begintalkscript;

variables;

begintalknode 1;
	state = -1;
	nextstate = 1;
	personality = 1;
	question = "The Boss";
	text1 = "The Boss sits at a crude table, wolfing down an entire chicken.  The grease and wine that have dribbled onto his chin have been wiped unceremoniously across his fat face, accumulating on his sleeve in an ever-growing stain.";
	text2 = "You notice that papers, some possibly important, have been strewn about in the frenzy.";
	text3 = "He seems pleased to see you, and slows his rampage in order to talk business.  His lips smack together while he speaks, as if his mind never drifts far from his next meal.";
	text4 = "_Welcome to Nowhere Special. I'm The Boss.  How do you like your sleeping arrangements?  I hope you found them adequite._";
	text5 = "The Boss waits impatiently.  _What do you need now?_";
	action = INTRO;

begintalknode 2;
	state = 1;
	nextstate = 2;
	condition = get_flag(1,10) <= 0;
	personality = 1;
	question = "Lose the pleasantries, what needs to be done?";
	text1 = "_Ah, straight to the business!  I like that in a employee._ He rips a leg off the carcass and tears into it.";
	text2 = "_I hope you don't mind my eating, it's just that I'm so hungry._  He swallows a chunk of flesh and downs it with a swig of wine.";
	text3 = "_Where were we?  Ah yes, the business!  I'm glad to see you are so ready to get started as I have a pesky problem on my hands and my good-for-nothing guards cannot help me._";
	text4 = "You see, here in Nowhere Special, we usually prefer to do things the safe way.  As such, when a bunch of monsters moved in to the nearby cave, I decided to make a pact with them._";
	text5 = "He pauses to dislodge a small bone from between his teeth with a pudgy finger.";
	text6 = "_In exchange for not killing them off, it was decided that as long as they did not bother me, I would not bother them._";
	text7 = "But recently, it has come to my intention that the little buggers have abused my kindness, and are constantly inviting more and more monsters to live with them!_";
	text8 = "And what's worse,_ his voice begins to rise and his face begins to darken, _They've made up some sort of secret and are keeping it hidden from me!  FROM ME, WHO GAVE THEM FREEDOM TO LIVE!_";

begintalknode 3;
	state = 2;
	nextstate = 3;
	personality = 1;
	question = "Okay... so what do you want from me?";
	text1 = "_What do I want... WHAT DO I WANT!?_";
	text2 = "He tries to contain himself, clenching his mouth shut but holding in the air so that his cheeks burst forward like a toad's.  Sweat pours from his body as he begins to rumble.";
	text3 = "His face turns a dark purple and he begins to splutter.  Quivering, he squeezes the chicken leg as if in an effort to find support for his rage, which he releases in mighty blows to the table.";

begintalknode 4;
	state = 3;
	nextstate = 4;
	personality = 1;
	question = "Yes, what do you want?";
	text1 = "He collapses in his chair, exhausted from the ordeal.  He wipes the stained sleeve across a sweaty brow adding to the concoction.";
	code =
		play_sound(-48);
		large_draw_pic_dialog(540,"I WANT YOU TO KILL THEM DEAD!");
break;
begintalknode 5;
	state = 4;
	nextstate = -1;
	personality = 1;
	question = "Understood.";
	text1 = "_Good._";
	text2 = "The color recedes from his face and he begins to eat again.";
	action = END_TALK;
	code =
		toggle_quest(1,0);
		toggle_quest(2,1);
		set_flag(1,10,1);
break;
begintalknode 6;
	state = 1;
	nextstate = -1;
	condition = get_flag(1,10) >= 1;
	personality = 1;
	question = "What am I supposed to be doing again?";
	text1 = "The Boss begins to quiver with impatience.";
	text2 = "_Kill them dead!  Don't come back until you do!_";
	action = END_TALK;

begintalknode 7;
	state = -1;
	nextstate = 10;
	personality = 2;
	question = "Smug Guard";
	text1 = "This smug guard stands in your way.  You just want to smack the smug look off of his smug face.";
	text2 = "_I'm sorry,_ he says smugly, _can I help you?_";
	text5 = "_Back again?_ the smug guard asks smugly.";
	text6 = "_We're done talking now, goodbye._";
	action = INTRO;
	code =
	if(get_flag(1,15) == 1){
		remove_string(5);
		add_string(6);
		}
		else{
			remove_string(6);
			}
break;

begintalknode 8;
	state = 10;
	nextstate = 11;
	personality = 2;
	condition = get_flag(1,15) <= 0;
	question = "Let me in!";
	text1 = "His smug face gets even smuggier.";
	text2 = "_I'm sorry, but we're currently not allowing anyone within Fort Town._";

begintalknode 9;
	state = 11;
	nextstate = 12;
	personality = 2;
	question = "What the hell! Why?";
	text1 = "The new level of smugness this guard achieves makes you want to puke.";
	text2 = "_Captain's orders._";

begintalknode 10;
	state = 12;
	nextstate = 13;
	personality = 2;
	question = "Captain? Where's The Boss?";
	text1 = "The guard puts on look of saddness that can only be described as smug.";
	text2 = "_I'm afraid that The Boss had a sudden heart attack and died.  It was quite unexpected._";

begintalknode 11;
	state = 13;
	nextstate = 14;
	personality = 2;
	question = "But... but I completed his stupid mission!  I killed them dead!";
	text1 = "He looks at you pityingly with his smug eyes.";
	text2 = "_Truly?  What a shame._";

begintalknode 12;
	state = 14;
	nextstate = 15;
	personality = 2;
	question = "So where's my reward?";
	text1 = "He chuckles smugly.";
	text2 = "_Not my department._";

begintalknode 13;
	state = 15;
	nextstate = 16;
	personality = 2;
	question = "Look pal, I'm not leaving until I get my reward.";
	text1 = "He smugly fiddles with his gauntlets.";
	text2 = "_There's nothing else I can do._";

begintalknode 14;
	state = 16;
	nextstate = 17;
	personality = 2;
	question = "That does it!  You either give me a damn reward for my services or I'm going to go buckwild on your smug ass!";
	text1 = "The guard shrugs smugly.";
	text2 = "_Fine, whatever, since you put it that way I guess I'll give you something for solving a general problem._";
	text3 = "He smugly reaches into his pockets.";
	text4 = "_I'll make a deal with you.  You can either have this five gold,_ he smugly pulls out five gold coins from his right-hand pocket, _or you can have the super cool mystery prize in my left-hand pocket._";
	text5 = "_It's your pick,_ he adds smugly.";

begintalknode 15;
	state = 17;
	nextstate = 18;
	personality = 2;
	question = "(Ooo look at the stupid, dumb, smug guard thinking he's so smart trying to trick me into taking five gold when it's obvious he's hiding a fortune in that left hand pocket)  I'm no idiot, I'll take that mystery prize.";
	text1 = "He smugly pulls out his left hand and smugly opens it revealing... NOTHING!";
	text2 = "_Congratulations, you win absolutely nothing.  Have a nice day._";
	code =
	set_flag(1,15,1);
	inc_flag(10,10,1);
	toggle_quest(1,0);
break;

begintalknode 16;
	state = 17;
	nextstate = -1;
	personality = 2;
	question = "I'm not falling for that trick, I'll take what I can get.  Give me the five gold.";
	text1 = "The guard smugly gives you the five gold coins.";
	text2 = "_There you go, all five gold.  You can count them if you want to, they're all there._";
	text3 = "He smugly chuckles at his smug sense of humor.";
	text4 = "_Have a nice day._";
	action = END_TALK;
	code =
	change_coins(5);
	set_flag(1,15,1);
	set_flag(1,16,1);
	toggle_quest(1,0);
break;
begintalknode 17;
	state = 18;
	nextstate = -1;
	personality = 2;
	question = "WHAT THE HELL!";
	text1 = "He smugly chuckles.";
	text2 = "_Hey, it was your choice.  Now have a nice day and leave me the hell alone._";
	action = END_TALK;