// TOWN DIALOGUE SCRIPT
//    Town 0: Nephilim Castle

begintalkscript;

variables;

short i,j,k,r1,choice;


begintalknode;
	tag = 1;
	condition = 1;
	text1 = "Chief Sharrva falls, having found the honorable death he so craved. You, on the other hand, will actually fight on for survival. Sharrva died with his honor intact, but living and trying to actually win also has its appeal.";

begintalknode;
	tag = 2;
	condition = 1;
	text1 = "Chief Sharrva cries out for help. _Warriors? Anywhere? Come to me! The doom has come for us at last!_";
	
begintalknode;
	tag = 3;
	condition = 1;
	text1 = "This box is full of nephil trophies and objects of worship. Candles, carved fragments of bone, interesting rocks. Nothing of obvious value.";
	text2 = "There is one interesting thing: a torn and tattered banner. It's pretty shredded, but you think it depicts a dragon standing guard over a bridge.";
	text3 = "There's not much left of it, so it's pretty light. You put it into your pack.";
	code = 
		if (gf(0,3) == 0) {
			sf(0,3,1);
			set_spec_item(33,1);
			}
			else {
				rs(2); rs(3);
				}
	break;
	
// Arum

begintalknode;
	tag = 10;
	state = -1;
	nextstate = 1;
	question = "Arum";
	text1 = "A tired, bruised man, wearing the tattered uniform of a soldier of Avernum, slumps against the wall. He struggles to stand when he sees you. _I am Arum. Gods, am I glad to see you. Shall I be freed at last?_";
	text5 = "Arum remains in his cell, patiently waiting for a chance to escape.";
	action = INTRO;

begintalknode;
	state = 1;
	nextstate = 2;
	question = "_How did you get locked up in here?_";
	text1 = "_Graham and I were cut off from a patrol and captured. We've been prisoners for a while._";

begintalknode;
	state = 2;
	nextstate = 3;
	question = "_Graham?_";
	text1 = "_He was in the next cell. He died two days ago, poor sod.  We talked in the night. When he passed, I was on my own. I was ready to die too. But now, at least I have hope._";

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_What do you hope for?_";
	text1 = "_What do you think? Hope that I can escape._";

begintalknode;
	state = 2;
	nextstate = -1;
	question = "_Patrolling from where?_";
	text1 = "_Out of Fort Ganrick. That's where we were stationed._";

begintalknode;
	state = 2;
	nextstate = 4;
	question = "_How long have you been a prisoner?_";
	text1 = "_I'm not sure how long the nephilim have held us. It's hard to keep track of time in here. But now I might escape. Before I go, let me tell you about the password._";

begintalknode;
	state = 4;
	nextstate = -1;
	question = "_Tell me the password._";
	text1 = "_The kitties brought me in through a back entrance. They didn't blindfold me too well, and I saw they went through this gate that opened when they said 'Ghath.' That's the way I'm going to try to escape through._";
	action = SET_SDF 70 12 1;

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(72,6) == 0;
	question = "_I'm here to rescue you._";
	text1 = "He shakes his head. _Have you slain the chieftain yet?_ You say that you haven't. _I'm safer here. While that vicious monster is alive, I'm not going to go where he can hunt me down._ He points to the north.";
	text2 = "_I've overheard the guards. The nephar who runs this place usually stays in the chambers up there. I hope you can deal with him. Avenge me! Avenge us!_";

begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(72,6) > 0 && gf(0,13) == 0;
	question = "_I have slain the chief. Now I am here to rescue you._";
	text1 = "He stands up and tries the door. It is still locked. He shakes his head. _I can't go until this door is open._";
	
begintalknode;
	state = 1;
	nextstate = -1;
	condition = gf(72,6) >= 1 && gf(0,13) > 0;
	question = "_I have slain the chief. Now I'm here to rescue you._";
	text1 = "He stands up. The news of his liberty has invigorated him. _Thank you!_ He moves to the door. _I will return to my brigade now. Or, what is left of it. Thank you for my life, and for avenging the death of my friend._";
	text2 = "He looks out, makes sure that the coast is clear, and slips off into the shadows.";
	action = END_TALK;
	code =
		sf(0,15,1);
		erase_char(0);
		change_reputation(1);
	break;

begintalknode;
	state = 3;
	nextstate = -1;
	question = "_What did you talk about?_";
	text1 = "_Our lives. Our dreams. Some strange glowing stone Graham found in his cell. What we wanted to eat when we returned to civilization. Just passing the time and trying to stay sane._";

begintalknode;
	state = 1;
	nextstate = -1;
	question = "_Wait here for now._";
	text1 = "_I will wait. Don't worry about me. Sure, I'm desperately cold and starving, but that's nothing that should concern you._ He slumps in the corner.";
	action = END_TALK;

//


begintalknode;
	tag = 40;
	state = -1;
	nextstate = 40;
	condition = 1;
	question = "Name";
	text1 = "You confront the chief of this band in his chamber. He is older than you expected. An aging nephar, hair going gray, bearing a long lifetime's worth of scars and burned patches. You can easily imagine him remembering the days before the Empire scoured his kind from the surface.";
	text2 = "He calmly rises from the table, knowing that his time is rapidly drawing to a close. He draws his blade and says, _I am Chief Sharrva, proudest of the Fang Clan. I face you now, at this end of days._";

begintalknode;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "_What is the Fang Clan?_";
	text1 = "_Fang Clan, proud clan, one of the three great clans that remain. The few surface humans allowed to live, ones the Empire comes down to slay. It is the end._";

begintalknode;
	state = 40;
	nextstate = 41;
	condition = 1;
	question = "_Nephar, I demand that you yield._";
	text1 = "Sharrva shakes his head. _Why? I die? You die? We will all die. This is the end for all._";

begintalknode;
	state = 40;
	nextstate = 41;
	condition = 1;
	question = "_I have come here to slay you._";
	text1 = "Sharrva nods. _I welcome it. Death of honor, and the Empire gets not the pleasure of it. My end, your end, all comes._";

begintalknode;
	state = 40;
	nextstate = -1;
	condition = 1;
	question = "_Die, monster!_ (Attack.)";
	text1 = "You decide not to give this old, wily creature any time to play tricks. You attack.";
	action = END_TALK;

begintalknode;
	state = 41;
	nextstate = 42;
	condition = 1;
	question = "_The end? What do you mean?_";
	text1 = "_The Empire comes down. Hunts. Slays. The Empire always wins. This lesson we learned on surface, bought with rivers of nephil and nephar blood._";
	text2 = "_Now their barriers split up the land. They box us in, kill in little groups. Better to die now than to have to see the massacre._";

begintalknode;
	state = 42;
	nextstate = -1;
	condition = 1;
	question = "_What is a nephar?_";
	text1 = "Something about your question awakens a final moment of pride in him. _We are the stronger breed of nephilim, huge, mighty warriors. Sterile, living only for the tribe, not for squealing kits. Strong enough to rise to lead._";
	
begintalknode;
	state = 42;
	nextstate = -1;
	condition = 1;
	question = "_Then why did you attack Fort Ganrick?_";
	text1 = "_If Fang Clan dies, we die as lords, owning land, not hiding from humans! If we must die, and we must, that is how we choose!_";

begintalknode;
	state = 42;
	nextstate = -1;
	condition = 1;
	question = "_You know that the Empire made the barriers?_";
	text1 = "_Know? I do not know. But they must have, yes? Who else in underworld has such power?_";

begintalknode;
	state = 42;
	nextstate = 43;
	condition = 1;
	question = "_So what now?_";
	text1 = "_Now? There is battle. Nothing else. Choice is made._";
	
begintalknode;
	state = 43;
	nextstate = -1;
	condition = 1;
	question = "_This is a waste. Can't we work together?_";
	text1 = "Sharrva shakes his hand. _The Fang Clan meets, we talk. In our lives, we learn lessons of futility. We see the end. We meet it in way we choose. If you win, I wish you good fortune, finding honorable death of your choice. Kill many Empire soldiers before you fall._";
	text2 = "Then he raises his blade and salutes you. He lets out a fierce war cry, his last, and charges.";
	action = END_TALK;
	
begintalknode;
	state = 43;
	nextstate = -1;
	condition = 1;
	question = "_You're right. Best we all die now._ (Attack.)";
	text1 = "The chieftain nods. _Good. You see wisdom at last. Gift of fast death comes to one or other._ He lets out a fierce war cry, his last, and charges you.";
	action = END_TALK;
