// TOWN DIALOGUE SCRIPT
//    Town 146: Aminro

begintalkscript;

variables;

short i,j,k,r1,choice;

begintalknode;
	tag = 1;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "This soldier is too busy maintaining this ballista (and cursing at it) to talk to you.";

begintalknode;
	tag = 2;
	state = -1;
	nextstate = -1;
	condition = 1;
	text1 = "Licensed Empire mages patrol the town, ready to exchange fire with troglo raiders outside. They don't want to talk to you.";

// Barber

begintalknode;
	tag = 40;
	state = -1;
	nextstate = 1;
	question = "Barber";
	text1 = "The innkeeper has a battleaxe swinging at his side. His breastplate which shows the scratches and marks of recent combat. He's so tired he can barely remain standing. _I'm Barber,_ he mumbles. _Welcome to my inn._";
	text5 = "Barber is so tired he can barely remain standing. He heroically attempts to keep his inn running.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_How is business?_";
	text1 = "_Bad. We got no booze left. Not much at all. Just a room. Only five coins. It's been a nightmare._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_I'll take a room._ Pay five coins.";
	condition = coins_amount() >= 5;
	text1 = "Tottering, he shows you to your room. The sounds of combat, of soldiers exchanging blows with raiders outside the town walls, continuously echoes through to you. You sleep poorly.";
	action = END_TALK;	
	code =
		sf(146,17,1);
		revive_party();
		change_coins(-5);
		relocate_char(get_pc_id(0),17,44,FALSE);
		relocate_char(get_pc_id(1),18,44,FALSE);
		relocate_char(get_pc_id(2),18,45,FALSE);
		relocate_char(get_pc_id(3),17,45,FALSE);
	break;

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_Why has life been a nightmare?_";
	text1 = "_Castle Troglo isn't far from here, and there's not a thing anyone can do about it. We eat the worst of the raids, and get hit often, too. It's hard to keep hope sometimes._ He almost nods off several times while speaking.";
	text3 = "_Castle Troglo isn't far from here, and there's not a thing anyone can do about it. We don't get raided as much as we did, but there's still problems._";
	action = DEP_ON_SDF 307 8 0;

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_What will happen here?_";
	text1 = "_I'm afraid this town will fall any day now. I'm so tired. My apologies. This used to be a beautiful town. No more._";
	text3 = "_The troglos spend most of their time fighting the giants, but send raids against us sometimes still. We still can't rest. Sometimes I think we'll never rest again._";
	action = DEP_ON_SDF 307 8 0;

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_How have things been going?_";
	text1 = "_Well, once we had people here. Then the troglos came, and they left. I lived here my whole life, and I can't leave. I built this inn myself. I can't leave it._";
	
begintalknode;
	state = 1;
	nextstate = -1;
	condition = 1;
	question = "_I don't need a room._";
	text1 = "_Then flee this doomed place. Flee, while you still can!_";
	action = END_TALK;

// Wounded Person

begintalknode;
	tag = 60;
	state = -1;
	nextstate = 29;
	question = "Wounded Person";
	text1 = "A wounded Empire soldier, victim of a troglodyte raider, is sitting propped up in this chair. All you really see is a mess of bandages and dried blood.";
	text5 = "The wounded soldier groans.";
	action = INTRO;

begintalknode;
	state = 29;
	nextstate = -1;
	question = "_Are you being helped?_";
	text1 = "The wounded soldier weakly looks up at you. It's jarring to see someone so wounded and neglected. There must not be enough healing to go around.";
	text2 = "You do what you can to make the warrior more comfortable. There's not much else you can do here.";
	action = END_TALK;
	
