
begintalkscript;

variables;

begintalknode 10;
	state = -1;
	nextstate = -1;
	question = "Harbor Guard";
	text1 = "This guard pays no attention to you. Apparently the crates sitting around are more important than you are.";

begintalknode 11;
	state = -1;
	nextstate = -1;
	question = "Harbor Guard";
	text1 = "This guard appears to be asleep standing up. Go figure.";

begintalknode 12;
	state = -1;
	nextstate = -1;
	question = "Harbor Guard";
	text1 = "This guard is out cold. He didn't even bother taking off his armor before collapsing.";

begintalknode 15;
	state = -1;
	nextstate = -1;
	question = "Sailor";
	text1 = "You don't get much out of this sailor that isn't swearing or complaining about a lack of shore leave.";
	text2 = "In fact, he's pretty much incoherent.";

begintalknode 16;
	state = -1;
	nextstate = -1;
	question = "Sailor";
	text1 = "This sailor is out cold, sprawled across a bed. It would probably be unwise to wake him.";

begintalknode 20;
	state = -1;
	nextstate = 20;
	question = "Dockmaster Henric";
	text1 = "This man appears to be an aging bureaucrat, one who no longer even notices the amount of paperwork scattered about the room. He barely notices you either, as he seems a little preoccupied with the pipe he's smoking.";
	text2 = "_Yes, what is it?_ he asks, pausing to blow a few smoke rings.";
	text3 = "The placard on his desk reads 'Dockmaster Henric'.";
	text5 = "The dockmaster sort of acknowledges your presence.";
	action = INTRO;

begintalknode 21;
	state = 20;
	nextstate = -1;
	question = "What do you do here?";
	text1 = "He points to the placard on his desk.";

begintalknode 22;
	state = 20;
	nextstate = -1;
	question = "Does anything really interesting go on here?";
	text1 = "He shrugs.";

begintalknode 23;
	state = 20;
	nextstate = -1;
	question = "Have any quests you need doing?";
	text1 = "_Sorry, nope._";

begintalknode 24;
	state = 20;
	nextstate = -1;
	condition = get_flag(2,2) == 0;
	question = "We need a boat.";
	text1 = "You explain that you've been sent on a mission by Mayor Skellick, and the dockmaster nods, waving absentmindedly.";
	text2 = "_Yes, yes, fine. Take the boat at the second dock. Try to bring it back in one piece, if you can._";
	code = 
		set_flag(2,2,1);
		set_boat_property(0,1);
	break;
