// dlg.txt

begintalkscript;

variables;

short i;

begintalknode 1;
	state = -1;
	nextstate = -1;
	condition = get_sdf(95,2) == 0;
	question = "special";
	text1 = "This is a heavily wooded region between the bustling city of Silvar and the nearly abandoned city of Cotra. The Eastern Gallery is warm and damp, providing a perfect place for a thick growth of fungal trees.";
	text2 = "There aren't many soldiers out here. In fact, this region seems almost entirely abandoned by Avernites.";
	text3 = "In their absence, monsters have moved in. You can hear their howls and see their low, muscular forms slinking through the underbrush.";
	action = SET_SDF 95 2 1;

begintalknode 2;
	state = -1;
	nextstate = -1;
	condition = get_sdf(95,3) == 0;
	question = "special";
	text1 = "There is a clump of farmhouses here. They have been abandoned. The walls are crumbling and some of the doors hang open.";
	text2 = "The deadly combination of the Blight and the Slith Horde was enough to scare off even families who have lived here for decades.";
	action = SET_SDF 95 3 1;



begintalknode 4;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "The sign says:";
	text2 = "  Cotra, Fort Dranlon - West";
	text3 = "  Warning! Cotra is being evacuated!";
	text4 = "  Non-soldiers stay away!";

begintalknode 5;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "special";
	text1 = "There are two archers accompanying the army private. They watch the woods intently, looking for targets. When you try to talk to them, they shush you and send you to the spearman.";



//

begintalknode 10;
	state = -1;
	nextstate = 10;
	condition = 1;
	question = "Name";
	text1 = "A soldier walks up to you, flanked by two archers. You outrank him, so he is a bit nervous about approaching you. Still, he has his orders.";
	text2 = "He walks up to you and gives a crisp salute. _Greetings. I am Private Crowley. My apologies, but, if you are going to Cotra, you should know that the city is off limits._";
	text3 = "_The area is being evacuated. Please turn back._";
	text5 = "Private Crowley says, _Of course, I can't order you to leave. You should just know that Fort Duvno is trying to keep this area clear._";
	action = INTRO;

begintalknode 11;
	state = 10;
	nextstate = -1;
	condition = gf(177,9) == 0;
	question = "I can't enter Cotra?";
	text1 = "_Well, I won't stop you, but the soldiers there won't be happy to see you. Not unless your superior officer has given you orders to go there._";

begintalknode 12;
	state = 10;
	nextstate = -1;
	condition = gf(177,9) == 1 && gf(94,1) == 0;
	question = "I have orders to enter Cotra.";
	text1 = "_Oh. Well, in that case, don't let me stop you. I'm sorry for wasting your time, sir._";

begintalknode 13;
	state = 10;
	nextstate = -1;
	condition = gf(94,1) > 0;
	question = "Are you still keeping people away now that Cotra has been destroyed?";
	text1 = "_We have to. The remaining walls are very unstable, and the ruins are a natural hunting ground for monsters. Fort Duvno wants the area kept clear._";
	text2 = "_You should definitely stay out of the wreckage. We wouldn't want you to be crushed by a collapsing wall._";

begintalknode 14;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "Are there many monsters in this area?";
	text1 = "_Just the hellhounds in the woods. They stay away from the road, so they aren't a problem. Cunning creatures, hellhounds. They know not to do anything to annoy us._";
	text2 = "_If you stumble off the road though, be careful._";
	text3 = "_There were hellhounds, but we've seen a lot less of them lately._";
	action = DEP_ON_SDF 95 1 0;
	
begintalknode 15;
	state = 10;
	nextstate = 11;
	condition = 1;
	question = "What is happening in Cotra?";
	text1 = "_Orders from Fort Duvno. It is to be destroyed._";
	text3 = "_Orders from Fort Duvno. It was destroyed._";
	action = DEP_ON_SDF 94 1 0;
	
begintalknode 16;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Why destroy Cotra?";
	text1 = "_Because we don't have the forces to protect it. And, if the slithzerikai got a good force into it, it would be very difficult to dislodge them. Destroying it is the best option._";

begintalknode 17;
	state = 11;
	nextstate = -1;
	condition = 1;
	question = "Where did the people who lived around here go?";
	text1 = "_Most of them fled not long after the war began. The few that remained were relocated to the south._";
	text2 = "_They weren't happy about it, but who is happy these days?_";

begintalknode 18;
	state = 10;
	nextstate = -1;
	condition = 1;
	question = "I'll be moving on.";
	text1 = "Private Crowley salutes again. _Then safe travels to you._";
	action = END_TALK;


//

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 299;
	state = -1;
	nextstate = -1;
	condition = 1;
	question = "";
	text1 = ".";
	text2 = "";
		