// TOWN DIALOGUE SCRIPT
//    Town 142: Lost Isle

begintalkscript;

variables;

short i,j,k,r1,choice;

// Harmon

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Harmon";
	text1 = "This man is busily chopping herbs. It's a delicate and intricate procedure. He seems to be trying to get all of the strips to be exactly the same length and width.";
	text2 = "_Welcome. I'm Harmon,_ he says, without looking up. He continues to concentrate on the herbs.";
	text5 = "Harmon continues his work. Either he's overly cautious, or the recipe he's working on is very delicate. The concentration involved doesn't leave him much mental room for dealing with you.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_What do you have for sale?_";
	text1 = "_Sorry. Busy. Chopping herbs._";

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_What are the herbs for?_";
	text1 = "He keeps chopping, speaking very slowly so that he can devote most of his concentration to his job. _For alchemy. Needs to be very precise. Want me to make you a potion? Give you good price. Don't get many visitors now._";

begintalknode;
	state = 2;
	nextstate = -1;
	question = "_Where can we find some good ingredients?_";
	text1 = "He keeps chopping, each slice methodical and precise. He is clearly ignoring your question.";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_Why doesn't this town get many visitors?_";
	text1 = "_This island got a basilisk nest. (Chop chop.) People have left like crazy. (Chop chop.)_";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_Why are basilisks such a problem?_";
	text1 = "_They're deadly things. Freeze you by looking at you. Some people thought carrying mirrors would save them. They're dead now. Most everyone left. I stayed. Good ingredients here. Just don't go out much._";
	text2 = "_You're best off just staying in town. Or returning to the mainland. Go outside, and you're in real danger._";

begintalknode;
	state = 1;
	nextstate = 4;
	question = "_Can you make a potion for me?_";
	text1 = "_Sure, as long as it's quick. Work with graymold mainly. Can make something by mixing it with healing herbs. Or mandrake root._";
	
begintalknode;
	state = 4;
	condition = num_of_item(289) > 0 && num_of_item(292) > 0;
	question = "_I would like a healing elixir._ (Give healing herb and graymold.)";
	text1 = "You give him the herbs, and he sets to work. He works very quickly, but his precision is remarkable. Soon, Harmon hands you a clay jug filled with a bitter, medicinal brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(289,1);
		take_num_of_item(292,1);
		reward_give(226);
		play_sound(22);
	break;
	
begintalknode;
	state = 4;
	condition = num_of_item(293) > 0 && num_of_item(292) > 0;
	question = "_I would like graymold salve._ (Give graymold and mandrake.)";
	text1 = "You give him the herbs, and he sets to work. He works very quickly, but his precision is remarkable. Soon, Harmon hands you a clay jug filled with a bitter, medicinal brew.";
	action = REUSABLE;
	code = 
		inc_flag(190,7,1);
		take_num_of_item(293,1);
		take_num_of_item(292,1);
		reward_give(495);
		play_sound(22);
	break;

begintalknode;
	state = 4;
	nextstate = 4;
	question = "_I don't need anything._";
	text1 = "_Have to work. No time to talk. Sorry. Bye._";
	action = END_TALK;

// Cmd. Brooks

begintalknode;
	tag = 60;
	state = -1;
	nextstate = 29;
	question = "Cmd. Brooks";
	text1 = "An exhausted woman is sitting behind the desk. She wears a huge sword at her belt and an intricate gold amulet around her neck. _I'm Commander Brooks. Greetings._";
	text5 = "Captain Brooks is still sitting behind her desk. Occasionally, she idly fingers the amulet.";
	action = INTRO;

begintalknode;
	state = 29;
	nextstate = 30;
	question = "_Greetings. Are you in charge here?_";
	text1 = "She grimaces. _Marginally. Trying to keep this town in one piece. Anyway, that's my job. I'm trying to deal with the basilisks._";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_What's wrong with this town?_";
	text1 = "_Most everyone has left, what with the basilisks. Can't blame them. Only takes a few basilisks to make a place lethal._";

begintalknode;
	state = 30;
	nextstate = 31;
	question = "_Tell me about your problems with the basilisks._";
	text1 = "_We don't know how they got here, but there's at least ten of the deadly little beasts running around. Most everyone left until they could be dealt with. I stayed to fight them, because I had this._ She points to her amulet.";

begintalknode;
	state = 30;
	nextstate = -1;
	question = "_What do basilisks do?_";
	text1 = "_They look at you, and you can't move. Then they sneak on up and eat you at their leisure. Horrible way to go. Lost many a peasant to them._";

begintalknode;
	state = 31;
	nextstate = 32;
	question = "_What does that amulet represent?_";
	text1 = "_It's sort of a family heirloom. When I wear it, the basilisk's gaze bounces off of me. Now I spend all my time hunting them, trying to get rid of them all._";
	text2 = "_I'll succeed someday, somehow._ She laughs bitterly. _You know, some people tried to purchase it from me before they left!_";

begintalknode;
	state = 32;
	nextstate = -1;
	question = "_I suppose the amulet is not for sale at any price._";
	text1 = "_Like I'd get rid of the only thing that could help me save this island! People can be so stupid._";

begintalknode;
	state = 29;
	nextstate = -1;
	question = "_Are you looking for any adventurers to perform tasks?_";
	text1 = "_Even if I was, I wouldn't hire a stinking nephil._";
	text3 = "_No. The only mission here is to kill the basilisks, and I have that job safely in hand._";
	code =
		if (species_in_party(2))
			remove_string(3);
			else remove_string(1);
	break;

