begintalkscript; variables begintalknode 1; state = -1; personality = 0; nextstate = -1; condition = get_sdf(1,1) == 0; question = "special"; text1 = "You immediately recognize this large building for what it is. This was a shaping hall. You knew that there must be one of them on this island somewhere."; text2 = "Here, the Shapers on this island did their work, using magic and force of will to make creations - both established and experimental designs. If there was a cataclysm, though, it didn't take place here. This building is undamaged."; text3 = "To the side, you can see energizing pools. Holes in the ceiling allow light to shine on them. Remarkably, despite their years of neglect, they have survived."; text4 = "The goo inside a pool is a semi-living, plant-like form, capable of drawing energy from the air and the sun. If you stand near a pool, you will be able to replenish your health or essence, depending on which pool you use."; text5 = "In the corners of the hall, you can see two glowing glass canisters. They wait there, ready to give you power."; text6 = "(Click on the two books to read them. They will teach you useful things about essence and making creations.)"; action = SET_SDF 1 1 1; begintalknode 2; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "CREATIONS FOR THE BEGINNING SHAPER"; text2 = "To survive on Sucia Island, you will probably need to make creations to fight for you (especially if you are playing a Shaper). When you use the canister on the left, you will learn to create a fyora, a small, fire breathing lizard."; text3 = "To make a fyora, you will need at least one level of Fire Shaping skill. If you don't have this and want to make a fyora, you will need to train in this skill when you next gain a level."; text4 = "To make a creation, press the Creation button to the lower left (it has a worm on it). You will then spend some of your essence to create a fyora and improve its skills."; text5 = "The more essence you spend on one fyora's skills, the less you will have left to create more of them. You can create up to 7 servants. You can't get the essence you spend back until the creation dies or you reabsorb it."; text6 = "Finally, it's a good idea to buy at least two levels of intelligence for your creations. If you do, you will be able to control them in combat. Otherwise, they will act on their own, and they may not always do what you want."; text7 = "If you started out as an Agent, you might not have the ability to make a fyora. To get it, select Improve Abilities (in the inventory area) and buy one level of Fire Shaping skill."; begintalknode 3; state = -1; personality = 0; nextstate = -1; condition = get_sdf(1,3) == 0; question = "special"; text1 = "You find a sign that the evacuation of this island was not completely orderly. There is a body here. It's barely more than a skeleton. It's been here for a long time. Based on its garments, you think it was a Shaper."; text2 = "The Shapers here made their supplies to last. It looks like some of the stuff on the corpse is still usable."; action = SET_SDF 1 3 1; begintalknode 4; state = -1; personality = 0; nextstate = -1; condition = get_sdf(1,4) == 0; question = "special"; text1 = "There is a fyora standing on the path ahead. It's a very familiar sort of creation. Shapers have made them for centuries to serve as bodyguards, watchdogs, and even pets. You've been around hundreds of them."; text2 = "This one, however, is different from any fyora you have ever seen. It doesn't have the usual expression of servility and obedience. It doesn't look at you as a master but... but... as food."; text3 = "You have heard tales of creations which have turned on their creators, have gone rogue, but it almost never actually happens. If it ever did, the rogue creation would be instantly destroyed."; text4 = "This fyora has definitely shed any Shaper control. It bares its teeth at you, seemingly daring you to step forward."; action = SET_SDF 1 4 1; begintalknode 5; state = -1; personality = 0; nextstate = -1; condition = get_sdf(1,5) == 0; question = "special"; text1 = "This was a storage warehouse. Well, it still is. But now, instead of housing useful supplies, it holds moldering trash. The sacks of meal in the corner, for example, have not been treated well by their years here."; text2 = "On the counter to the west, however, you see something which looks very useful. There are several thorn batons, one of which looks like it's still alive."; text3 = "Thorn batons are one of the Shapers' most ingenious creations. They are a mix of living and inert matter, plants with a touch of animal around a frame of metal, capable of firing a small, sharp projectile at high velocity."; text4 = "When unused, they go into hibernation and can live for a long time. Most of the batons abandoned in this room have died, but one managed to survive."; action = SET_SDF 1 5 1; begintalknode 6; state = -1; personality = 0; nextstate = 30; question = "special"; text1 = "The worn writing on the obelisk is still legible:"; text2 = "'Quarantine Hall'"; text3 = "'All arrivals and departures must meet with servant mind before proceeding.'"; text4 = "Quarantine Halls are generally placed between the docks and the main research facilities. These ruins must go on for quite a ways."; text5 = "This ruin also happens to be the site of the first part of Croikle's Character editor. Would you like to use it?"; begintalknode 7; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "People wishing to pass through quarantine originally signed in here before waiting for inspection. None of the names are legible anymore, and the pages crumble at your touch."; begintalknode 8; state = -1; personality = 0; nextstate = -1; condition = get_sdf(1,7) == 0; question = "special"; text1 = "This was the quarantine waiting hall. People wishing to enter or leave Sucia Island through this port waited here to be questioned and inspected by the servant mind."; text2 = "And, sure enough, the mind is still here, resting to the north. You marvel at the skill of the Shapers who made these remarkable creatures. Their careful construction and ability to hibernate gave them remarkable lifespans. It is still alive."; text3 = "A servant mind is a very specialized and useful sort of creature. Once grown, it never moves again. It spends its life in a stone crib made to fit it. Once there, it spends its entire life thinking, remembering, analyzing, and advising the Shapers."; text4 = "As you approach, you can see the creature struggle to rouse itself from its slumber. It seems likely that it is eager for company after its years here."; action = SET_SDF 1 7 1; begintalknode 9; state = -1; personality = 0; nextstate = -1; condition = get_sdf(1,8) == 0; question = "special"; text1 = "On this side of the quarantine hall, you can see another flock of ornks. This group, however, is not alone. It is watched over by a servile."; text2 = "Serviles are one of the greatest Shaper creations. They are the most common and valued servants of your people, intelligent, hardy, obedient, and featuring hands with opposable thumbs. They are also easily controlled."; text3 = "If there are serviles here, this isle must be nowhere near as savage and uncontrolled as you had feared. Serviles are weak and easily cowed creatures. If there were any real threat here, they would have been quickly wiped out."; text4 = "Your emergence from this hall is clearly the last thing this servile expected. He looks terrified at first, then curious. He leaves his flock behind to come and speak with you. He probably wants fresh orders."; action = SET_SDF 1 8 1; code = print_str_color("You've gotten through the dock ruins!",2); award_party_xp(250,1); break; begintalknode 10; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "SECRETS OF ESSENCE"; text2 = "Essence is represented by the blue bar under your character's graphic in the roster (in the upper right corner of the screen). You use essence to make creations and cast some of the more powerful spells (like healing)."; text3 = "When you spend essence to cast spells, you get it back by returning to town or by approaching an essence pool (like the one nearby). However, making creations reduces the maximum amount of essence you can have."; text4 = "If you have a total of 30 essence, for example, and you make one fyora which costs 10 essence, then your new maximum is 20. You can't get the other 10 back until the fyora dies or you absorb it."; text5 = "It is up to you whether to make a lot of weak creations, a few strong creations, save your essence for spells, or a mix of the three. Geneforge makes all of these options viable."; begintalknode 11; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "NOTES ON COMBAT"; text2 = "Each round, your character gets a base of eight action points. Moving and doing actions uses them up. Using an item costs 3 action points and attacking costs 5."; text3 = "If you try to attack and you don't have 5 action points left, your turn ends. Clicking on a character also ends that character's turn."; text4 = "Speed spells and some items increase your action points. Carrying too much weight, being stunned, or being slowed takes away action points."; text5 = "The order by which characters act in combat is determined by their speed. The more Dexterity and Quickness skill a character has, the faster it will act."; text6 = "Very useful tip: to end a character's turn prematurely, click on the character or hit the space bar."; begintalknode 20; state = -1; personality = 0; nextstate = 10; condition = 1; question = "Tavit"; text1 = "You carefully approach the servant mind, unsure of how its time alone in these ruins has affected its faculties. Fortunately, its eyes are clear and bright, and its body appears whole. It has the massive skull characteristic of these strange creations."; text2 = "_Welcome, Shaper. I am mind Tavit,_ it says, reflexively reading from an internal script centuries old. _Do you wish to pass through quarantine?_"; text5 = "_I am eager to assist you further, Shaper. Do you wish to pass through quarantine?_"; text6 = "That is what it asked before. This mind must have very limited programming."; code = clear_strings(); if (get_flag(1,11) > 0){ add_string(5); add_string(6); } else { add_string(1); add_string(2); set_flag(1,11,1); } break; begintalknode 21; state = 10; personality = 0; nextstate = -1; condition = get_sdf(1,6) == 0; question = "What do I have to do to pass through quarantine?"; text1 = "_Allow me to inspect you carefully. If I judge that you have no threatening infections or concealed rogue creations, I will unseal the door to the north so that you may pass._"; begintalknode 22; state = 10; personality = 0; nextstate = -1; condition = 1; question = "Please allow me to pass through quarantine."; text1 = "The creature looks at you carefully. It makes a low, soft humming noise. You don't feel anything, but you suspect some sort of magical augmentation is allowing the creature to analyze you in minute detail."; text2 = "Eventually, the noise stops. Tavit says, _I find no reason to impede your progress further. The exit door will open at your approach._"; text3 = "Tavit inspects you. The process is exactly the same as before. Finally, it says, _I find no reason to impede your progress further. The exit door will open at your approach._"; code = set_flag(1,6,1); break; action = DEP_ON_SDF 1 6 0; begintalknode 23; state = 10; personality = 0; nextstate = 11; condition = 1; question = "What happened to this island? Why was it Barred?"; text1 = "_I am sorry, Shaper. I am limited in the scope of my knowledge. When I was left here, I was given no further information or instructions._"; begintalknode 24; state = 11; personality = 0; nextstate = -1; condition = 1; question = "How long ago were you abandoned?"; text1 = "_I do not know. I have spent all of that time in hibernation. The decay in my internal organs indicates that the time was well over a century. I am sorry that I cannot be more precise._"; begintalknode 25; state = 11; personality = 0; nextstate = -1; condition = 1; question = "How long has it been since someone came through here?"; text1 = "_You are the first since I was abandoned._"; begintalknode 26; state = 11; personality = 0; nextstate = 12; condition = 1; question = "Why was Sucia Island abandoned?"; text1 = "_I do not know. I know a little of its purpose, but nothing of why I was left here for so long._"; begintalknode 27; state = 12; personality = 0; nextstate = -1; condition = 1; question = "What was the purpose of this island?"; text1 = "_Research._ Not the most useful answer you could have hoped for."; begintalknode 28; state = 10; personality = 0; nextstate = 13; condition = 1; question = "Are you all right? You have been here for a long time."; text1 = "_I am functioning properly. I can still do what I was made to do._"; begintalknode 29; state = 13; personality = 0; nextstate = -1; condition = 1; question = "You don't mind waiting here for so long?"; text1 = "_I... I... am functioning properly. I can still do what I was made to do. I was not made to have other thoughts._"; begintalknode 30; state = 10; personality = 0; nextstate = -1; condition = 1; question = "That is all I need from you."; text1 = "_Thank you, Shaper. I will rest and conserve my energy now._"; action = END_TALK; begintalknode 40; state = -1; personality = 0; nextstate = 20; condition = 1; question = "Timo"; text1 = "The servile moves very close to you and inspects you carefully. It seems to be the same design of creation with which you're completely familiar. Same hunched posture, number of limbs, and so on."; text2 = "It looks very surprised to see you. However, it doesn't have the attitude of immediate obedience you have come to expect. It seems more curious than anything. After a few awkward seconds of staring, it speaks."; text3 = "_I don't think I'm mad. It's a Shaper! A Shaper has come at last! Oh, it has been years, years, since anyone has come through that door. A Shaper has come! This is so wonderful!_"; text4 = "_Oh, but where are my manners. I am Timo. I am a shepherd. I graze my ornks here because nobody comes here. Oh. I must go to Vakkiri. I must tell the people there that a Shaper has come at last!_"; text5 = "Timo watches you nervously. He seems happy to be in the presence of a Shaper, and yet he is nervous, too. He well knows how much power his creators have."; action = INTRO; begintalknode 41; state = 20; personality = 0; nextstate = -1; condition = 1; question = "Tell me about Vakkiri."; text1 = "_It is our humble village._ He points east. _It is that way, not far, not far; I should tell them a Shaper has come at last. It is humble and small, but, with no Shapers around, we did what we could._"; text3 = "_I can tell you nothing you have not seen. Vakkiri is a little village. To a Shaper, it must look so small!_"; action = DEP_ON_SDF 2 1 0; begintalknode 42; state = 20; personality = 0; nextstate = -1; condition = get_sdf(2,1) == 0; question = "I have been stranded on this island. How can I get off of it?"; text1 = "He looks worried. He clearly has no idea. _Oh. I... I... I am a humble villager. I do not know how to leave. But in Vakkiri, there are old and wise people. They can help you._"; text2 = "That is odd. Timo is referring to his fellow serviles as _people._ Creations are called creations, not people."; begintalknode 43; state = 20; personality = 0; nextstate = 21; condition = 1; question = "There are no other Shapers here?"; text1 = "Timo looks even more nervous now. _I... I do not... No. You are the only one. You are the Shaper. You have returned, and we... we can serve._ He seemed somewhat reticent about saying that last word."; text2 = "(Though you may not be a Shaper but a Guardian or an Agent, all three sects are generally referred to by the outside world as Shapers.)"; begintalknode 44; state = 21; personality = 0; nextstate = -1; condition = get_sdf(1,10) == 0; question = "That's right. You had better serve me, or you will be disciplined harshly."; text1 = "Before, Timo looked nervous. Now he looks openly terrified."; text2 = "_Of course,_ he says, meekly. _Of course we will serve. The might of the Shapers must always be obeyed._"; code = inc_flag(100,1,-3); break; action = SET_SDF 1 10 1; begintalknode 45; state = 21; personality = 0; nextstate = -1; condition = get_sdf(1,10) == 0; question = "I do not require your total obedience. I only need to leave this island."; text1 = "Timo looks incredibly relieved."; text2 = "_Of course, we serviles will be glad to help you in any way we can. It is our way. And we thank you, mighty Shaper, for your kindness._"; code = inc_flag(100,1,3); break; action = SET_SDF 1 10 1; begintalknode 46; state = 20; personality = 0; nextstate = -1; condition = 1; question = "Do you know why this island was abandoned?"; text1 = "_I have no idea. You should go to Vakkiri. There are many there wiser than me. I should go there now. They should know there is a Shaper among us._"; text3 = "_I am small and humble. I know little of the world. I do not know. Someone in the towns is sure to know. I do not. I am sorry, Shaper. Forgive me._"; action = DEP_ON_SDF 2 1 0; begintalknode 47; state = 20; personality = 0; nextstate = -1; condition = get_crime_level() > 0; question = "Do you mind me hunting your ornks?"; text1 = "Timo looks very upset. _Not at all, Shaper. We are yours to do with as you will._ His expression, however, indicates that he actually feels very differently about the issue."; begintalknode 48; state = 30; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "You regretfully walk away, knowing how much power it could give you."; action = END_TALK; begintalknode 49; state = 30; personality = 0; nextstate = 31; condition = 1; question = "Use the editor."; text1 = "A panel folds down on the obelisk and list of options glows behind it."; text2 = "Because Geneforge only allows 199 talk nodes in each area, not all of the editor is here."; text3 = "You can change your skills, spells, creations known, and money here, and also add experience. For items, go to either of the obelisks outside the Ruined School in the Bandit Woods."; begintalknode 50; state = 31; personality = 0; nextstate = -1; condition = 1; question = "Recharge."; text1 = "Power flows out from the obelisk and energizes you."; code = heal_char(0,2000); restore_energy_char(0,3000); heal_char(1,2000); restore_energy_char(1,3000); heal_char(2,2000); restore_energy_char(2,3000); heal_char(3,2000); restore_energy_char(3,3000); heal_char(4,2000); restore_energy_char(4,3000); heal_char(5,2000); restore_energy_char(5,3000); heal_char(6,2000); restore_energy_char(6,3000); heal_char(7,2000); restore_energy_char(7,3000); break; begintalknode 51; state = 31; personality = 0; nextstate = 32; condition = 1; question = "Change skills."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of skill would you like to change?_"; begintalknode 52; state = 32; personality = 0; nextstate = 33; condition = 1; question = "Basic."; text1 = "_Which skill?_"; begintalknode 53; state = 33; personality = 0; nextstate = 34; condition = 1; question = "Strength."; text1 = "_How much adjustment?_"; code = set_flag(1,12,0); break; begintalknode 54; state = 34; personality = 0; nextstate = 35; condition = get_stat(get_sdf(1,12)) > 2; question = "-2"; text1 = "It has been reduced by 2."; code = alter_stat(get_sdf(1,12),-2); break; begintalknode 55; state = 34; personality = 0; nextstate = 35; condition = get_stat(get_sdf(1,12)) > 1; question = "-1"; text1 = "It has been reduced by 1."; code = alter_stat(get_sdf(1,12),-1); break; begintalknode 56; state = 34; personality = 0; nextstate = 35; condition = 1; question = "No change."; text1 = "The writing fades."; begintalknode 57; state = 34; personality = 0; nextstate = 35; condition = 1; question = "+1"; text1 = "It has been increased by 1."; code = alter_stat(get_sdf(1,12),1); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 58; state = 34; personality = 0; nextstate = 35; condition = 1; question = "+2"; text1 = "It has been increased by 2."; code = alter_stat(get_sdf(1,12),2); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 59; state = 34; personality = 0; nextstate = 35; condition = 1; question = "+3"; text1 = "It has been increased by 3."; code = alter_stat(get_sdf(1,12),3); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 60; state = 34; personality = 0; nextstate = 35; condition = 1; question = "+4"; text1 = "It has been increased by 4."; code = alter_stat(get_sdf(1,12),4); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 61; state = 34; personality = 0; nextstate = 35; condition = 1; question = "+30 (max it at 30)"; text1 = "It has been increased by 30."; code = alter_stat(get_sdf(1,12),30); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),2000); else if (get_sdf(1,12) == 3) heal_char(pc_num(),2000); break; begintalknode 62; state = 33; personality = 0; nextstate = 34; condition = 1; question = "Dexterity."; text1 = "_How much adjustment?_"; code = set_flag(1,12,1); break; begintalknode 63; state = 33; personality = 0; nextstate = 34; condition = 1; question = "Intelligence."; text1 = "_How much adjustment?_"; code = set_flag(1,12,2); break; begintalknode 64; state = 33; personality = 0; nextstate = 34; condition = 1; question = "Endurance."; text1 = "_How much adjustment?_"; code = set_flag(1,12,3); break; begintalknode 65; state = 32; personality = 0; nextstate = 36; condition = 1; question = "Combat."; text1 = "_Which skill?_"; begintalknode 66; state = 36; personality = 0; nextstate = 37; condition = 1; question = "Melee weapons."; text1 = "_How much adjustment?_"; code = set_flag(1,12,4); break; begintalknode 67; state = 37; personality = 0; nextstate = 35; condition = get_stat(get_sdf(1,12)) > 1; question = "-2"; text1 = "It has been reduced by 2."; code = alter_stat(get_sdf(1,12),-2); break; begintalknode 68; state = 37; personality = 0; nextstate = 35; condition = get_stat(get_sdf(1,12)) > 0; question = "-1"; text1 = "It has been reduced by 1."; code = alter_stat(get_sdf(1,12),-1); break; begintalknode 69; state = 37; personality = 0; nextstate = 35; condition = 1; question = "No change."; text1 = "The writing fades."; begintalknode 70; state = 37; personality = 0; nextstate = 35; condition = 1; question = "+1"; text1 = "It has been increased by 1."; code = alter_stat(get_sdf(1,12),1); break; begintalknode 71; state = 37; personality = 0; nextstate = 35; condition = 1; question = "+2"; text1 = "It has been increased by 2."; code = alter_stat(get_sdf(1,12),2); break; begintalknode 73; state = 37; personality = 0; nextstate = 35; condition = 1; question = "+3"; text1 = "It has been increased by 3."; code = alter_stat(get_sdf(1,12),3); break; begintalknode 74; state = 37; personality = 0; nextstate = 35; condition = 1; question = "+4"; text1 = "It has been increased by 4."; code = alter_stat(get_sdf(1,12),4); break; begintalknode 75; state = 37; personality = 0; nextstate = 35; condition = 1; question = "+30 (max it at 30)"; text1 = "It has been increased by 30."; code = alter_stat(get_sdf(1,12),30); break; begintalknode 76; state = 36; personality = 0; nextstate = 37; condition = 1; question = "Missile weapons."; text1 = "_How much adjustment?_"; code = set_flag(1,12,5); break; begintalknode 77; state = 36; personality = 0; nextstate = 37; condition = 1; question = "Quick action."; text1 = "_How much adjustment?_"; code = set_flag(1,12,6); break; begintalknode 78; state = 36; personality = 0; nextstate = 37; condition = 1; question = "Anatomy."; text1 = "_How much adjustment?_"; code = set_flag(1,12,7); break; begintalknode 79; state = 32; personality = 0; nextstate = 38; condition = 1; question = "Magic."; text1 = "_Which skill?_"; begintalknode 80; state = 38; personality = 0; nextstate = 37; condition = 1; question = "Battle magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,9); break; begintalknode 81; state = 38; personality = 0; nextstate = 37; condition = 1; question = "Mental magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,10); break; begintalknode 82; state = 38; personality = 0; nextstate = 37; condition = 1; question = "Blessing magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,11); break; begintalknode 83; state = 38; personality = 0; nextstate = 37; condition = 1; question = "Spellcraft."; text1 = "_How much adjustment?_"; code = set_flag(1,12,12); break; begintalknode 84; state = 32; personality = 0; nextstate = 39; condition = 1; question = "Shaping."; text1 = "_Which skill?_"; begintalknode 85; state = 39; personality = 0; nextstate = 37; condition = 1; question = "Fire Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,15); break; begintalknode 86; state = 39; personality = 0; nextstate = 37; condition = 1; question = "Battle Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,16); break; begintalknode 87; state = 39; personality = 0; nextstate = 37; condition = 1; question = "Magic Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,17); break; begintalknode 88; state = 39; personality = 0; nextstate = 37; condition = 1; question = "Healing Craft."; text1 = "_How much adjustment?_"; code = set_flag(1,12,18); break; begintalknode 89; state = 32; personality = 0; nextstate = 40; condition = 1; question = "General."; text1 = "_Which skill?_"; begintalknode 90; state = 40; personality = 0; nextstate = 37; condition = 1; question = "Leadership."; text1 = "_How much adjustment?_"; code = set_flag(1,12,20); break; begintalknode 91; state = 40; personality = 0; nextstate = 37; condition = 1; question = "Mechanics."; text1 = "_How much adjustment?_"; code = set_flag(1,12,21); break; begintalknode 92; state = 40; personality = 0; nextstate = 37; condition = 1; question = "Luck."; text1 = "_How much adjustment?_"; code = set_flag(1,12,22); break; begintalknode 93; state = 31; personality = 0; nextstate = 41; condition = 1; question = "Change spells. (includes healing)"; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of spell would you like to change?_"; begintalknode 94; state = 41; personality = 0; nextstate = 42; condition = 1; question = "Battle."; text1 = "_Which spell?_"; begintalknode 95; state = 42; personality = 0; nextstate = 37; condition = 1; question = "Firebolt."; text1 = "_How much adjustment?_"; code = set_flag(1,12,40); break; begintalknode 96; state = 42; personality = 0; nextstate = 37; condition = 1; question = "Searer."; text1 = "_How much adjustment?_"; code = set_flag(1,12,41); break; begintalknode 97; state = 42; personality = 0; nextstate = 37; condition = 1; question = "Searing Orbs."; text1 = "_How much adjustment?_"; code = set_flag(1,12,42); break; begintalknode 98; state = 41; personality = 0; nextstate = 43; condition = 1; question = "Mental."; text1 = "_Which spell?_"; begintalknode 99; state = 43; personality = 0; nextstate = 37; condition = 1; question = "Unlock."; text1 = "_How much adjustment?_"; code = set_flag(1,12,45); break; begintalknode 100; state = 43; personality = 0; nextstate = 37; condition = 1; question = "Terror."; text1 = "_How much adjustment?_"; code = set_flag(1,12,46); break; begintalknode 101; state = 43; personality = 0; nextstate = 37; condition = 1; question = "Dominate."; text1 = "_How much adjustment?_"; code = set_flag(1,12,47); break; begintalknode 102; state = 41; personality = 0; nextstate = 44; condition = 1; question = "Blessing."; text1 = "_Which spell?_"; begintalknode 103; state = 44; personality = 0; nextstate = 37; condition = 1; question = "War Blessing."; text1 = "_How much adjustment?_"; code = set_flag(1,12,50); break; begintalknode 104; state = 44; personality = 0; nextstate = 37; condition = 1; question = "Speed."; text1 = "_How much adjustment?_"; code = set_flag(1,12,51); break; begintalknode 105; state = 44; personality = 0; nextstate = 37; condition = 1; question = "Mass Energize."; text1 = "_How much adjustment?_"; code = set_flag(1,12,52); break; begintalknode 106; state = 41; personality = 0; nextstate = 45; condition = 1; question = "Healing."; text1 = "_Which spell?_"; begintalknode 107; state = 45; personality = 0; nextstate = 37; condition = 1; question = "Heal."; text1 = "_How much adjustment?_"; code = set_flag(1,12,55); break; begintalknode 108; state = 45; personality = 0; nextstate = 37; condition = 1; question = "Cure Effects."; text1 = "_How much adjustment?_"; code = set_flag(1,12,56); break; begintalknode 109; state = 45; personality = 0; nextstate = 37; condition = 1; question = "Mass Restore."; text1 = "_How much adjustment?_"; code = set_flag(1,12,57); break; begintalknode 110; state = 31; personality = 0; nextstate = 46; condition = 1; question = "Change creations."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of creation would you like to change?_"; begintalknode 111; state = 46; personality = 0; nextstate = 47; condition = 1; question = "Fire."; text1 = "_Which one?_"; begintalknode 112; state = 47; personality = 0; nextstate = 37; condition = 1; question = "Fyora."; text1 = "_How much adjustment?_"; code = set_flag(1,12,60); break; begintalknode 113; state = 47; personality = 0; nextstate = 37; condition = 1; question = "Roamer."; text1 = "_How much adjustment?_"; code = set_flag(1,12,61); break; begintalknode 114; state = 47; personality = 0; nextstate = 37; condition = 1; question = "Drayk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,62); break; begintalknode 115; state = 46; personality = 0; nextstate = 48; condition = 1; question = "Battle."; text1 = "_Which one?_"; begintalknode 116; state = 48; personality = 0; nextstate = 37; condition = 1; question = "Thahd."; text1 = "_How much adjustment?_"; code = set_flag(1,12,63); break; begintalknode 117; state = 48; personality = 0; nextstate = 37; condition = 1; question = "Clawbug."; text1 = "_How much adjustment?_"; code = set_flag(1,12,64); break; begintalknode 118; state = 48; personality = 0; nextstate = 37; condition = 1; question = "Battle Alpha."; text1 = "_How much adjustment?_"; code = set_flag(1,12,65); break; begintalknode 119; state = 46; personality = 0; nextstate = 49; condition = 1; question = "Magic."; text1 = "_Which one?_"; begintalknode 120; state = 49; personality = 0; nextstate = 37; condition = 1; question = "Artila."; text1 = "_How much adjustment?_"; code = set_flag(1,12,66); break; begintalknode 121; state = 49; personality = 0; nextstate = 37; condition = 1; question = "Vlish."; text1 = "_How much adjustment?_"; code = set_flag(1,12,67); break; begintalknode 122; state = 49; personality = 0; nextstate = 37; condition = 1; question = "Glaahk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,68); break; begintalknode 123; state = 46; personality = 0; nextstate = 37; condition = 1; question = "Ornk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,69); break; begintalknode 124; state = 31; personality = 0; nextstate = 50; condition = 1; question = "Add experience."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_How much?_"; text3 = "Note: Don't try to add experience once it's topped out at 30000(level 31). If you do, your experience goes negative."; begintalknode 125; state = 50; personality = 0; nextstate = 35; condition = 1; question = "A little."; text1 = "You feel more experienced."; code = award_party_xp(20,20); break; begintalknode 126; state = 50; personality = 0; nextstate = 35; condition = 1; question = "More."; text1 = "You feel more experienced."; code = award_party_xp(200,20); break; begintalknode 127; state = 50; personality = 0; nextstate = 35; condition = 1; question = "A lot."; text1 = "You feel more experienced."; code = award_party_xp(1000,20); award_party_xp(10,20); award_party_xp(10,20); break; begintalknode 128; state = 50; personality = 0; nextstate = 35; condition = 1; question = "A freakin' huge amount."; text1 = "You feel way more experienced."; code = award_party_xp(4000,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); break; begintalknode 129; state = 31; personality = 0; nextstate = 51; condition = 1; question = "Change money."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Change it by how much?_"; text4 = "The maximum is 30000. Once it gets there, you can't change it except by adding 5000, which sets it back to 0."; begintalknode 130; state = 51; personality = 0; nextstate = 35; condition = 1; question = "Don't add any."; text1 = "Nothing happens."; begintalknode 131; state = 51; personality = 0; nextstate = 35; condition = 1; question = "Add 100."; text1 = "Your purse feels heavier."; code = change_coins(100); break; begintalknode 132; state = 51; personality = 0; nextstate = 35; condition = 1; question = "Add 500."; text1 = "Your purse feels heavier."; code = change_coins(500); break; begintalknode 133; state = 51; personality = 0; nextstate = 35; condition = 1; question = "Add 1000."; text1 = "Your purse feels a lot heavier."; code = change_coins(1000); break; begintalknode 134; state = 51; personality = 0; nextstate = 35; condition = 1; question = "Add 5000."; text1 = "Your purse feels way heavier. It's about time to trade it in for a sack."; code = change_coins(5000); break; begintalknode 135; state = 50; personality = 0; nextstate = 35; condition = 1; question = "Don't add any."; text1 = "Nothing happens."; begintalknode 198; state = 35; personality = 0; nextstate = -1; condition = 1; question = "OK."; text1 = "Use it again?"; begintalknode 199; state = 31; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "It folds up remarkably quickly, and in a few seconds it is indistinguishable from a normal obelisk."; action = END_TALK;