// TOWN DIALOGUE SCRIPT
//    Town 144: Gorst

begintalkscript;

variables;

short i,j,k,r1,choice;

// Anzovin

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Anzovin";
	text1 = "This man was once an imposing and sinister figure. His robes are faded, however, and his hair is graying.";
	text2 = "He is very pleased to finally have a visitor. _I am Anzovin. Welcome to my shrine!_ He analyzes you carefully, wondering how you might be exploited.";
	text5 = "Anzovin's expression flits rapidly between lonely island dweller and evil overlord wanna-be.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_Is this your temple?_";
	text1 = "_Yes! I rule this temple, the Temple of the Surging Darkness!_ He emits a laugh that was intended to sound sinister but sounds rather asthmatic instead. The temple is run down, and the walls are cracked.";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_I see. So this a temple of evil?_";
	text1 = "He grins evilly. _Yes, puny mortal! We believe the darker powers are waiting for cruel forces to rise among the humans!_";

begintalknode;
	state = 3;
	nextstate = 4;
	question = "_So you are still waiting for the cruel forces to arise?_";
	text1 = "_Yes. These cruel forces will be imbued by mighty energy by those unholy powers, and from there we, umm... that is to say, they will rise up, and RULE the WORLD!_";

begintalknode;
	state = 4;
	nextstate = 5;
	question = "_So you are hoping to rule the world with them?_";
	text1 = "_Yes!_ He laughs sinisterly, turns to the altar, and notices how cracked and shabby it looks. He turns back to you, looking embarrassed.";
	text2 = "_Sorry about that. This was all a lot more impressive before the storms._";

begintalknode;
	state = 5;
	nextstate = 6;
	question = "_I should hope so. What happened to this town?_";
	text1 = "_Yeah. We got hit by serious storms about a year back. Buildings fell over. Some people died. Most people left. I had a shrine, and that's better than nothing, so I stayed. I gather herbs. And make a few undead to relieve the tedium._";

begintalknode;
	state = 6;
	nextstate = -1;
	question = "_Are you here alone?_";
	text1 = "He stands up straight and tall. _Yes! And one day, puny mortal, people will return and join me, and the dark powers will notice us and imbue us with dark energy, and we will RULE the WORLD! We will rend this puny globe in twain!_";
	text2 = "Then he slouches again. _Sorry. Get a little carried away sometimes._";

begintalknode;
	state = 6;
	nextstate = -1;
	question = "_You spend your spare time making undead?_";
	text1 = "_Well? Wouldn't you?_";
	text2 = "_I can only make enough to staff this island. The glorious waves of undead on the mainland to the north? Not made by me. No idea who's creating those._";

begintalknode;
	state = 6;
	nextstate = 1;
	question = "_What sort of herbs do you gather?_";
	text1 = "_All sorts! There's good alchemical herbs on this island._ He thinks. _You can purchase some. Fund my glorious efforts._";
	code =
		sf(144,5,1);
	break;
	
begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(144,5) > 0;
	question = "_Let me see your herbs._";
	text1 = "You conclude your business.";
	code =
		begin_shop_mode("Anzovin's Herbs","Anzovin is crazy, but he has a skilled eye. His herbs seem to be of very high quality.",71,3,3);
	break;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_What happened to this town? It's a mess._";
	text1 = "_Well, Gorst was never so great to begin with. But it was better. Then the storms came._";

begintalknode;
	state = 1;
	nextstate = -1;
	condition = has_spec_item(40) > 0;
	question = "_Have you ever considered joining the Anama?_";
	text1 = "_Have you ever considered shutting up?_";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Who else lives on this island?_";
	text1 = "_I don't know. But anyone who would live to the south would have to be crazy._ He chuckles. It seems like he knows something, but he doesn't want to tell you about it.";

