An editor.

Pages

AuthorTopic: An editor.
Apprentice
Member # 7249
Profile #0
Has anyone developed an editor for G4 that doesn't screw up the game? If so, please upload it.

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Well, you may disagree, but I have thumbs! Look!
Posts: 28 | Registered: Wednesday, June 21 2006 07:00
Shaper
Member # 7420
Profile Homepage #1
Alas, I'm not sure how to upload something like that. I wouldn't just paste all that text in a post, would I?

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You lose.
Posts: 2156 | Registered: Thursday, August 24 2006 07:00
...b10010b...
Member # 869
Profile Homepage #2
You could. Put it in code tags, though.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Councilor
Member # 6600
Profile Homepage #3
Originally by Emperor Tullegolar:

quote:
Alas, I'm not sure how to upload something like that.
Well, you could create a free website with some place like Freewebs or Geocities, and paste it there. You could probably create it without needing to use HTML.

Edit: Dikiyoba just tried it with Freewebs. Totally doable.

[ Thursday, December 07, 2006 20:42: Message edited by: Dikiyoba ]
Posts: 4346 | Registered: Friday, December 23 2005 08:00
Apprentice
Member # 6503
Profile #4
If it's an edited script, however, you may just want to upload the file to sendspace/megaupload/rapidshare or another similar host.
Posts: 18 | Registered: Friday, November 25 2005 08:00
Shaper
Member # 7420
Profile Homepage #5
Right. Well, hopefully, you know the drill.
1. Find the Geneforge scripts folder.
2. In it, find the 'z0rebbasedlg.txt' script.
3. Open that script, and copy the information below over whatever is in there already.
4. You should probably back it up before doing this... blah blah blah.
5. Access the editor at the very first sign you see by the storage room in the begining of the game.
6. Edit.
7. Finally, crush the pitiful rebellion with your new god character.

// dlg.txt

begintalkscript;

variables;

begintalknode 1;
state = -1;
nextstate = -1;
condition = get_sdf(0,4) == 0;
question = "special";
text1 = "There is a door to the north. (North is to the upper right and is marked with an N.) Click on the doors to open them, and walk into the storeroom beyond.";
action = SET_SDF 0 4 1;

begintalknode 2;
state = -1;
nextstate = -1;
condition = get_sdf(0,5) == 0;
question = "special";
text1 = "This is a small, moist storeroom. Supplies smuggled into the base are sometimes left in here so they can stay dry until someone comes for them. There is hardly anything in here now, though. The rebels are always short of equipment.";
text2 = "Fortunately, one puny weapon has been left here. It's just a dagger. Still, until the rebels can get you to the Geneforge and remake you, it is better than your bare hands.";
text3 = "(There is a dagger on the table. You should get it and equip it. To pick up an item, walk up to it and bring up the Inventory window. Do this by pressing the Get Items button or typing 'g'.)";
code =
set_dialogue_pic(219);
set_flag(0,5,1);
break;

begintalknode 3;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The dagger in your hand makes you feel a little better. It's a puny weapon, dented and rusty. Nothing compared to the power you have been promised.";
text2 = "Now you should probably get and wear some armor. There is a suit of chitin armor in the cabinet by the west wall.";
text3 = "Chitin armor is flimsy stuff, made from the carapace of a creature created for this purpose by the Shapers. It's cheaper than leather or metal, but offers less protection.";
text4 = "To look inside the cabinet, click on it. Get the armor and wear it.";
text5 = "Since you also have the armor, you should go out and speak with Greta again.";
code =
if (has_item(36)) {
rs(2); rs(3); rs(4);
}
else rs(5);
break;

begintalknode 4;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "If you are going to try to get to safety, you should prepare to defend yourself first.";
text2 = "There is a dagger on the table in the storeroom. You should get it and equip it. To pick up an item, bring up the Inventory window. Press the Inventory button by your character's portrait (to the upper left, looks like a bag) or type 'g'.";

begintalknode 5;
state = -1;
nextstate = 5;
condition = 1;
question = "special";
text1 = "The sign says:";
text2 = " SUPPLY STORAGE";
text3 = " Or you could try editing your character.";

begintalknode 6;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "You inspect your craft again. It is a living craft, a reptile with a flat back specially created to carry small groups over the water. It's a safe and fast (if extremely wet and uncomfortable) ride.";
text2 = "The creature snorts and bares its teeth at you when you get close. It only obeys orders from its masters. You aren't one of them.";

begintalknode 7;
state = -1;
nextstate = -1;
condition = get_sdf(0,6) == 0;
question = "special";
text1 = "There is a dead servile by the side of the path. It looks like she was dragging a cart of goods to the citadel when the raiders caught her. She was a worker, not a warrior. She didn't last for long.";
text2 = "You notice that the attackers left her coin purse alone.";
text3 = "(If you don't mind robbing the dead, you can search the servile's body by clicking on it.)";
action = SET_SDF 0 6 1;

begintalknode 8;
state = -1;
nextstate = -1;
condition = get_sdf(0,7) == 0;
question = "special";
text1 = "Much to your relief, you can see that there is a minefield ahead, clustered around a single trigger.";
text2 = "Mines are special creatures, made by those skilled in the art of Shaping. Each group of mines has a trigger, set to destroy a certain sort of foe. When the enemy gets too close to the trigger, it detonates all nearby mines.";
text3 = "Fortunately, these mines are here to protect you, not harm you. The sensor tendrils of the trigger aren't pointing at you. You can pass. Hopefully, any foes chasing you will turn back.";
text4 = "(These mines won't hurt you. Others will. Later, you will learn how to disarm hostile mines.)";
action = SET_SDF 0 7 1;

begintalknode 9;
state = -1;
nextstate = -1;
condition = 1;
question ="special";
text1 = "You inspect the mine closely. It is a living (if mindless) thing, infused with powerful and deadly Shaper magic. You decide to leave it alone.";


begintalknode 10; // go to greta
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "Just ahead, you can see the rest of your group. Greta and the two other prospectives, Tyrol and Magda, are sitting around a small, smoky fire. The other soldiers keep watch to the south.";
text2 = "As you watch them, you realize that something doesn't seem right. Though you are deep in rebel territory, the soldiers have their batons and blades out and seem to be on the alert.";
text3 = "Greta sees you and gets up from the fire. She waves for you to come and speak with her.";
text4 = "(When special things happen, you will see text like this. When you're ready to continue, select 'OK' below.)";

begintalknode 15; // 1st greta talk
state = -1;
nextstate = 15;
condition = 1;
question = "Name";
text1 = "Greta walks up to speak with you. Between the darkness of the voyage over the water and your overwhelming seasickness, you never got a good look at her. Now you do.";
text2 = "You had heard of Greta before you met her. Most rebels have. Greta was once a loyal Agent, a servant of the Shapers, trained and true. But then she abandoned her kind and joined the rebellion.";
text3 = "That is unusual. What is stranger still is that she is still alive. Despite all the battles, all the defeats, she has lived. Scarred, burned, and afflicted with a permanent limp, true. And exhausted. But she is still fighting.";
text4 = "She also looks very worried. She inspects you to make sure you're able to move without slowing her down, and says, _All right. Glad you're here. We need to get you armed and armored. Then we need to move._";
text5 = "(You are now in a conversation. Select one of the responses below by clicking on it or typing a number next to it.)";
code =
sf(0,2,2);
break;

begintalknode 16;
state = 15;
nextstate = -1;
condition = 1;
question = "All right. Let's go.";
text1 = "Greta shakes her head. _It wouldn't be wise. Not until you have a blade. So get one, and hurry up about it._";

begintalknode 17;
state = 15;
nextstate = 16;
condition = 1;
question = "Where can I get a weapon?";
text1 = "Greta points to the west. _The storeroom is in there. There isn't much left. We cleaned it out pretty good. But I made sure that something was left for you. And hurry!_";

begintalknode 18;
state = 15;
nextstate = 16;
condition = 1;
question = "Is something wrong?";
text1 = "_I don't know. Something isn't right. Go get ready. We're keeping watch._";
text2 = "Then Greta points to the west. _The storeroom is in there. There isn't much left. We cleaned it out pretty good. But I made sure that something was left for you. Go. Hurry!_";

begintalknode 19;
state = 16;
nextstate = -1;
condition = 1;
question = "Why the haste? Aren't we in secure territory?";
text1 = "Greta chuckles. _You don't know much about the Shapers, do you? There is no secure territory. They can see everywhere. Their creations can get anywhere. Now go._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;

begintalknode 20;
state = 16;
nextstate = -1;
condition = 1;
question = "All right. I'm going.";
text1 = "_All right. We'll wait here. But not for long._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;

begintalknode 21;
state = 16;
nextstate = -1;
condition = 1;
question = "All right. But I don't take well to people ordering me around.";
text1 = "Greta starts to snap back at you, but then she decides not to bother. _It's my job to escort you, not beat wisdom into you. Just go get your stuff._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;


begintalknode 23;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta sighs. _I see you don't have a blade yet. Please hurry and get one. If you're going to survive for long, you need to learn to react quickly and always be ready to fight. So go!_ She points to the west again.";
text2 = "(Come back to Greta when you have a dagger equipped.)";
text3 = "Greta sees that you have a blade ready. _Come closer. We need to plan._";
action = END_TALK;
code =
if (has_item_equip(61)) {
rs(1); rs(2);
}
else rs(3);
break;

begintalknode 25;
state = -1;
nextstate = 20;
condition = 1;
question = "Name";
text1 = "When Greta sees that you have a blade ready, she nods approvingly. Then she smiles. _That's a pretty pitiful weapon, but it will make a hole in someone if you put some muscle behind it._";
text2 = "_Now that you're ready, we need to be moving to Southforge Citadel. Little time for chatting. We have to hurry. Something is wrong._";
code =
sf(0,2,3);
break;

begintalknode 26;
state = 20;
nextstate = 21;
condition = 1;
question = "Something's wrong? How can you tell?";
text1 = "_It's a sense you can pick up. The ability to detect disaster. I got lots of practice. When you're a rebel, there's always a disaster approaching._";
text2 = "_Anyway, there's nobody here at the docks, and things don't sound right. Maybe there isn't a problem. But I think we have to move. Now._";

begintalknode 27;
state = 20;
nextstate = 21;
condition = 1;
question = "What's going on?";
text1 = "_I'm not sure yet. But I have my suspicions. Learn a lesson. Don't be lazy. Be paranoid. When you think something is wrong, there probably is._";
text2 = "_Look around. There's nobody here at the docks, and things don't sound right. Maybe there isn't a problem. But I think we have to move. Now._";

begintalknode 28;
state = 20;
nextstate = 21;
condition = 1;
question = "What should I do?";
text1 = "_Ah. Ready to react. Ready to follow the orders of someone who knows what she's doing. That's good. Keep that up._";
text2 = "_What I think is that we need to move to Southforge Citadel. Now._";

begintalknode 29;
state = 21;
nextstate = -1;
condition = 1;
question = "All right. Lead and I will follow.";
text1 = "_All right. Stay close. Move fast. And if I'm right and the enemy has made a landing here? Run!_";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;

begintalknode 30;
state = 21;
nextstate = -1;
condition = 1;
question = "Wait. There's something I need to do here first.";
text1 = "Greta looks around. She's starting to grow increasingly worried. _All right, but be very quick. I hope that what you need is important. Talk to me again when you're ready to move._";
action = END_TALK;

begintalknode 31;
state = 21;
nextstate = -1;
condition = 1;
question = "One moment. I need to talk to the other prospectives first.";
text1 = "Greta looks around. She's starting to grow increasingly worried. _All right, but be very quick._ She points at Tyrol and Magda, who are warming themselves by the fire.";
text2 = "_I hope that what you need is important. Talk to me again when you're ready to move._";
action = END_TALK;

begintalknode 32;
state = 21;
nextstate = -1;
condition = 1;
question = "I'd rather strike out on my own. I don't take to following orders.";
text1 = "Greta looks exasperated. And increasingly worried. _I don't have time for this now. Go do what you want. But if you want to stay safe, I suggest that you follow me._";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;


begintalknode 35;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta's nervousness is starting to edge over into terror. Finally, she decides that you've been waiting here too long. _All right. Any extra business you have can be settled at the citadel. Follow me. And quickly!_";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;

begintalknode 36;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta sees an enemy creation and shouts an alarm. _It's a raid! The Shapers have found us! Hurry! To the citadel! Follow me!_";
text2 = "She begins to run down the pathway as fast as she can.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;


begintalknode 38;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The sign says:";
text2 = " Minetender Rhebben";
text3 = " DON'T TOUCH ANYTHING!";

begintalknode 40;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The outside of this small cabinet has been scorched by a stray bolt of lightning. With a hearty pull, you are able to get it open.";
text2 = "There were three living tools in here. Unfortunately, two of them were killed by the heat of the attack. This third one is still alive and intact, a rod of Shaped material about eight inches long. You take it.";
text3 = "The cabinet is empty.";
code =
if (gf(0,10) == 0) {
rs(3);
sf(0,10,1);
set_spec_item(1,1);
}
else {
rs(1); rs(2);
}
break;

begintalknode 41;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The body of the minetender was blasted against the back wall here by an intense blast of magical energy. Nothing of value survived on the body.";

begintalknode 42;
state = -1;
nextstate = -1;
condition = get_sdf(0,11) == 0;
question = "special";
text1 = "You enter the minetender's hut and find that it has been wrecked. Several blasts of lightning killed the minetender and destroyed just about everything of value.";
action = SET_SDF 0 11 1;

begintalknode 43;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "This mine is inactive.";

begintalknode 44;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,12) == 0;
question = "special";
text1 = "Now that you have made some progress, you should save the game. Saving the game creates a _snapshot_ of your progress. Later, you can load the saved game and continue where you left off.";
text2 = "To save the game, press the disk button (pictured above) and select Save. On the save game window, type a name for your saved game and click the OK button. You have recorded your progress!";
text3 = "Later, to load a saved game, press the disk button, select Load Game, and select your saved game. You can then keep going. This can be very useful if you died.";
text4 = "Save often. You never know when you might get killed.";
text5 = "Finally, the game saves for you automatically whenever you enter a new area. If you die, you can always load the Autosave game.";
action = SET_SDF 0 12 1;
code =
set_dialogue_pic(210);
break;

begintalknode 45;
state = -1;
nextstate = -1;
condition = get_sdf(0,13) == 0 && gf(0,2) < 4;
question = "special";
text1 = "Greta calls out to you, _Stop! Come back! We should all advance as a group. When you are armed, talk to me, and we can proceed._";
action = SET_SDF 0 13 1;

begintalknode 46;
state = -1;
personality = 0;
nextstate = -1;
condition = 1;
question = "special";
text1 = "You are now in combat mode. This means that something has attacked your group, and you will have to flee or defend yourself.";
text2 = "Time in combat is split up into _Rounds._ Each round, every creature takes a turn one at a time. On your turn, you can move, attack, cast a spell, and so on. When all creatures have acted, the round ends and another starts.";
text3 = "For now, you don't have the skills to defend yourself against the fearsome creature guarding the road. You should spend your turns running to the west and hoping that you can find a safe place to hide.";
action = SET_SDF 0 14 1;

begintalknode 47;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,15) == 0;
question = "special";
text1 = "You have found a place where you will be safe from the kyshakk. Once you are far enough away from it, you can leave combat mode.";
text2 = "To end combat, press the Peace button on the right edge of the screen.";
action = SET_SDF 0 15 1;
code =
set_dialogue_pic(215);
break;

begintalknode 48;
state = -1;
nextstate = -1;
condition = get_sdf(0,16) == 0;
question = "special";
text1 = "The ground nearby is scorched, and you can see the remains of several detonated mines. The defenses here have been breached.";
action = SET_SDF 0 16 1;

begintalknode 49;
state = -1;
nextstate = -1;
condition = get_sdf(0,18) == 0;
question = "special";
text1 = "You are close to the gateway of Southforge Citadel. This is the final goal of your long journey, the place where you will be remade by the Geneforge, given incredible powers, and sent to battle the hated Shapers.";
text2 = "Unfortunately, because of the attack, the gates of the citadel are fully defended. First, there is a ring of field projectors blocking the path. Until they are disabled, they promise great suffering to your group if you try to pass.";
text3 = "Second, the doorway itself is sealed, and you can see no control lever or other way through. You can only hope that Greta knows how to pass it.";
text5 = "(Fields like this one go off when someone with Shaping power, like you, gets close, doing lots of damage. Then, after a short time, they recharge themselves. You will need to sneak around them and use the controls that turn them off.)";
text6 = "(You can tell that they are off when the tops no longer glow and the balls of light stop floating between them.)";
action = SET_SDF 0 18 1;

begintalknode 50;
state = -1;
nextstate = -1;
condition = get_sdf(0,19) == 0;
question = "special";
text1 = "You have found the controls for the pylons. At least, you hope that's what they are. It looks like some creature tried to smash them, failed, got frustrated, tried to run through the field, and that was the end of it.";
text2 = "All you need to do is insert the key and you should be able to deactivate the field.";
text3 = "Though you don't have the key, it looks like you might have gotten lucky. The blows seem to have cracked the locking mechanism. Your skill might be sufficient to use the device.";
text4 = "(Click on the controls to use them.)";
action = SET_SDF 0 19 1;
code =
if (has_spec_item(1) > 0)
rs(3);
else rs(2);
break;

begintalknode 51;
state = -1;
personality = 0;
nextstate = -1;
condition = 1;
question = "special";
text1 = "Use the party roster area to select and get information on you and your creations. Click a character (or type '1'-'8') to select it.";
text2 = "Sometimes, you will want to select all your characters. Type '0' to do this.";
text3 = "VERY USEFUL TIP: You can also select multiple characters by moving the cursor onto the terrain, holding the mouse button down, and dragging the cursor. This _draws a box._ When you release the mouse button, you will select every character inside the box.";
code =
set_dialogue_pic(196);
break;

begintalknode 52;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,25) == 0 && gf(0,20) > 0;
question = "special";
text1 = "You have reached the end of this area, the first of over eighty in Geneforge 4. When you are ready to move on, step on the area shaded blue.";
text2 = "You will then be on the world map. To travel to a new region, click on it, and then select Travel. To make things easier, the next section will be automatically selected for you.";
text3 = "Inside Southforge Citadel, you will learn about Shaping, spells, and combat. Good luck! Your adventures are just beginning!";
action = SET_SDF 0 25 1;
code =
set_dialogue_pic(211);
break;

begintalknode 60;
state = -1;
nextstate = 50;
condition = 1;
question = "Name";
text1 = "Greta turns to you. She looks relieved to see you survived the run west. _It was as I feared. A Shaper raid. What we have long feared has happened at last. They have found Southforge Citadel._";
text2 = "_Tyrol was lost, I see. It is a terrible thing. We can't afford to lose any more prospectives._";
text3 = "_Magda was lost, I see. It is a terrible thing. We can't afford to lose any more prospectives._";
text4 = "_Both Tyrol and Magda were lost, I see. It is a terrible thing. A disaster. We can't afford to lose any more prospectives._";
text5 = "_We must get you to the Geneforge, quickly. We will need defenders soon if the war has come here. But first, we must tend to our wounds. And there is something that needs to be done._";
code =
rs(2); rs(3); rs(4);
if ((gf(0,8) > 0) && (gf(0,9) > 0))
as(4);
else if (gf(0,8) > 0)
as(2);
else if (gf(0,9) > 0)
as(3);
sf(0,2,6);
break;

begintalknode 61;
state = 50;
nextstate = -1;
condition = 1;
question = "What was that thing?";
text1 = "_It was a Kyshakk. A new Shaper creation. Only started appearing on the battlefield about two years ago. Extremely dangerous._";

begintalknode 62;
state = 50;
nextstate = 51;
condition = 1;
question = "Can we go back and kill that invader?";
text1 = "_We could probably kill it, but with casualties. Better to let the mines hold it back and reinforce the citadel. My mission is to deliver us all here, and that's what I will do._";
text2 = "She points to the north. _There is a workshop up there. Where the minetender lives. There should be a key in there. It's to the defensive field we need to pass to enter the citadel. While we recover from the attack, go find the key._";

begintalknode 63;
state = 50;
nextstate = 51;
condition = 1;
question = "There is something I want to know about you.";
text1 = "_You want to talk to me? And find out everything about me? Now?_ Greta laughs. _You remind me of someone I used to know. A friend of mine. But there is no time. For now, we need to get to the citadel._";
text2 = "She points to the north. _There is a workshop up there. Where the minetender lives. There should be a key in there. It's to the defensive field we need to pass to enter the citadel. While we recover from the attack, go find the key._";

begintalknode 64;
state = 51;
nextstate = -1;
condition = 1;
question = "Do you think we will be attacked soon?";
text1 = "_Probably. But nobody is attacking now. We will have to use this time the best we can before we head south._";

begintalknode 65;
state = 51;
nextstate = -1;
condition = 1;
question = "Will the minetender help me?";
text1 = "_The minetender is probably dead._";

begintalknode 66;
state = 51;
nextstate = -1;
condition = 1;
question = "What does the key look like?";
text1 = "_Like a living tool. Sort of a stick thing, half-wood, half-meat. Typical Shaper stuff._";

begintalknode 67;
state = 51;
nextstate = -1;
condition = 1;
question = "I'll see what I can do.";
text1 = "_All right. And hurry. Come back when you have it._";
text2 = "(The minetender's shed is to the north. North is up and to the right. Enter the shed and find the key. When you have it, talk to Greta again.)";
action = END_TALK;

begintalknode 69;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta asks if you have the key. You don't. _Look around! We aren't back in your little village or wherever you come from. We're in the middle of a war. Stop wasting time and find that key!_";
text2 = "(The minetender's shed is to the north. North is down and to the right. Enter the shed and find the key. When you have it, talk to Greta again.)";
text3 = "Greta asks if you have the key. You show it to her. She nods. _Then all is well. Nothing could possibly go wrong now. Hang on to that and follow me. If we meet more of the enemy, run and keep running._";
action = END_TALK;
code =
if (has_spec_item(1) == 0)
rs(3);
else {
rs(1);
rs(2);
sf(0,2,7);
}
break;

begintalknode 70;
state = -1;
nextstate = 70;
condition = 1;
question = "";
text1 = "Greta stops moving and looks to the west. You can see the gates of Southforge Citadel. The defensive pylons are still intact and active. That means that they will attempt to ward off any being with the power to Shape. Including you.";
text2 = "Greta holds her sword at the ready and looks to the east. _I doubt that we're safe yet. I will hold off any attackers. As for the field, it will harm anyone who is infused with even a little Shaping essence. Like me. Or you._";
text3 = "_You need to lower the field so that we can get to safety._";
text4 = "Greta says, _What are you waiting for? Lower the field!_";
code =
if (gf(0,2) == 8) {
rs(4);
sf(0,2,9);
}
else {
rs(1); rs(2); rs(3);
}
break;

begintalknode 71;
state = 70;
nextstate = -1;
condition = has_spec_item(1) == 0;
question = "How can I lower the field?";
text1 = "Greta looks exasperated. _Where is the key? You don't have the key?_ You shake your head. _Well, then do what you can._";
text2 = "_Maybe you're talented. I'm sort of doubting that, but we'll see. You'll have to try to disarm the field on your own._";

begintalknode 72;
state = 70;
nextstate = -1;
condition = has_spec_item(1) > 0;
question = "How can I lower the field?";
text1 = "_Go to the control switch and insert the key. Hopefully, if the mechanism hasn't been damaged, and if we aren't any more phenomenally unlucky than we've already been, we'll be able to get through._";

begintalknode 73;
state = 70;
nextstate = -1;
condition = 1;
question = "Why don't we just run through the field?";
text1 = "_Because of that whole, tricky 'Instant Fiery Death' thing. In my experience, trying to deal with traps by just gutting them out doesn't work very well._";

begintalknode 74;
state = 70;
nextstate = -1;
condition = 1;
question = "Where do I disable the field?";
text1 = "Greta points to the west. _The box is by the north cliff. Edge along the wall to get to it._";
text2 = "_Don't get too close to the field, though. Or, you know. Boom!_";

begintalknode 75;
state = 70;
nextstate = -1;
condition = 1;
question = "I'm going now.";
text1 = "_Good. Go. Hurry._ Greta turns to watch the pathway to the east. It looks like something may be approaching through the mist.";
text2 = "(Once this fight is over, you might want to save the game. This is always a good idea before attempting something dangerous. )";
action = END_TALK;

begintalknode 80;
state = -1;
nextstate = -1;
condition = 1;
question = "I'm going now.";
text1 = "Greta looks to the west and sees that the field is down. _At last! I will unlock the door, and we can escape. Hurry!_";
text2 = "She runs toward the door.";
action = END_TALK;
code =
award_party_xp(500,1);
break;

begintalknode 85;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There are several rebel soldiers escorting you to Southforge Citadel. They have kept to themselves. In fact, you prospectives seem to have made them extremely nervous.";
text2 = "Right now, they don't seem interested in conversation. They are listening carefully for signs of the enemy.";
text3 = "Right now, considering the unfortunate circumstances, no conversation is forthcoming. This soldier is all business.";
action = END_TALK;
code =
if (gf(0,2) < 4)
rs(3);
else rs(2);
break;

begintalknode 86;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Two creations were sent to protect you and the other prospectives on the journey to Southforge Citadel. Like the Shapers, the rebels create and use creations. However, the rebels are far kinder to the creatures they create.";
text2 = "The creature sniffs at your hand. It seems very calm. And yet, if you were attacked, it would happily die to defend you.";
text3 = "This creation senses your fear and is completely alert. You have no doubt that it would happily die defending you from your attackers.";
action = END_TALK;
code =
if (gf(0,2) < 4)
rs(3);
else rs(2);
break;

begintalknode 90;
state = -1;
nextstate = 90;
condition = 1;
question = "Tyrol";
text1 = "You walk over to Tyrol, one of the prospectives making the journey to Southforge Citadel with you. Like you, he has had several years of magical training being taught the basics of the Shaping art.";
text2 = "However, he is much more advanced than you, and he has already received some modification. Like most who have been altered, he has a strange air around him, as if he has become disconnected from the people he sees.";
text3 = "_Yes?_ Tyrol says. _What do you require of me? I am trying to marshal my resources for the conclusion of our journey._";
text5 = "The tiniest flicker of a frown appears on Tyrol's normally calm face. _Is there something else? I really must concentrate if I am to aid Greta._";
action = INTRO;

begintalknode 91;
state = 90;
nextstate = 91;
condition = 1;
question = "Have you already received much training?";
text1 = "_In years, as much as you. But I can clearly see that I have gained much more from my years of work. I have been given much more as a reward for my promise._";
text2 = "_Before we left, I was even allowed to use two of the precious canisters._";

begintalknode 92;
state = 90;
nextstate = 92;
condition = 1;
question = "What are you preparing to do?";
text1 = "_Fight, if necessary. I agree with Greta. The way to the citadel is not safe. I eagerly anticipate the chance to use my abilities._";

begintalknode 93;
state = 91;
nextstate = -1;
condition = 1;
question = "Why have you gained so much more than me?";
text1 = "_I do not know. Probably superior inherent talent and intelligence. No offense._";

begintalknode 94;
state = 91;
nextstate = -1;
condition = 1;
question = "You have used the canisters?";
text1 = "_Yes. Already, I have been allowed to use the devices that remake us and add to our powers._ Only the most promising are allowed to use the crystal canisters. The charged essence within them remakes the user, giving new magical abilities.";
text2 = "_The Geneforge is the last step on my journey to the battlefields, where I will be a scourge to the Shaper oppressor._";

begintalknode 95;
state = 92;
nextstate = -1;
condition = 1;
question = "You think you can defend yourself against a Shaper creation?";
text1 = "Tyrol smirks. _I do not doubt it. And I eagerly anticipate it. I have long hungered for the day I could finally battle the Shapers. I will not reject the chance if it appears._";

begintalknode 96;
state = 92;
nextstate = -1;
condition = 1;
question = "What will you do if you see the enemy?";
text1 = "_I am charged with essence, and I have the skill to direct it. I will start with lances of energy, and work from there._";

begintalknode 98;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You can see that Tyrol is struggling desperately to maintain his calm in the face of actual combat. He waves you off as he attempts to summon up some energy.";
action = END_TALK;

begintalknode 99;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "In the distance, you hear a scream. It continues for several long seconds, and then ceases abruptly. It sounded like Tyrol.";
action = END_TALK;

begintalknode 100;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You see that Tyrol has decided to stand his ground and fight the Shaper creation. His eyes and hands glow with a fierce blue light. He begins to direct a beam of energy at the creature.";
text2 = "It barely affects it. It strikes back. Tyrol's power is greater than yours, but he is nowhere strong enough to face this creature. With a hideous, terrified scream, he falls under its attack.";
text3 = "Tyrol is better trained and prepared than you, and he wasn't even able to scratch the creature. You doubt that you will be able to do much better.";
action = END_TALK;


begintalknode 110;
state = -1;
nextstate = 110;
condition = 1;
question = "Magda";
text1 = "You walk over to Magda, one of the two prospectives who are traveling to Southforge Citadel with you. She is a young and quiet servile, and very shy. She spends most of her time sitting out of the way and hiding her face in her hood.";
text2 = "Right now, though, she seems eager to talk to someone. _Ummm ... hello. I ... I hope that Greta isn't right. I mean, I hope that there aren't ... attackers here. The Shapers ... they have no mercy for ... for people like me._";
text5 = "Magda is sitting on a log and shuddering. She looks up at you and tries to smile. Then she slumps down. She is plainly terrified.";
action = INTRO;

begintalknode 111;
state = 110;
nextstate = 111;
condition = 1;
question = "What are you going to be trained to do?";
text1 = "_I am not ... not going to be a warrior. Hardly a surprise, I know. I'm not ... not very brave._";
text2 = "_But I have talents. In healing. And blessing. I have a ... a knack with that. That is how I will serve my people._";

begintalknode 112;
state = 110;
nextstate = 112;
condition = 1;
question = "What will the Shapers do to you?";
text1 = "_I am a servile. A freeborn servile. Not one of the slaves they keep dumb and quiet. I am a creation with free thought and will, educated._";
text2 = "_And, should the Shapers catch us, you and I will share the fate of those of our kind who resist them._";
code =
if (creature_type(pc_num()) != 47)
rs(2);
break;

begintalknode 113;
state = 111;
nextstate = -1;
condition = 1;
question = "You will be a healer?";
text1 = "_That is my hope. The war ... it has left many people hurt. Horribly. The creations of the Shapers. They burn. They spray acid. They ... the wounds are horrible._";

begintalknode 114;
state = 111;
nextstate = -1;
condition = 1;
question = "Do you think you can heal people without going to battle?";
text1 = "_No. I don't. But I hope I can be toward the back. Tending the wounded. But if I have to go forward, I ..._";
text2 = "She sighs. _If that is needed to save a life, I will do it. I have done it before, during my training. Screaming inside. But I will go, if needed._";

begintalknode 115;
state = 112;
nextstate = -1;
condition = 1;
question = "And what do the Shapers do with someone like you?";
text1 = "_I am a creation. Thus, to the Shapers, I am an animal, a rogue. I will be questioned, broken down, and destroyed. It is their only way._";
text2 = "_We are creations. Thus, to the Shapers, we are animals, rogues. We will be questioned, broken down, and destroyed. It is their only way._";
code =
if (creature_type(pc_num()) != 47)
rs(2);
else rs(1);
break;

begintalknode 116;
state = 112;
nextstate = -1;
condition = 1;
question = "Where were you born?";
text1 = "_I was born on the northern Ashen Isles. The Ashen Isles are the heart of the rebellion. Most of the creations fighting the Shapers are from there._";
text2 = "The Ashen Isles are far to the north. When the rebellion began, it was there that the rebels had the most success. It is now the most secure stronghold of your army. You have never been there, but you hope to go someday.";

begintalknode 118;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Magda can't talk to you. She is overwhelmed with terror. Like many serviles, the presence of hostile creations fills her with debilitating fear.";
action = END_TALK;

begintalknode 119;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You look around, and you realize that Magda is no longer with you. You hope that she was able to slip away from the attackers. But, considering how panicked she was, you doubt it.";
action = END_TALK;

begintalknode 120;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You look at Magda and see that she is completely panicked. She flees in terror, barely able to see what is happening around her. And then she trips.";
text2 = "The enemy creation delivers a single blow, and she is gone.";
action = END_TALK;

begintalknode 121;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Magda blindly flees the enemy, what little calm she had been able to build up replaced by sheer panic. She runs wildly, paying little attention to where she is going. And then she slips on a smooth rock, dampened by the rain.";
text2 = "As she falls, her ankle gets badly twisted. She is hurt. She looks around and sees you watching her. She shouts a single word: _Run!_";
action = END_TALK;

begintalknode 130;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There is a creature standing on the path ahead. A huge creation. One of a design you have never seen before.";
text2 = "It is a huge, spiky reptile, with massive, chipped claws and teeth and thick, leathery skin. It stares hungrily at you. There is no sign of obedience in its eyes. It is calm and under complete control.";
text3 = "It is not a rogue creation. It is a servant of the Shapers. The enemy has gotten one of their pets here somehow.";
text4 = "As it begins to lumber toward you, lightning begins to play up and down its teeth and all along its body.";
action = END_TALK;


begintalknode 131;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There is another enemy creation blocking the road here. Somehow, it has broken through the defenses to the north and is lying in wait for you.";
text2 = "This monstrosity is a humanoid, like a thahd or a battle alpha. But it is much bigger. A huge, mindless giant with one rock in its hand and a bunch more in a sack on its belt.";
text3 = "The rocks are only a few inches across, but the beast looks like it could throw them with remarkable speed and accuracy. Another new terror that the Shapers have unleashed in your land.";
action = END_TALK;


begintalknode 132;
state = 5;
personality = 0;
nextstate = 6;
condition = 1;
question = "But Tullegolar, I wanna cheat!";
text1 = "Ah, very good.";
text2 = "This is a very crude editor, however. All it can do is max out any skill you choose, or max our your money.";
text3 = "I suppose I should give credit to whoever made the Geneforge 3 editor, as all I did was copy and paste stuff here.";


begintalknode 133;
state = 6;
personality = 0;
nextstate = 32;
condition = 1;
question = "I want to max some skills.";
text1 = "Of course. This is the best way to make a powerful character. Woe unto those suckers who do it the hard way what with the leveling and whatnot.";
text2 = "_Anyway, what type of skills are you interested in?_";


begintalknode 134;
state = 32;
personality = 0;
nextstate = 33;
condition = 1;
question = "Basic.";
text1 = "_Which skill?_";

begintalknode 135;
state = 33;
personality = 0;
nextstate = 34;
condition = 1;
question = "Strength.";
text1 = "_Very well._";
code = set_flag(1,12,0);
break;

begintalknode 136;
state = 34;
personality = 0;
nextstate = 35;
condition = 1;
question = "Do it already!";
text1 = "Poof.";
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 137;
state = 33;
personality = 0;
nextstate = 34;
condition = 1;
question = "Dexterity.";
text1 = "_Very well._";
code = set_flag(1,12,1);
break;

begintalknode 138;
state = 33;
personality = 0;
nextstate = 34;
condition = 1;
question = "Intelligence.";
text1 = "_Very well._";
code = set_flag(1,12,2);
break;

begintalknode 139;
state = 33;
personality = 0;
nextstate = 34;
condition = 1;
question = "Endurance.";
text1 = "_Very well._";
code = set_flag(1,12,3);
break;

begintalknode 140;
state = 32;
personality = 0;
nextstate = 36;
condition = 1;
question = "Combat.";
text1 = "_Which skill?_";

begintalknode 141;
state = 36;
personality = 0;
nextstate = 37;
condition = 1;
question = "Melee weapons.";
text1 = "_Very well._";
code = set_flag(1,12,4);
break;

begintalknode 142;
state = 37;
personality = 0;
nextstate = 35;
condition = 1;
question = "+30 (max it at 30)";
text1 = "Poof.";
code = alter_stat(get_sdf(1,12),30);
break;

begintalknode 143;
state = 36;
personality = 0;
nextstate = 37;
condition = 1;
question = "Missile weapons.";
text1 = "_Very well._";
code = set_flag(1,12,5);
break;

begintalknode 144;
state = 36;
personality = 0;
nextstate = 37;
condition = 1;
question = "Quick action.";
text1 = "_Very well._";
code = set_flag(1,12,6);
break;

begintalknode 145;
state = 36;
personality = 0;
nextstate = 37;
condition = 1;
question = "Parry.";
text1 = "_Very well._";
code = set_flag(1,12,7);
break;

begintalknode 146;
state = 32;
personality = 0;
nextstate = 38;
condition = 1;
question = "Magic.";
text1 = "_Which skill?_";

begintalknode 147;
state = 38;
personality = 0;
nextstate = 37;
condition = 1;
question = "Battle magic.";
text1 = "_Very well._";
code = set_flag(1,12,9);
break;

begintalknode 148;
state = 38;
personality = 0;
nextstate = 37;
condition = 1;
question = "Mental magic.";
text1 = "_Very well._";
code = set_flag(1,12,10);
break;

begintalknode 149;
state = 38;
personality = 0;
nextstate = 37;
condition = 1;
question = "Blessing magic.";
text1 = "_Very well._";
code = set_flag(1,12,11);
break;

begintalknode 150;
state = 38;
personality = 0;
nextstate = 37;
condition = 1;
question = "Spellcraft.";
text1 = "_Very well._";
code = set_flag(1,12,12);
break;

begintalknode 160;
state = 32;
personality = 0;
nextstate = 39;
condition = 1;
question = "Shaping.";
text1 = "_Which skill?_";

begintalknode 161;
state = 39;
personality = 0;
nextstate = 37;
condition = 1;
question = "Fire Shaping.";
text1 = "_Very well._";
code = set_flag(1,12,15);
break;

begintalknode 162;
state = 39;
personality = 0;
nextstate = 37;
condition = 1;
question = "Battle Shaping.";
text1 = "_Very well._";
code = set_flag(1,12,16);
break;

begintalknode 163;
state = 39;
personality = 0;
nextstate = 37;
condition = 1;
question = "Magic Shaping.";
text1 = "_Very well._";
code = set_flag(1,12,17);
break;

begintalknode 164;
state = 39;
personality = 0;
nextstate = 37;
condition = 1;
question = "Healing Craft.";
text1 = "_Very well._";
code = set_flag(1,12,18);
break;

begintalknode 165;
state = 32;
personality = 0;
nextstate = 40;
condition = 1;
question = "General.";
text1 = "_Which skill?_";

begintalknode 166;
state = 40;
personality = 0;
nextstate = 37;
condition = 1;
question = "Leadership.";
text1 = "_Very well._";
code = set_flag(1,12,20);
break;

begintalknode 167;
state = 40;
personality = 0;
nextstate = 37;
condition = 1;
question = "Mechanics.";
text1 = "_Very well._";
code = set_flag(1,12,21);
break;

begintalknode 168;
state = 40;
personality = 0;
nextstate = 37;
condition = 1;
question = "Luck.";
text1 = "_Very well._";
code = set_flag(1,12,22);
break;

begintalknode 169;
state = 6;
personality = 0;
nextstate = 3;
condition = 1;
question = "I want the mulah.";
text1 = "Of course you do. Those jerks charge way to much for items and training!";
text2 = "_Max it out at 30000, yes?_";

begintalknode 170;
state = 3;
personality = 0;
nextstate = 35;
condition = 1;
question = "Yes.";
text1 = "Enjoy. And remember, cheaters always win!";
code = change_coins(30000);
break;


[ Thursday, December 21, 2006 13:19: Message edited by: Emperor Tullegolar ]

--------------------
You lose.
Posts: 2156 | Registered: Thursday, August 24 2006 07:00
Apprentice
Member # 7249
Profile #6
Thanks.

--------------------
Well, you may disagree, but I have thumbs! Look!
Posts: 28 | Registered: Wednesday, June 21 2006 07:00
Apprentice
Member # 7249
Profile #7
Umm, this does'nt actually work. When I replace z0rebbasedlg.txt script with that, it says that the dialogue script is gone, or broken.

--------------------
Well, you may disagree, but I have thumbs! Look!
Posts: 28 | Registered: Wednesday, June 21 2006 07:00
Shaper
Member # 7420
Profile Homepage #8
Right, something goes wrong when I paste all that crap into a post. Does anyone who knows what they're doing have any thoughts?

--------------------
You lose.
Posts: 2156 | Registered: Thursday, August 24 2006 07:00
Apprentice
Member # 5672
Profile #9
If someone wishes, here is my version of the same thing. The instructions are precisely as Emperor explained.

// dlg.txt

begintalkscript;

variables;

begintalknode 1;
state = -1;
nextstate = -1;
condition = get_sdf(0,4) == 0;
question = "special";
text1 = "There is a door to the north. (North is to the upper right and is marked with an N.) Click on the doors to open them, and walk into the storeroom beyond.";
action = SET_SDF 0 4 1;

begintalknode 2;
state = -1;
nextstate = -1;
condition = get_sdf(0,5) == 0;
question = "special";
text1 = "This is a small, moist storeroom. Supplies smuggled into the base are sometimes left in here so they can stay dry until someone comes for them. There is hardly anything in here now, though. The rebels are always short of equipment.";
text2 = "Fortunately, one puny weapon has been left here. It's just a dagger. Still, until the rebels can get you to the Geneforge and remake you, it is better than your bare hands.";
text3 = "(There is a dagger on the table. You should get it and equip it. To pick up an item, walk up to it and bring up the Inventory window. Do this by pressing the Get Items button or typing 'g'.)";
code =
set_dialogue_pic(219);
set_flag(0,5,1);
break;

begintalknode 3;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The dagger in your hand makes you feel a little better. It's a puny weapon, dented and rusty. Nothing compared to the power you have been promised.";
text2 = "Now you should probably get and wear some armor. There is a suit of chitin armor in the cabinet by the west wall.";
text3 = "Chitin armor is flimsy stuff, made from the carapace of a creature created for this purpose by the Shapers. It's cheaper than leather or metal, but offers less protection.";
text4 = "To look inside the cabinet, click on it. Get the armor and wear it.";
text5 = "Since you also have the armor, you should go out and speak with Greta again.";
code =
if (has_item(36)) {
rs(2); rs(3); rs(4);
}
else rs(5);
break;

begintalknode 4;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "If you are going to try to get to safety, you should prepare to defend yourself first.";
text2 = "There is a dagger on the table in the storeroom. You should get it and equip it. To pick up an item, bring up the Inventory window. Press the Inventory button by your character's portrait (to the upper left, looks like a bag) or type 'g'.";

begintalknode 5;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The sign says:";
text2 = " SUPPLY STORAGE";

begintalknode 6;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "You inspect your craft again. It is a living craft, a reptile with a flat back specially created to carry small groups over the water. It's a safe and fast (if extremely wet and uncomfortable) ride.";
text2 = "The creature snorts and bares its teeth at you when you get close. It only obeys orders from its masters. You aren't one of them.";

begintalknode 7;
state = -1;
nextstate = -1;
condition = get_sdf(0,6) == 0;
question = "special";
text1 = "There is a dead servile by the side of the path. It looks like she was dragging a cart of goods to the citadel when the raiders caught her. She was a worker, not a warrior. She didn't last for long.";
text2 = "You notice that the attackers left her coin purse alone.";
text3 = "(If you don't mind robbing the dead, you can search the servile's body by clicking on it.)";
action = SET_SDF 0 6 1;

begintalknode 8;
state = -1;
nextstate = -1;
condition = get_sdf(0,7) == 0;
question = "special";
text1 = "Much to your relief, you can see that there is a minefield ahead, clustered around a single trigger.";
text2 = "Mines are special creatures, made by those skilled in the art of Shaping. Each group of mines has a trigger, set to destroy a certain sort of foe. When the enemy gets too close to the trigger, it detonates all nearby mines.";
text3 = "Fortunately, these mines are here to protect you, not harm you. The sensor tendrils of the trigger aren't pointing at you. You can pass. Hopefully, any foes chasing you will turn back.";
text4 = "(These mines won't hurt you. Others will. Later, you will learn how to disarm hostile mines.)";
action = SET_SDF 0 7 1;

begintalknode 9;
state = -1;
nextstate = -1;
condition = 1;
question ="special";
text1 = "You inspect the mine closely. It is a living (if mindless) thing, infused with powerful and deadly Shaper magic. You decide to leave it alone.";


begintalknode 10; // go to greta
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "Just ahead, you can see the rest of your group. Greta and the two other prospectives, Tyrol and Magda, are sitting around a small, smoky fire. The other soldiers keep watch to the south.";
text2 = "As you watch them, you realize that something doesn't seem right. Though you are deep in rebel territory, the soldiers have their batons and blades out and seem to be on the alert.";
text3 = "Greta sees you and gets up from the fire. She waves for you to come and speak with her.";
text4 = "(When special things happen, you will see text like this. When you're ready to continue, select 'OK' below.)";

begintalknode 15; // 1st greta talk
state = -1;
nextstate = 15;
condition = 1;
question = "Name";
text1 = "Greta walks up to speak with you. Between the darkness of the voyage over the water and your overwhelming seasickness, you never got a good look at her. Now you do.";
text2 = "You had heard of Greta before you met her. Most rebels have. Greta was once a loyal Agent, a servant of the Shapers, trained and true. But then she abandoned her kind and joined the rebellion.";
text3 = "That is unusual. What is stranger still is that she is still alive. Despite all the battles, all the defeats, she has lived. Scarred, burned, and afflicted with a permanent limp, true. And exhausted. But she is still fighting.";
text4 = "She also looks very worried. She inspects you to make sure you're able to move without slowing her down, and says, _All right. Glad you're here. We need to get you armed and armored. Then we need to move._";
text5 = "(You are now in a conversation. Select one of the responses below by clicking on it or typing a number next to it.)";
code =
sf(0,2,2);
break;

begintalknode 16;
state = 15;
nextstate = -1;
condition = 1;
question = "All right. Let's go.";
text1 = "Greta shakes her head. _It wouldn't be wise. Not until you have a blade. So get one, and hurry up about it._";

begintalknode 17;
state = 15;
nextstate = 16;
condition = 1;
question = "Where can I get a weapon?";
text1 = "Greta points to the west. _The storeroom is in there. There isn't much left. We cleaned it out pretty good. But I made sure that something was left for you. And hurry!_";

begintalknode 18;
state = 15;
nextstate = 16;
condition = 1;
question = "Is something wrong?";
text1 = "_I don't know. Something isn't right. Go get ready. We're keeping watch._";
text2 = "Then Greta points to the west. _The storeroom is in there. There isn't much left. We cleaned it out pretty good. But I made sure that something was left for you. Go. Hurry!_";

begintalknode 19;
state = 16;
nextstate = -1;
condition = 1;
question = "Why the haste? Aren't we in secure territory?";
text1 = "Greta chuckles. _You don't know much about the Shapers, do you? There is no secure territory. They can see everywhere. Their creations can get anywhere. Now go._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;

begintalknode 20;
state = 16;
nextstate = -1;
condition = 1;
question = "All right. I'm going.";
text1 = "_All right. We'll wait here. But not for long._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;

begintalknode 21;
state = 16;
nextstate = -1;
condition = 1;
question = "All right. But I don't take well to people ordering me around.";
text1 = "Greta starts to snap back at you, but then she decides not to bother. _It's my job to escort you, not beat wisdom into you. Just go get your stuff._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;


begintalknode 23;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta sighs. _I see you don't have a blade yet. Please hurry and get one. If you're going to survive for long, you need to learn to react quickly and always be ready to fight. So go!_ She points to the west again.";
text2 = "(Come back to Greta when you have a dagger equipped.)";
text3 = "Greta sees that you have a blade ready. _Come closer. We need to plan._";
action = END_TALK;
code =
if (has_item_equip(61)) {
rs(1); rs(2);
}
else rs(3);
break;

begintalknode 25;
state = -1;
nextstate = 20;
condition = 1;
question = "Name";
text1 = "When Greta sees that you have a blade ready, she nods approvingly. Then she smiles. _That's a pretty pitiful weapon, but it will make a hole in someone if you put some muscle behind it._";
text2 = "_Now that you're ready, we need to be moving to Southforge Citadel. Little time for chatting. We have to hurry. Something is wrong._";
code =
sf(0,2,3);
break;

begintalknode 26;
state = 20;
nextstate = 21;
condition = 1;
question = "Something's wrong? How can you tell?";
text1 = "_It's a sense you can pick up. The ability to detect disaster. I got lots of practice. When you're a rebel, there's always a disaster approaching._";
text2 = "_Anyway, there's nobody here at the docks, and things don't sound right. Maybe there isn't a problem. But I think we have to move. Now._";

begintalknode 27;
state = 20;
nextstate = 21;
condition = 1;
question = "What's going on?";
text1 = "_I'm not sure yet. But I have my suspicions. Learn a lesson. Don't be lazy. Be paranoid. When you think something is wrong, there probably is._";
text2 = "_Look around. There's nobody here at the docks, and things don't sound right. Maybe there isn't a problem. But I think we have to move. Now._";

begintalknode 28;
state = 20;
nextstate = 21;
condition = 1;
question = "What should I do?";
text1 = "_Ah. Ready to react. Ready to follow the orders of someone who knows what she's doing. That's good. Keep that up._";
text2 = "_What I think is that we need to move to Southforge Citadel. Now._";

begintalknode 29;
state = 21;
nextstate = -1;
condition = 1;
question = "All right. Lead and I will follow.";
text1 = "_All right. Stay close. Move fast. And if I'm right and the enemy has made a landing here? Run!_";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;

begintalknode 30;
state = 21;
nextstate = -1;
condition = 1;
question = "Wait. There's something I need to do here first.";
text1 = "Greta looks around. She's starting to grow increasingly worried. _All right, but be very quick. I hope that what you need is important. Talk to me again when you're ready to move._";
action = END_TALK;

begintalknode 31;
state = 21;
nextstate = -1;
condition = 1;
question = "One moment. I need to talk to the other prospectives first.";
text1 = "Greta looks around. She's starting to grow increasingly worried. _All right, but be very quick._ She points at Tyrol and Magda, who are warming themselves by the fire.";
text2 = "_I hope that what you need is important. Talk to me again when you're ready to move._";
action = END_TALK;

begintalknode 32;
state = 21;
nextstate = -1;
condition = 1;
question = "I'd rather strike out on my own. I don't take to following orders.";
text1 = "Greta looks exasperated. And increasingly worried. _I don't have time for this now. Go do what you want. But if you want to stay safe, I suggest that you follow me._";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;


begintalknode 35;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta's nervousness is starting to edge over into terror. Finally, she decides that you've been waiting here too long. _All right. Any extra business you have can be settled at the citadel. Follow me. And quickly!_";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;

begintalknode 36;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta sees an enemy creation and shouts an alarm. _It's a raid! The Shapers have found us! Hurry! To the citadel! Follow me!_";
text2 = "She begins to run down the pathway as fast as she can.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;


begintalknode 38;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The sign says:";
text2 = " Minetender Rhebben";
text3 = " DON'T TOUCH ANYTHING!";

begintalknode 40;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The outside of this small cabinet has been scorched by a stray bolt of lightning. With a hearty pull, you are able to get it open.";
text2 = "There were three living tools in here. Unfortunately, two of them were killed by the heat of the attack. This third one is still alive and intact, a rod of Shaped material about eight inches long. You take it.";
text3 = "The cabinet is empty.";
code =
if (gf(0,10) == 0) {
rs(3);
sf(0,10,1);
set_spec_item(1,1);
}
else {
rs(1); rs(2);
}
break;

begintalknode 41;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The body of the minetender was blasted against the back wall here by an intense blast of magical energy. Nothing of value survived on the body.";

begintalknode 42;
state = -1;
nextstate = -1;
condition = get_sdf(0,11) == 0;
question = "special";
text1 = "You enter the minetender's hut and find that it has been wrecked. Several blasts of lightning killed the minetender and destroyed just about everything of value.";
action = SET_SDF 0 11 1;

begintalknode 43;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "This mine is inactive.";

begintalknode 44;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,12) == 0;
question = "special";
text1 = "Now that you have made some progress, you should save the game. Saving the game creates a _snapshot_ of your progress. Later, you can load the saved game and continue where you left off.";
text2 = "To save the game, press the disk button (pictured above) and select Save. On the save game window, type a name for your saved game and click the OK button. You have recorded your progress!";
text3 = "Later, to load a saved game, press the disk button, select Load Game, and select your saved game. You can then keep going. This can be very useful if you died.";
text4 = "Save often. You never know when you might get killed.";
text5 = "Finally, the game saves for you automatically whenever you enter a new area. If you die, you can always load the Autosave game.";
action = SET_SDF 0 12 1;
code =
set_dialogue_pic(210);
break;

begintalknode 45;
state = -1;
nextstate = -1;
condition = get_sdf(0,13) == 0 && gf(0,2) < 4;
question = "special";
text1 = "Greta calls out to you, _Stop! Come back! We should all advance as a group. When you are armed, talk to me, and we can proceed._";
action = SET_SDF 0 13 1;

begintalknode 46;
state = -1;
personality = 0;
nextstate = -1;
condition = 1;
question = "special";
text1 = "You are now in combat mode. This means that something has attacked your group, and you will have to flee or defend yourself.";
text2 = "Time in combat is split up into _Rounds._ Each round, every creature takes a turn one at a time. On your turn, you can move, attack, cast a spell, and so on. When all creatures have acted, the round ends and another starts.";
text3 = "For now, you don't have the skills to defend yourself against the fearsome creature guarding the road. You should spend your turns running to the west and hoping that you can find a safe place to hide.";
action = SET_SDF 0 14 1;

begintalknode 47;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,15) == 0;
question = "special";
text1 = "You have found a place where you will be safe from the kyshakk. Once you are far enough away from it, you can leave combat mode.";
text2 = "To end combat, press the Peace button on the right edge of the screen.";
action = SET_SDF 0 15 1;
code =
set_dialogue_pic(215);
break;

begintalknode 48;
state = -1;
nextstate = -1;
condition = get_sdf(0,16) == 0;
question = "special";
text1 = "The ground nearby is scorched, and you can see the remains of several detonated mines. The defenses here have been breached.";
action = SET_SDF 0 16 1;

begintalknode 49;
state = -1;
nextstate = -1;
condition = get_sdf(0,18) == 0;
question = "special";
text1 = "You are close to the gateway of Southforge Citadel. This is the final goal of your long journey, the place where you will be remade by the Geneforge, given incredible powers, and sent to battle the hated Shapers.";
text2 = "Unfortunately, because of the attack, the gates of the citadel are fully defended. First, there is a ring of field projectors blocking the path. Until they are disabled, they promise great suffering to your group if you try to pass.";
text3 = "Second, the doorway itself is sealed, and you can see no control lever or other way through. You can only hope that Greta knows how to pass it.";
text5 = "(Fields like this one go off when someone with Shaping power, like you, gets close, doing lots of damage. Then, after a short time, they recharge themselves. You will need to sneak around them and use the controls that turn them off.)";
text6 = "(You can tell that they are off when the tops no longer glow and the balls of light stop floating between them.)";
action = SET_SDF 0 18 1;

begintalknode 50;
state = -1;
nextstate = -1;
condition = get_sdf(0,19) == 0;
question = "special";
text1 = "You have found the controls for the pylons. At least, you hope that's what they are. It looks like some creature tried to smash them, failed, got frustrated, tried to run through the field, and that was the end of it.";
text2 = "All you need to do is insert the key and you should be able to deactivate the field.";
text3 = "Though you don't have the key, it looks like you might have gotten lucky. The blows seem to have cracked the locking mechanism. Your skill might be sufficient to use the device.";
text4 = "(Click on the controls to use them.)";
action = SET_SDF 0 19 1;
code =
if (has_spec_item(1) > 0)
rs(3);
else rs(2);
break;

begintalknode 51;
state = -1;
personality = 0;
nextstate = -1;
condition = 1;
question = "special";
text1 = "Use the party roster area to select and get information on you and your creations. Click a character (or type '1'-'8') to select it.";
text2 = "Sometimes, you will want to select all your characters. Type '0' to do this.";
text3 = "VERY USEFUL TIP: You can also select multiple characters by moving the cursor onto the terrain, holding the mouse button down, and dragging the cursor. This _draws a box._ When you release the mouse button, you will select every character inside the box.";
code =
set_dialogue_pic(196);
break;

begintalknode 52;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,25) == 0 && gf(0,20) > 0;
question = "special";
text1 = "You have reached the end of this area, the first of over eighty in Geneforge 4. When you are ready to move on, step on the area shaded blue.";
text2 = "You will then be on the world map. To travel to a new region, click on it, and then select Travel. To make things easier, the next section will be automatically selected for you.";
text3 = "Inside Southforge Citadel, you will learn about Shaping, spells, and combat. Good luck! Your adventures are just beginning!";
action = SET_SDF 0 25 1;
code =
set_dialogue_pic(211);
break;

begintalknode 60;
state = -1;
nextstate = 50;
condition = 1;
question = "Name";
text1 = "Greta turns to you. She looks relieved to see you survived the run west. _It was as I feared. A Shaper raid. What we have long feared has happened at last. They have found Southforge Citadel._";
text2 = "_Tyrol was lost, I see. It is a terrible thing. We can't afford to lose any more prospectives._";
text3 = "_Magda was lost, I see. It is a terrible thing. We can't afford to lose any more prospectives._";
text4 = "_Both Tyrol and Magda were lost, I see. It is a terrible thing. A disaster. We can't afford to lose any more prospectives._";
text5 = "_We must get you to the Geneforge, quickly. We will need defenders soon if the war has come here. But first, we must tend to our wounds. And there is something that needs to be done._";
code =
rs(2); rs(3); rs(4);
if ((gf(0,8) > 0) && (gf(0,9) > 0))
as(4);
else if (gf(0,8) > 0)
as(2);
else if (gf(0,9) > 0)
as(3);
sf(0,2,6);
break;

begintalknode 61;
state = 50;
nextstate = -1;
condition = 1;
question = "What was that thing?";
text1 = "_It was a Kyshakk. A new Shaper creation. Only started appearing on the battlefield about two years ago. Extremely dangerous._";

begintalknode 62;
state = 50;
nextstate = 51;
condition = 1;
question = "Can we go back and kill that invader?";
text1 = "_We could probably kill it, but with casualties. Better to let the mines hold it back and reinforce the citadel. My mission is to deliver us all here, and that's what I will do._";
text2 = "She points to the north. _There is a workshop up there. Where the minetender lives. There should be a key in there. It's to the defensive field we need to pass to enter the citadel. While we recover from the attack, go find the key._";

begintalknode 63;
state = 50;
nextstate = 51;
condition = 1;
question = "There is something I want to know about you.";
text1 = "_You want to talk to me? And find out everything about me? Now?_ Greta laughs. _You remind me of someone I used to know. A friend of mine. But there is no time. For now, we need to get to the citadel._";
text2 = "She points to the north. _There is a workshop up there. Where the minetender lives. There should be a key in there. It's to the defensive field we need to pass to enter the citadel. While we recover from the attack, go find the key._";

begintalknode 64;
state = 51;
nextstate = -1;
condition = 1;
question = "Do you think we will be attacked soon?";
text1 = "_Probably. But nobody is attacking now. We will have to use this time the best we can before we head south._";

begintalknode 65;
state = 51;
nextstate = -1;
condition = 1;
question = "Will the minetender help me?";
text1 = "_The minetender is probably dead._";

begintalknode 66;
state = 51;
nextstate = -1;
condition = 1;
question = "What does the key look like?";
text1 = "_Like a living tool. Sort of a stick thing, half-wood, half-meat. Typical Shaper stuff._";

begintalknode 67;
state = 51;
nextstate = -1;
condition = 1;
question = "I'll see what I can do.";
text1 = "_All right. And hurry. Come back when you have it._";
text2 = "(The minetender's shed is to the north. North is up and to the right. Enter the shed and find the key. When you have it, talk to Greta again.)";
action = END_TALK;

begintalknode 69;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta asks if you have the key. You don't. _Look around! We aren't back in your little village or wherever you come from. We're in the middle of a war. Stop wasting time and find that key!_";
text2 = "(The minetender's shed is to the north. North is down and to the right. Enter the shed and find the key. When you have it, talk to Greta again.)";
text3 = "Greta asks if you have the key. You show it to her. She nods. _Then all is well. Nothing could possibly go wrong now. Hang on to that and follow me. If we meet more of the enemy, run and keep running._";
action = END_TALK;
code =
if (has_spec_item(1) == 0)
rs(3);
else {
rs(1);
rs(2);
sf(0,2,7);
}
break;

begintalknode 70;
state = -1;
nextstate = 70;
condition = 1;
question = "";
text1 = "Greta stops moving and looks to the west. You can see the gates of Southforge Citadel. The defensive pylons are still intact and active. That means that they will attempt to ward off any being with the power to Shape. Including you.";
text2 = "Greta holds her sword at the ready and looks to the east. _I doubt that we're safe yet. I will hold off any attackers. As for the field, it will harm anyone who is infused with even a little Shaping essence. Like me. Or you._";
text3 = "_You need to lower the field so that we can get to safety._";
text4 = "Greta says, _What are you waiting for? Lower the field!_";
code =
if (gf(0,2) == 8) {
rs(4);
sf(0,2,9);
}
else {
rs(1); rs(2); rs(3);
}
break;

begintalknode 71;
state = 70;
nextstate = -1;
condition = has_spec_item(1) == 0;
question = "How can I lower the field?";
text1 = "Greta looks exasperated. _Where is the key? You don't have the key?_ You shake your head. _Well, then do what you can._";
text2 = "_Maybe you're talented. I'm sort of doubting that, but we'll see. You'll have to try to disarm the field on your own._";

begintalknode 72;
state = 70;
nextstate = -1;
condition = has_spec_item(1) > 0;
question = "How can I lower the field?";
text1 = "_Go to the control switch and insert the key. Hopefully, if the mechanism hasn't been damaged, and if we aren't any more phenomenally unlucky than we've already been, we'll be able to get through._";

begintalknode 73;
state = 70;
nextstate = -1;
condition = 1;
question = "Why don't we just run through the field?";
text1 = "_Because of that whole, tricky 'Instant Fiery Death' thing. In my experience, trying to deal with traps by just gutting them out doesn't work very well._";

begintalknode 74;
state = 70;
nextstate = -1;
condition = 1;
question = "Where do I disable the field?";
text1 = "Greta points to the west. _The box is by the north cliff. Edge along the wall to get to it._";
text2 = "_Don't get too close to the field, though. Or, you know. Boom!_";

begintalknode 75;
state = 70;
nextstate = -1;
condition = 1;
question = "I'm going now.";
text1 = "_Good. Go. Hurry._ Greta turns to watch the pathway to the east. It looks like something may be approaching through the mist.";
text2 = "(Once this fight is over, you might want to save the game. This is always a good idea before attempting something dangerous. )";
action = END_TALK;

begintalknode 80;
state = -1;
nextstate = -1;
condition = 1;
question = "I'm going now.";
text1 = "Greta looks to the west and sees that the field is down. _At last! I will unlock the door, and we can escape. Hurry!_";
text2 = "She runs toward the door.";
action = END_TALK;
code =
award_party_xp(500,1);
break;

begintalknode 85;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There are several rebel soldiers escorting you to Southforge Citadel. They have kept to themselves. In fact, you prospectives seem to have made them extremely nervous.";
text2 = "Right now, they don't seem interested in conversation. They are listening carefully for signs of the enemy.";
text3 = "Right now, considering the unfortunate circumstances, no conversation is forthcoming. This soldier is all business.";
action = END_TALK;
code =
if (gf(0,2) < 4)
rs(3);
else rs(2);
break;

begintalknode 86;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Two creations were sent to protect you and the other prospectives on the journey to Southforge Citadel. Like the Shapers, the rebels create and use creations. However, the rebels are far kinder to the creatures they create.";
text2 = "The creature sniffs at your hand. It seems very calm. And yet, if you were attacked, it would happily die to defend you.";
text3 = "This creation senses your fear and is completely alert. You have no doubt that it would happily die defending you from your attackers.";
action = END_TALK;
code =
if (gf(0,2) < 4)
rs(3);
else rs(2);
break;

begintalknode 90;
state = -1;
nextstate = 90;
condition = 1;
question = "Tyrol";
text1 = "You walk over to Tyrol, convinced that he is just another prospective traveling with you. But instead you see that he is a game cheat provided to you by a friendly programmer.";
text2 = "He winks at you. _I have decided not to go to Southforge after all. I might pretend to get killed or I might disappear in the very end, this is not of real importance right now._";
text3 = "_What's important is that I have with me a nice collection of stuff which I will gladly share with you. I can also give you some gold and award you experience for... uhm... just for the hell of it, I guess._";
text5 = "_What else would you like?_";
action = INTRO;


begintalknode 98;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You can see that Tyrol is struggling desperately to maintain his calm in the face of actual combat. He waves you off as he attempts to summon up some energy.";
action = END_TALK;

begintalknode 99;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "In the distance, you hear a scream. It continues for several long seconds, and then ceases abruptly. It sounded like Tyrol.";
action = END_TALK;

begintalknode 100;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You see that Tyrol has decided to stand his ground and fight the Shaper creation. His eyes and hands glow with a fierce blue light. He begins to direct a beam of energy at the creature.";
text2 = "It barely affects it. It strikes back. Tyrol's power is greater than yours, but he is nowhere strong enough to face this creature. With a hideous, terrified scream, he falls under its attack.";
text3 = "Tyrol is better trained and prepared than you, and he wasn't even able to scratch the creature. You doubt that you will be able to do much better.";
action = END_TALK;



begintalknode 110;
state = -1;
nextstate = 110;
condition = 1;
question = "Magda";
text1 = "You walk over to Magda, convinced that she is just another prospective traveling with you. But instead you see that she is a game cheat provided to you by a friendly programmer.";
text2 = "She looks at you sadly. _The stars tell me that I will not be able to get to Southforge alive. So I will illegally teach you some of the things you might need in the upcoming adventure. What would you like?_";
text5 = "_What else would you like?_";
action = INTRO;




begintalknode 118;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Magda can't talk to you. She is overwhelmed with terror. Like many serviles, the presence of hostile creations fills her with debilitating fear.";
action = END_TALK;

begintalknode 119;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You look around, and you realize that Magda is no longer with you. You hope that she was able to slip away from the attackers. But, considering how panicked she was, you doubt it.";
action = END_TALK;

begintalknode 120;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You look at Magda and see that she is completely panicked. She flees in terror, barely able to see what is happening around her. And then she trips.";
text2 = "The enemy creation delivers a single blow, and she is gone.";
action = END_TALK;

begintalknode 121;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Magda blindly flees the enemy, what little calm she had been able to build up replaced by sheer panic. She runs wildly, paying little attention to where she is going. And then she slips on a smooth rock, dampened by the rain.";
text2 = "As she falls, her ankle gets badly twisted. She is hurt. She looks around and sees you watching her. She shouts a single word: _Run!_";
action = END_TALK;

begintalknode 130;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There is a creature standing on the path ahead. A huge creation. One of a design you have never seen before.";
text2 = "It is a huge, spiky reptile, with massive, chipped claws and teeth and thick, leathery skin. It stares hungrily at you. There is no sign of obedience in its eyes. It is calm and under complete control.";
text3 = "It is not a rogue creation. It is a servant of the Shapers. The enemy has gotten one of their pets here somehow.";
text4 = "As it begins to lumber toward you, lightning begins to play up and down its teeth and all along its body.";
action = END_TALK;


begintalknode 131;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There is another enemy creation blocking the road here. Somehow, it has broken through the defenses to the north and is lying in wait for you.";
text2 = "This monstrosity is a humanoid, like a thahd or a battle alpha. But it is much bigger. A huge, mindless giant with one rock in its hand and a bunch more in a sack on its belt.";
text3 = "The rocks are only a few inches across, but the beast looks like it could throw them with remarkable speed and accuracy. Another new terror that the Shapers have unleashed in your land.";
action = END_TALK;






begintalknode 151;
state = 110;
nextstate = 151;
condition = 1;
question = "I would like to raise my abilities.";
text1 = "_Choose one of the following._";


begintalknode 152;
state = 110;
nextstate = 152;
condition = 1;
question = "I would like to improve my combat skills.";
text1 = "_Choose one of the following._";


begintalknode 153;
state = 110;
nextstate = 153;
condition = 1;
question = "I would like to improve my magic skills.";
text1 = "_Choose one of the following._";


begintalknode 154;
state = 110;
nextstate = 154;
condition = 1;
question = "I would like to improve my shaping skills.";
text1 = "_Choose one of the following._";


begintalknode 155;
state = 110;
nextstate = 155;
condition = 1;
question = "I would like to improve my general skills.";
text1 = "_Choose one of the following._";


begintalknode 156;
state = 110;
nextstate = 156;
condition = 1;
question = "HEY! I haven't got all day. Improve all my skills by 5.";
code =
alter_stat(4, 5);
alter_stat(5, 5);
alter_stat(6, 5);
alter_stat(7, 5);
alter_stat(9, 5);
alter_stat(10, 5);
alter_stat(11, 5);
alter_stat(12, 5);
alter_stat(15, 5);
alter_stat(16, 5);
alter_stat(17, 5);
alter_stat(18, 5);
alter_stat(20, 5);
alter_stat(21, 5);
alter_stat(22, 5);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;


begintalknode 157;
state = 110;
nextstate = 157;
condition = 1;
question = "Teach me a level of all the spells.";
code =
alter_stat(40, 1);
alter_stat(41, 1);
alter_stat(42, 1);
alter_stat(43, 1);
alter_stat(44, 1);
alter_stat(45, 1);
alter_stat(46, 1);
alter_stat(47, 1);
alter_stat(48, 1);
alter_stat(49, 1);
alter_stat(50, 1);
alter_stat(51, 1);
alter_stat(52, 1);
alter_stat(53, 1);
alter_stat(54, 1);
alter_stat(55, 1);
alter_stat(56, 1);
alter_stat(57, 1);
alter_stat(58, 1);
alter_stat(59, 1);
alter_stat(60, 1);
alter_stat(61, 1);
alter_stat(62, 1);
alter_stat(63, 1);
alter_stat(64, 1);
alter_stat(65, 1);
alter_stat(66, 1);
alter_stat(67, 1);
alter_stat(68, 1);
alter_stat(69, 1);
alter_stat(70, 1);
alter_stat(71, 1);
alter_stat(72, 1);
alter_stat(73, 1);
alter_stat(74, 1);
alter_stat(75, 1);
alter_stat(76, 1);
alter_stat(77, 1);
alter_stat(78, 1);
alter_stat(79, 1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;



begintalknode 158;
state = 110;
nextstate = 158;
condition = 1;
question = "I want to improve my ability to create life.";
code =
alter_stat(80, 1);
alter_stat(81, 1);
alter_stat(82, 1);
alter_stat(83, 1);
alter_stat(84, 1);
alter_stat(85, 1);
alter_stat(86, 1);
alter_stat(87, 1);
alter_stat(88, 1);
alter_stat(89, 1);
alter_stat(90, 1);
alter_stat(91, 1);
alter_stat(92, 1);
alter_stat(93, 1);
alter_stat(94, 1);
alter_stat(95, 1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;


begintalknode 160;
state = 151;
nextstate = 160;
condition = 1;
question = "I would like to increase my strength.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(0,1);
break;
action = END_TALK;

begintalknode 161;
state = 151;
nextstate = 161;
condition = 1;
question = "I would like to increase my dexterity.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(1,1);
break;
action = END_TALK;

begintalknode 162;
state = 151;
nextstate = -1;
condition = 1;
question = "I would like to increase my intelligence.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(2,1);
break;
action = END_TALK;

begintalknode 163;
state = 151;
nextstate = 163;
condition = 1;
question = "I would like to increase my endurance.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(3,1);
break;
action = END_TALK;


begintalknode 164;
state = 152;
nextstate = 164;
condition = 1;
question = "I would like to improve melee.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(4,1);
break;
action = END_TALK;


begintalknode 165;
state = 152;
nextstate = 166;
condition = 1;
question = "I would like to improve missiles.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(5,1);
break;
action = END_TALK;


begintalknode 166;
state = 152;
nextstate = 164;
condition = 1;
question = "I would like to improve quick action.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(6,1);
break;
action = END_TALK;


begintalknode 167;
state = 152;
nextstate = 164;
condition = 1;
question = "I would like to improve parry.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(7,1);
break;
action = END_TALK;


begintalknode 168;
state = 153;
nextstate = 168;
condition = 1;
question = "I would like to improve battle magic.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(9,1);
break;
action = END_TALK;



begintalknode 169;
state = 153;
nextstate = 169;
condition = 1;
question = "I would like to improve mental magic.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(10,1);
break;
action = END_TALK;


begintalknode 170;
state = 153;
nextstate = 170;
condition = 1;
question = "I would like to improve blessing magic.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(11,1);
break;
action = END_TALK;


begintalknode 171;
state = 153;
nextstate = 171;
condition = 1;
question = "I would like to improve spellcraft.";
code =
alter_stat(12,1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;


begintalknode 172;
state = 154;
nextstate = 172;
condition = 1;
question = "I would like to improve fire shaping.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(15,1);
break;
action = END_TALK;


begintalknode 173;
state = 154;
nextstate = 173;
condition = 1;
question = "I would like to improve battle shaping.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(16,1);
break;
action = END_TALK;


begintalknode 174;
state = 154;
nextstate = 174;
condition = 1;
question = "I would like to improve magic shaping.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(17,1);
break;
action = END_TALK;


begintalknode 175;
state = 154;
nextstate = 175;
condition = 1;
question = "I would like to improve healing craft.";
code =
alter_stat(18,1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;



begintalknode 176;
state = 155;
nextstate = 176;
condition = 1;
question = "I would like to improve leadership.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(20,1);
break;
action = END_TALK;


begintalknode 177;
state = 155;
nextstate = 177;
condition = 1;
question = "I would like to improve mechanics.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(21,1);
break;
action = END_TALK;


begintalknode 178;
state = 155;
nextstate = 178;
condition = 1;
question = "I would like to improve luck.";
code =
alter_stat(22,1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;













begintalknode 181;
state = 90;
nextstate = 181;
condition = 1;
question = "I would like to have some gold.";
text1 = "_Here. Buy yourself a cookie. Tyrol hands you a huge pouch of coins._";
text2 = "(Careful: it seems that about 30000 is the limit you can get. If you use this option too many times all your gold will magically disappear.)";
code =
change_coins(5000);
break;
action = END_TALK;



begintalknode 182;
state = 90;
nextstate = 182;
condition = 1;
question = "I would like to get some experience.";
text1 = "Tyrol tells you a fairy tale. You learn something.";
text2 = "(Note that the amount of experience you receive slightly decreases with level.)";
code =
award_party_xp(500,50);
break;
action = END_TALK;



begintalknode 183;
state = 90;
nextstate = 183;
condition = 1;
question = "I would like to get some special items.";
text1 = "_Ok. Opening the e-bay catalogue. Hmmm... Yes... Being delivered... Almost here... Ok, these are my favourite. (Tyrol hands you a pile of things.) I can get you another set if you wish_";
code =
reward_give(253);
reward_give(303);
reward_give(304);
reward_give(305);
reward_give(306);
reward_give(307);
reward_give(308);
reward_give(309);
reward_give(310);
break;
action = END_TALK;



begintalknode 184;
state = 90;
nextstate = 184;
condition = 1;
question = "Say... I like puresteel outfit.";
text1 = "_Ok. Opening the e-bay catalogue. Hmmm... Yes... Being delivered... Almost here... Ok, here you go. (Tyrol hands you a pile of things.) I can get you another set if you wish_";
code =
reward_give(42);
reward_give(83);
reward_give(131);
reward_give(149);
reward_give(167);
reward_give(287);
reward_give(329);
reward_give(349);
reward_give(373);
reward_give(468);
break;
action = END_TALK;



begintalknode 185;
state = 90;
nextstate = 185;
condition = 1;
question = "I do not go outside without my lucky charms.";
text1 = "_Ok. Opening the e-bay catalogue. Hmmm... Yes... Being delivered... Almost here... Ok, here you go. (Tyrol hands you a pile of things.) I can get you another set if you wish_";
code =
reward_give(321);
reward_give(322);
reward_give(323);
reward_give(324);
reward_give(325);
reward_give(326);
reward_give(327);
reward_give(328);
reward_give(329);
reward_give(330);
reward_give(331);
reward_give(332);
reward_give(333);
reward_give(334);
break;
action = END_TALK;


begintalknode 187;
state = 90;
nextstate = 187;
condition = 1;
question = "HEY! I want it all! I want to be TERMINATOR.";
text1 = "_The force is strong in you now. Use it wisely._";
text2 = "(This sets your current level to 50, naturally boosting your primary abilities to almost maximal.)";
code =
set_level(pc_num(),50);
break;
action = END_TALK;

Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Apprentice
Member # 5672
Profile #10
Sorry for double posting.

Emperor's script works perfectly.

It is an amazingly clever idea to cheat using the sign post.

---
Eigenvalue - speechless.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Apprentice
Member # 7743
Profile #11
When I use either of those, it says, "Error; script dialogue broken" , or something like that.
Posts: 7 | Registered: Wednesday, December 6 2006 08:00
Apprentice
Member # 6503
Profile #12
Emperor's works pefectly, but Eigenvalue's has more options. Either way, there's nothing wrong with either of them. Thanks a lot, both of you!
Posts: 18 | Registered: Friday, November 25 2005 08:00
Shaper
Member # 7420
Profile Homepage #13
You got mine to work? I can't even get mine to work!

Meaning that when I copy and paste what appears in the post back into my script, something must be different. I get that error message as well. Can someone explain this?

--------------------
You lose.
Posts: 2156 | Registered: Thursday, August 24 2006 07:00
Shaper
Member # 7472
Profile Homepage #14
Ack! The whole thread is stretched out of proportions. It's nice to get an insight into what the game will be like, though.

--------------------
Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers MeetFoul Hordes
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Apprentice
Member # 7743
Profile #15
It may make a difference that I am a Mac user. Would it?
Posts: 7 | Registered: Wednesday, December 6 2006 08:00
Shaper
Member # 7420
Profile Homepage #16
Considering that the game is only out for mac... I don't think so.

--------------------
You lose.
Posts: 2156 | Registered: Thursday, August 24 2006 07:00
Law Bringer
Member # 335
Profile Homepage #17
Try replacing only the part that's different from the original file and make sure you're not pasting in any extraneous pieces from the forum. Whitespace shouldn't matter, but see if there is any that shouldn't be there just in case.

—Alorael, who thinks he'll play a shock trooper now and conclusively demonstrate that they're absolutely the strongest class as long as you use the right resources.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
Apprentice
Member # 5672
Profile #18
If it does not work... try:

use the simplest text editing software to save the file (probably not something like Microsoft word)

the first line in the file should be:
// dlg.txt
(i.e. do not copy anything else...)

similarly check that you have copied correctly to the end
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Apprentice
Member # 7249
Profile #19
When I do all that, with either the sign say SUPPLY STORAGE Or you could edit your character, but only offers OK as an option. Any solutions?

[ Friday, December 08, 2006 13:53: Message edited by: Horse in a man costume ]

--------------------
Well, you may disagree, but I have thumbs! Look!
Posts: 28 | Registered: Wednesday, June 21 2006 07:00
Shaper
Member # 6292
Profile #20
quote:
Originally written by Alorael:


—Alorael, who thinks he'll play a shock trooper now and conclusively demonstrate that they're absolutely the strongest class as long as you use the right resources.

Don't think I didn't notice that.

-S-

--------------------
A4 ItemsA4 SingletonG4 ItemsG4 ForgingG4 Infiltrator NR Items The Lonely Celt
Posts: 2009 | Registered: Monday, September 12 2005 07:00
Apprentice
Member # 7749
Profile Homepage #21
I'm having a similar problem as Horse. I click on the sign but all it says is SUPPLY STORAGE and the only option is OK.
Posts: 1 | Registered: Friday, December 8 2006 08:00
Apprentice
Member # 5672
Profile #22
WhiteSparks, if you are using my version of an editor you need to speak with Magda and Tyrol (when I was playing with the editor I did not realize that you can have dialogue options using sign posts). If you are using Emperor's version, this is the first sign post, near the room where you are supposed to pick up the sword. In either case do not forget to replace the z0rebbasedlg.txt file found in scripts folder (and, of course, saving a copy of that).
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Apprentice
Member # 7249
Profile #23
I cannot access Emperor Tullegor's, and speech boxes with OK in them keep appearing while i'm walking.

I have also just tried Eigenvale's, and when talking to Magda and Tyrol, it just says OK and nothing else.

[ Saturday, December 09, 2006 12:46: Message edited by: Horse in a man costume ]

--------------------
Well, you may disagree, but I have thumbs! Look!
Posts: 28 | Registered: Wednesday, June 21 2006 07:00
Apprentice
Member # 7695
Profile #24
Well I just wated too much time trying to make either of these scripts work. It would be easier if one of your guys posted the txt file somewhere so others like myself could download it. That said the cutting and pasting over the entire existing file results in breaking all dialog options. If the obvious additions are added to the existing link, then the sign doesn't work. If the sign modified txt is added, then I cannot get the sign to act as a trainer. All I can see ir the "or you can edit your character" non-clickable text.
Posts: 3 | Registered: Thursday, November 23 2006 08:00

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