terms, the serviles are surprised and pleased. _You may pass. Death to the Shapers._";
	action = END_TALK;
	code =
		sf(56,3,3);
	break;
	
begintalknode 20;
	state = 12;
	nextstate = -1;
	condition = 1;
	question = "All right. I'm going.";
	text1 = "_You go now. Leave area fast. The hunt begins now._";
	action = END_TALK;


begintalknode 24;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = "Once again, the pack of serviles stops you. You show your amulet.";
	text2 = "They tell you, once again, that this is their land, and that they will start hunting you very soon. You back away as the countdown begins.";
	text3 = "They tell you, once again, that this is their land. They will let you pass, but they will start hunting you if you tarry too long.";
	text4 = "They start to threaten you, but then you tell them about your mission. You are looking for a route to help the rebels bypass the Shaper forts. Their hatred of the Shapers outweighs their mistrust of you. They let you by.";
	code =
		clear_strings();
		as(1);
		if (gf(56,4) > 0) {
			sf(56,3,3);
			as(4);
			}
			else if (get_stat(20) >= 8) {
				sf(56,3,2);
				as(3);
				}
				else {
					sf(56,3,1);
					as(2);
					}
	break;

begintalknode 25;
	state = 10;
	nextstate = -1;
	condition = gf(12,2) == 9 || gf(60,9) == 11;
	question = "I am looking for Tholosss.";
	text1 = "The servile chuckles. _Tholosss? That bitter, old drakon? He is trapped up north. Not around here._";
	
	
//

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 = ".";
	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 = "";
		