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Geneforge 5 Editor


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WARNING: Installing this editor involves modifying your game files. Even if you only install it and never actively use it, your game may change in ways you don't expect or want. This editor is not made or supported by Spiderweb Software. Install at your own risk.

 

I have read some recent complaints about there not being a Geneforge 5 Editor, well I just made one!

Also, this editor is NOT supported by Spider Web Software! Use at your own risk!

 

Important: The XP portion of this is set so you can choose(In a limited way) of how much ep you want, the last option(Bring it ALL Back) is kind of self explanitory, use it once, and once only... it will instantly bump your character to level 61, if it doesnt use one of lesser options to not screw up your character!

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Instructions on how to get the Editor(s) to work! -If It doesn't even if you do this, please tell me! (P.S. I have no Idea how to get editors to work on Mac's!)

BACK UP YOUR FILES BEFORE YOU DO THIS!!!

1. Copy and Paste the "spoiler" of the editor you want in a notepad and save it as the map name(map name will be provided by the spoiler).

(To be on the same side that you have it written correctly, check the original game file name for the map and doublecheck!)

2. Go to your primary harddrive where the game files are located

(If you are using Windows 7, then go to "Program Files(x86)")

3. Go to "SpiderWeb Software" folder

4. Go to "Geneforge 5 folder"

5. Go to "Geneforge 5 Files" folder

6. Go to "Scripts"

7. Drag and Drop( Or Copy&Paste) the file into the folder.

8. Enjoy!

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The first editor (the skill editor) is in the Pacification Fields(There is only one map called that.) Editor is directly below in the spoiler. The editor is fixed on the Power Spiral used to turn on the Pylon that calms the Roamer down. This editor only has statistical changes for the basic stats, combat stats, and general stats.

 

Map name is z0pacificdlg.txt

 

editor status: finished

 

 

// dlg.txt

 

 

 

begintalkscript;

 

 

variables;

 

 

 

begintalknode 1;

 

state = -1;

 

nextstate = -1;

 

condition = get_sdf(0,5) == 0;

 

question = "special";

 

text1 = "As you stumble through the barracks, your head clears. A tiny bit.";

 

text2 = "It looks like you have been living cramped in here with a dozen serviles, the short, humble servant race of the Shapers. It is peculiar. Why would a human be left to live in squalor with them?";

 

text3 = "Also, your clothes are unusual. They seem like the outfit of someone in authority, perhaps a soldier or a Shaper. They are ill-fitting and torn, though. And in need of a wash.";

 

text4 = "It looks like you have been living cramped in here with a dozen serviles, the short, humble servant race of the Shapers. Since you are a servile yourself, that seems like it would make sense.";

 

text5 = "And yet, it doesn't feel right. The Shapers keep their serviles ignorant and terrified of authority. Somehow, you know that you deserve better than to be living in this squalor.";

 

text6 = "The sounds of chaos and panic coming from outside are showing no signs of ending. You start to look around for something you can use to defend yourself.";

 

action = SET_SDF 0 5 1;

 

code =

if (creature_type(pc_num()) == 46) {

rs(2);

rs(3);

}

 

else {

rs(4);

rs(5);

}

 

break;

 

 

 

begintalknode 2;

 

state = -1;

 

nextstate = -1;

 

condition = get_sdf(0,6) == 0;

 

question = "special";

 

text1 = "You enter the common room, where you and your servile coworkers rest and eat your meals. There is nobody here.";

 

text2 = "There are two doors. The one to the south leads out into the cold and snow. (North is to the upper right; south is to the lower left.)";

 

text3 = "The door off to the side leads to the storeroom. You seem to recall that you can find a weapon in there.";

 

text4 = "(Enter the storeroom to learn how to get and equip weapons. To open the door, click on it.)";

 

action = SET_SDF 0 6 1;

 

code =

set_terrain_string_range("Click on the storeroom door to open it. Then enter the storeroom.",3);

 

break;

 

 

 

begintalknode 3;

 

state = -1;

 

nextstate = -1;

 

condition = gf(0,7) == 0;

 

question = "special";

 

text1 = "You check the door, only to find that it is locked from the outside. You dimly remember that the Shapers keep the serviles locked in at night. This keeps them from wandering off or being contacted by rebels.";

 

text2 = "Since you're stuck in here, you might as well go into the storeroom and get a weapon.";

 

 

 

begintalknode 4;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "You examine the pacification pylon. It is a metal casing, meant to hold a specially made creation. The soft, immobile creature normally sends out waves of calming mental energy, amplified by crystals, which calms nearby creatures.";

 

text2 = "It has been struck repeatedly by some sort of massive creature. The casing is dented and the crystals are cracked. The soft, immobile creation inside is exposed to the cold.";

 

text3 = "You wish you could do something to help it, but just looking at this mess makes you feel dizzy and confused. The mental confusion that afflicts you keeps you from concentrating on the device.";

 

text4 = "It has been struck repeatedly by some sort of massive creature. The casing is dented and the crystals are cracked. The soft, immobile creation inside has frozen to death. To repair the machine, a new creature will have to be bred.";

 

code =

if (gf(100,7) > 0) {

rs(2); rs(3);

}

 

else rs(4);

 

break;

 

begintalknode 5;

 

state = -1;

 

nextstate = -1;

 

condition = gf(0,13) == 0;

 

question = "special";

 

text1 = "There is a glowing pool in the alcove to the east. It ripples and swirls on its own power. It is essence, the enchanted, energy-packed fluid that powers all the works of the Shapers.";

 

text2 = "This is a healing pool. When you stand near it, it will heal you. If you can't return to a friendly town, a pool like this will restore your strength.";

 

text3 = "Mehken says, _Rest so soon? Hurry. We must find rogues before more serviles die._";

 

action = SET_SDF 0 13 1;

 

code =

if (gf(0,2) == 0)

rs(3);

 

break;

 

 

 

begintalknode 6;

 

state = -1;

 

nextstate = -1;

 

condition = gf(0,17) == 0;

 

question = "special";

 

text1 = "This small guardpost has been abandoned. The human guards who were posted here most likely fled to Minallah and left the serviles to their fate.";

 

text2 = "The inner doors are held shut with a large padlock. Fortunately, someone left a living tool on the table.";

 

text3 = "Living tools are one of the Shapers' most cunning creations. Each one has a long, straight shell that serves as a handle, and three thin, nimble tentacles that can reach into and manipulate locks and machinery.";

 

text4 = "If you have enough Mechanics skill, you can pick a lock. This might require the use of one or more living tools.";

 

action = SET_SDF 0 17 1;

 

 

 

begintalknode 7;

 

state = -1;

 

nextstate = -1;

 

condition = gf(0,18) == 0;

 

question = "special";

 

text1 = "The creatures in the mist to the south have sensed you. They start slithering toward fresh prey.";

 

text2 = "Mehken shrugs. _Worms. Don't know why the Shapers kept them. Best squish them. No loss._";

 

action = SET_SDF 0 18 1;

 

code =

if (gf(0,2) == 0)

rs(2);

 

set_attitude(1003,10);

 

set_act_at_dist(1003,1);

 

break;

 

 

 

begintalknode 8;

 

state = -1;

 

nextstate = -1;

 

condition = gf(0,22) == 0;

 

question = "special";

 

text1 = "You start to hear a soft rattling sound, coming from all around you. You realize that it is coming from the sealed vats.";

 

text2 = "Shapers often put fresh, delicate creations in vats like these, where they can spend their first few days growing in nourishing solution. Something is in the vats. It is trying to get out. Worse, it is succeeding ...";

 

code =

sf(0,22,1);

 

break;

 

 

 

begintalknode 9;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "You can see the rogue roamer in the middle of the clearing to the east. It is facing away from you. If you stay close to the west wall, you should be able to evade its notice.";

 

 

 

begintalknode 10;

 

state = 10;

 

nextstate = -1;

 

condition = gf(0,24) == 0;

 

question = "special";

 

text1 = "Just to the south, you can see the final clearing before the settlement of Minallah. This is where the Foundry brings irritable or disobedient creations, so that you can tame them.";

 

text2 = "You can see something hovering in the middle of the clearing. Even through the snow, its shape is unmistakable. It is the distinctive shape of a vlish.";

 

text3 = "Mehken mutters, _That one. Just got here. Hadn't tamed it yet. Rogue, I'm sure. And it's been busy._";

 

text4 = "The Shapers created vlish with extensive mental powers. These creatures are used to control and herd bands of less intelligent creations. That is what this vlish has been doing since the chaos started. But not to help you.";

 

text5 = "You have passed through the Pacification Fields. Only one final ordeal stands between you and safety.";

 

code =

sf(0,24,1);

 

if (gf(0,2) == 0)

rs(3);

 

award_party_xp(750,1);

 

toggle_quest(1,3);

 

toggle_quest(2,1);

 

break;

 

 

 

begintalknode 11;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "You examine this creation. It is completely non-responsive. The vlish must have completely taken over its mind. Normally, that is what vlish do. Unfortunately, it wasn't with Shaper direction this time.";

 

 

begintalknode 12;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "Suddenly, the air is split with a deafening roar. You spin around, looking for a new enemy. The cacophony resolves into a single voice, amplified by considerable magical power.";

 

text2 = "_Enough of this chaos! Step forward and present yourself, so that this minor scuffle can be resolved._";

 

text3 = "You feel a sharp, deep pain in your chest. When you recover, you find that you are walking forward.";

 

 

 

begintalknode 13;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "You stop moving in the center of the clearing and face south. You note that the vlish has stopped fighting you. It too is facing the gateway into Minallah.";

 

text2 = "You stop moving in the center of the clearing and face south toward the gateway into Minallah.";

 

text3 = "The massive stone door slides slowly open. A lone figure walks through, unaffected by the cold.";

 

code =

if (char_ok(50)) {

rs(2);

set_attitude(50,4);

set_facing(50,3);

}

 

else rs(3);

 

break;

 

 

 

begintalknode 14;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "The Shaper looks around at the mess and shakes his head. You are sure that you should recognize him, but your mind has become very cloudy. Mehken looks terrified.";

 

text2 = "He looks at the remaining rogues and waves his hand ...";

 

 

 

begintalknode 15;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "The Shaper looks at your creation. _So you have been Shaped. You do have innate powers. Interesting. As I suspected. But what ... What is that thing? You are far from regaining a proper level of control._";

 

text2 = "He waves his hand and, as simple as that, unmakes your creation.";

 

 

 

begintalknode 16;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "The Shaper then turns to the servile. _You ... You are ... Mehkon? Mikkey? No matter. Proceed into Minallah and rest. Then report for your next orders. There is still an extensive mess that needs to be cleaned. Go._";

 

text2 = "Mehken gives you a final look. In the presence of a Shaper, she keeps her expression completely neutral. Then, without a word, she walks into Minallah.";

 

text3 = "The Shaper doesn't even look at her as she goes. He is watching you.";

 

 

 

begintalknode 17;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "special";

 

text1 = "The roamer sways from side to side. It drools and makes angry hissing noises. You note that its paws are starting to turn a little blue. Most creations are made to be able to tolerate great cold, but there are limits.";

 

 

begintalknode 18;

 

state = -1;

 

personality = 0;

 

nextstate = -1;

 

condition = get_sdf(0,4) == 0;

 

question = "special";

 

text1 = "You have reached the end of this area, the first of over eighty in Geneforge 5. 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 = "You will need to enter Minallah and find your way to Shaper Rawal. For now, he appears to have power over you. And yet there must be a way to break free ...";

 

action = SET_SDF 0 4 1;

 

code =

set_dialogue_pic(219);

 

break;

 

 

 

begintalknode 30;

 

state = -1;

 

nextstate = 30;

 

condition = 1;

 

question = "Name";

 

text1 = "A servile has managed to get the southern door unlocked and open. She runs into the common room, shaking snow off of her robes as she runs. She holds a long dagger in her hand. It is dented, rusty, and, as of yet, unused.";

 

text2 = "Your foggy brain tells you, uncertainly, that her name is Mehken.";

 

text3 = "When she sees that you are awake, she says, slowly and loudly, _Come! Creations rogue. All. All creations rogue. Come. We control!_";

 

text4 = "Creations like Mehken are kept as unintelligent as possible by their servile masters. She is treating you as if you were that dense. Perhaps, up until recently, you were.";

text5 = "(You are now in a conversation. Select the response below, either by clicking on it or typing the number next to it.)";

 

 

 

begintalknode 31;

 

state = 30;

 

nextstate = 31;

 

condition = 1;

 

question = "The creations have all gone rogue? Why?";

 

text1 = "The words come out raspy and barely comprehensible. You realize those were the first words you have spoken in some time.";

 

text2 = "Mehken notices. She looks surprised to hear you speak, but she still tries to answer your question the best she can. _Don't know. Creations happy. Quiet. Then they are not. They are angry. Nasty. Some attack us._";

 

text3 = "_We go now. We do job. We pacify them._";

 

 

 

begintalknode 32;

 

state = 30;

 

nextstate = 31;

 

condition = 1;

 

question = "What do I need to do?";

 

text1 = "The words come out raspy and barely comprehensible. You realize those were the first words you have spoken in some time.";

 

text2 = "Mehken notices. She looks surprised to hear you speak, but she still tries to answer your question the best she can. _We pacify creations. Feed them. Calm them. Beat them. Do what we need to make not mad, or Shapers angry._";

 

text3 = "_We go now. We do job. We pacify them._";

 

 

 

begintalknode 33;

 

state = 30;

 

nextstate = 31;

 

condition = 1;

 

question = "Ummmm ... Where am I, exactly?";

 

text1 = "The words come out raspy and barely comprehensible. You realize those were the first words you have spoken in some time.";

 

text2 = "Mehken notices. She looks surprised to hear you speak, but she still tries to answer your question the best she can. _You not know? You here long time! Is Foundry. We take care of creations. Feed them when good. Punish when not._";

 

text3 = "_We go now. We do job. We pacify them._";

 

 

 

begintalknode 34;

 

state = 31;

 

nextstate = -1;

 

condition = 1;

 

question = "I don't want to go. I'm staying here.";

 

text1 = "Mehken looks nervous. _You like us. The Shapers command. We follow. They want creations calm. We do this._";

 

text2 = "_Stay if want. I go fight. You stay here, someone come for you. Creations or Shapers. Either way, not good._";

 

text3 = "She gives you an odd look, as if she's trying to determine what has changed about you. She seems unusually alert for a servile. Then she turns and leaves to the south.";

 

action = END_TALK;

 

 

 

begintalknode 35;

 

state = 31;

 

nextstate = -1;

 

condition = 1;

 

question = "How do I pacify them?";

 

text1 = "Mehken holds up her dagger. _We shout at them. We jab them. If they stay rogue, we kill them. That is what Shapers say. Rogues die. So hurry. We stop monsters before more serviles die._";

 

text2 = "As she turns to leave, she gives you an odd look, as if she's trying to determine what has changed about you. She seems unusually alert for a servile. Then she exits to the south.";

 

action = END_TALK;

 

 

 

begintalknode 36;

 

state = 31;

 

nextstate = -1;

 

condition = 1;

 

question = "(Stay silent.)";

 

text1 = "Mehken watches you carefully, waiting to see if your unusual behavior continues. When you are silent for a few seconds, she shrugs. _Come, quiet one. We have work to do._";

 

text2 = "As she turns to leave, she gives you an odd look, as if she's trying to determine what has changed about you. She seems unusually alert for a servile. Then she exits to the south.";

 

action = END_TALK;

 

 

 

 

begintalknode 40;

 

state = -1;

 

nextstate = 40;

 

condition = 1;

 

question = "Name";

 

text1 = "As you walk out of the barracks and into the snow and wind, Mehken holds up her hand and says, _Stop._ You get the feeling that she has been ordering you around for a long time. You wish that you could remember.";

 

text2 = "_Something is coming. The calming pylon is smashed. Be ready._";

 

 

 

 

begintalknode 41;

 

state = 40;

 

nextstate = -1;

 

condition = 1;

 

question = "Are the Shapers coming to help us?";

 

text1 = "Mehken looks over at you, noting that you are still speaking. _Shapers? Care for us? Master Rawal does not know we live. Listen._";

 

text2 = "You hear them not long before you see them. Several serviles run screaming into the clearing. They are closely followed by hungry, scuttling bugs.";

 

text3 = "Mehken rushes toward the bugs, swinging her dagger. _Come! Help them!_";

 

action = END_TALK;

 

 

 

begintalknode 42;

 

state = 40;

 

nextstate = -1;

 

condition = 1;

 

question = "What should I do?";

 

text1 = "Mehken looks over at you, noting that you are still speaking. _Rogues everywhere. All creations going crazy. We fight, or they eat us. Listen._";

 

text2 = "You hear them not long before you see them. Several serviles run screaming into the clearing. They are closely followed by hungry, scuttling bugs.";

 

text3 = "Mehken rushes toward the bugs, swinging her dagger. _Come! Help them!_";

 

action = END_TALK;

 

 

 

begintalknode 43;

 

state = 40;

 

nextstate = -1;

 

condition = 1;

 

question = "(Stay silent.)";

 

text1 = "Mehken looks over at you. _Still nothing to say? Too cold to talk? All right. As long as you know to fight. Listen._";

 

text2 = "You hear them not long before you see them. Several serviles run screaming into the clearing. They are closely followed by hungry, scuttling bugs.";

 

text3 = "Mehken rushes toward the bugs, swinging her dagger. _Come! Help them!_";

 

action = END_TALK;

 

 

 

begintalknode 47;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "You try to speak with this servile, but he is too busy being consumed by utter terror to be able to speak coherently with you.";

 

text2 = "Not that he would be much for conversation even if he was calm. Like most serviles, the Shapers have bred this one to have as empty a head as possible and still be able to eat and breathe.";

 

text3 = "You try to speak with this servile, but he is still overwhelmed with terror. Like most serviles, the Shapers have bred this one to have as empty a head as possible and still be able to eat and breathe.";

 

text4 = "Mehken looks him over and shakes her head. _Do not bother. This one is too dumb to be of use._ She turns and walks away before you can ask why she is different.";

 

action = DEP_ON_SDF 0 10 11;

 

code =

if ((gf(0,2) == 0) || (char_ok(8) == 0))

rs(4);

 

break;

 

 

 

// mehken convo 4

 

 

 

begintalknode 50;

 

state = -1;

 

nextstate = 50;

 

condition = 1;

 

question = "Name";

 

text1 = "Mehken holds out a hand to stop you. She points at the entrance to a building to the north. _Was afraid of that. Thrasher is loose._ A moment later, you hear something roar in the shadows.";

 

text2 = "Mehken stands ready, holding out her painfully insufficient blade. You try to join her, but you start to feel very ill.";

 

code =

alter_stat(40,1);

 

break;

 

 

 

begintalknode 51;

 

state = 50;

 

nextstate = 51;

 

condition = 1;

 

question = "Who is Thrasher? Is it another ...";

 

text1 = "You try to speak, but the words don't come out. You are doubled over by a wave of nausea. It soon ends, followed by something far worse.";

 

 

 

begintalknode 52;

 

state = 50;

 

nextstate = 51;

 

condition = 1;

 

question = "Are we going to fight ...";

 

text1 = "You try to speak, but the words don't come out. You are doubled over by a wave of nausea. It soon ends, followed by something far worse.";

 

 

 

begintalknode 53;

 

state = 50;

 

nextstate = 51;

 

condition = 1;

 

question = "(Silently stand ready.)";

 

text1 = "You try to stand still, ready for anything, but this doesn't work out for you. You are doubled over by a wave of nausea. It soon ends, followed by something far worse.";

 

 

 

begintalknode 54;

 

state = 51;

 

nextstate = 52;

 

condition = 1;

 

question = "Ghhhahhhhhhhh .....";

 

text1 = "A burning sensation spreads over your entire body. It is not just heat. It is rage. Something has triggered a consuming fury within you. There is pain. A lot of it. But it is a distant thing.";

 

text2 = "You also feel power. Great power, trying to find a way to break free.";

 

text3 = "You hold up your hand. It is glowing. Little wisps of flame dance around it.";

 

text4 = "You turn to look at Mehken. She watches you without expression. She doesn't seem surprised, though.";

 

 

 

begintalknode 55;

 

state = 52;

 

nextstate = -1;

 

condition = 1;

 

question = "What is happening to me?";

 

text1 = "You slowly gasp out the words, trying to maintain consciousness in the face of the overwhelming sensations that buffet you.";

 

text2 = "Mehken calmly says, _This could be useful. Thrasher is terrified of fire. Direct some at it. You might calm the beast._";

 

text3 = "Part of your brain dimly realizes that Mehken is no longer speaking in the crude speech common to serviles. You don't have any more time to think about it. A huge battle alpha rushes out of the building to the north.";

 

text4 = "A puny creation is daring to challenge you. Perhaps some flame would teach it not to disobey its betters.";

 

action = END_TALK;

 

code =

activate_hint(0);

 

break;

 

 

 

// Thrasher 2

 

 

 

begintalknode 57;

 

state = -1;

 

nextstate = 57;

 

condition = 1;

 

question = "Name";

 

text1 = "You enter another large clearing. Rocky walls shield you from the icy wind not far above your head. You see the entrance to a building to the north. A moment later, you hear something roar in the shadows.";

 

text2 = "You dimly remember that a large battle alpha was being held here. You call it Thrasher. It has a nasty disposition. As you prepare to defend yourself, you start to feel very ill.";

 

code =

alter_stat(40,1);

 

break;

 

 

 

begintalknode 58;

 

state = 57;

 

nextstate = -1;

 

condition = 1;

 

question = "Ghhhahhhhhhhh .....";

 

text1 = "A burning sensation spreads over your entire body. It is not just heat. It is rage. Something has triggered a consuming fury within you. There is pain. A lot of it. But it is a distant thing.";

 

text2 = "You also feel power. Great power, trying to find a way to break free.";

 

text3 = "You hold up your hand. It is glowing. Little wisps of flame dance around it.";

 

text4 = "You don't have any more time to think about it. A huge battle alpha rushes out of the building to the north.";

 

text5 = "A puny creation is daring to challenge you. Perhaps some flame would teach it not to disobey its betters.";

 

action = END_TALK;

 

code =

activate_hint(0);

 

break;

 

 

 

// mehken convo 3

 

 

 

begintalknode 60;

 

state = -1;

 

nextstate = 60;

 

condition = 1;

 

question = "Name";

 

text1 = "Mehken wipes off her blade and sighs. _Not hard. Bugs are pests. Not good. Best dead._";

 

text2 = "She looks at the panicked serviles, still trying to calm down. Most serviles are terrified of rogue creations. _We save all. Good. I am glad._";

 

text3 = "She looks at the surviving serviles, still trying to calm down. Most serviles are terrified of rogue creations. _We save some. Good. I am glad._";

 

text4 = "(You receive bonus experience for saving several serviles. Gain enough experience and you will gain a level, which makes your character stronger.)";

 

text5 = "She looks at the dead serviles and shakes her head. _Sad. We did not save enough. Will weep later._";

 

text6 = "_We must move. Is cold. Rogues still loose._";

 

code =

if (gf(0,9) >= 3) {

rs(2); rs(3); rs(4);

}

 

else if (gf(0,9) > 0) {

rs(2); rs(5);

award_party_xp(100,1);

}

 

else {

rs(3); rs(5);

award_party_xp(200,1);

}

 

break;

 

 

 

begintalknode 61;

 

state = 60;

 

nextstate = 61;

 

condition = 1;

 

question = "Wait. I have a question.";

 

text1 = "_Question? You have surprises today. Creations change. You change too. What?_";

 

 

 

begintalknode 62;

 

state = 60;

 

nextstate = -1;

 

condition = 1;

 

question = "(Follow quietly.)";

 

text1 = "You start to follow Mehken. After a few feet, she stops. She turns and points at your clothes.";

 

text2 = "_We dress you up strong. Make you look good. Calm creations. You go first. I follow close._";

 

action = END_TALK;

 

 

 

begintalknode 63;

 

state = 61;

 

nextstate = -1;

 

condition = 1;

 

question = "Who am I? How did I get here?";

 

text1 = "_Don't know. Mighty Shaper Rawal comes one day. Dumps you on us. Says you work with serviles. Says take care of you._";

 

text2 = "_This years ago. You quiet. You work. Is all I know._";

 

 

 

begintalknode 64;

 

state = 61;

 

nextstate = -1;

 

condition = 1;

 

question = "Why am I dressed like this?";

 

text1 = "Mehken chuckles. _You dressed strong, like warrior or lord. You like that calms rogues._";

 

text2 = "_We get torn, fancy clothes. Put on you. You like them. Make you calm too. Need wash though._";

 

text3 = "_We put better clothes on you, like smart rebel servile. Makes creations obey more. Don't know why. But it works._";

 

code =

if (creature_type(pc_num()) == 46) {

rs(1); rs(2);

}

 

else rs(3);

 

break;

 

 

 

begintalknode 65;

 

state = 61;

 

nextstate = -1;

 

condition = 1;

 

question = "Why have the creations gone mad?";

 

text1 = "_Do not know. Happen in morning. They all go crazy. Shapers not say why. Shapers not talk to us._";

 

 

begintalknode 66;

 

state = 61;

 

nextstate = -1;

 

condition = 1;

 

question = "What were those bugs?";

 

text1 = "_Shapers make. New type of creation. Send out. Eat crops of rebels. Swarm._";

 

text2 = "Mehken shakes her head. _The things the Shapers make._";

 

 

 

begintalknode 67;

 

state = 61;

 

nextstate = -1;

 

condition = 1;

 

question = "What should we do now?";

 

text1 = "_Hunt rogues. Calm them. Kill if must. Then, if we good, we get reward. Big dinner! More sleep! Enough talking. Now we go hunt._";

 

text2 = "You start to follow Mehken. After a few feet, she stops. She turns and points at your clothes.";

 

text3 = "_We dress you up strong. Make you look good. Calm creations. You go first. I follow close._";

 

action = END_TALK;

 

 

 

begintalknode 68;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "";

 

 

 

begintalknode 69;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "The bolt of flame strikes the huge creature, singeing it and filling the clearing with the foul stench of burning fur. The alpha shrieks and cowers from you. It must be terrified of fire.";

 

text2 = "The battle alpha collapses to the ground, dead. Another dangerous rogue eliminated.";

 

text3 = "You hold up your hand and look at it. The wisps of flame are gone. The wave of illness has passed. The power remains, though. Whatever has happened to you today, it is unlocking things you did not even suspect were within you.";

 

text4 = "You feel that you don't just have the power to hurt. You can also heal. The technique is different, but the wellspring of power is the same.";

 

text5 = "(If you get wounded, you can now cast Minor Heal. Press the Healing Craft button to select the spell. Hold the Tab button down to identify what the buttons are.)";

 

code =

sf(1,22,1);

if (gf(0,12) > 1)

rs(2);

 

else rs(1);

 

clear_hints();

 

alter_stat(70,1);

 

break;

 

 

 

// make creation comvo

 

 

 

begintalknode 80;

 

state = -1;

 

nextstate = 80;

 

condition = 1;

 

question = "Name";

 

text1 = "There is a long, icy ravine stretching to the south. The settlement of Minallah is down there. That is probably where you should be going. The way is not clear, though. You can see small, scaly figures roaming in the mist.";

 

text2 = "Mehken stops you. She is looking at you strangely. _I see it. In your face. You are having another ... attack. Be calm. Do not fight it._";

 

text3 = "She is right. She realized it before you did. The burning feeling is returning again.";

 

 

 

begintalknode 81;

 

state = 80;

 

nextstate = -1;

 

condition = 1;

 

question = "You ... are talking differently.";

 

text1 = "She ignores what you said. _Focus on yourself. Control yourself._";

 

 

 

begintalknode 82;

 

state = 80;

 

nextstate = -1;

 

condition = 1;

 

question = "Why is this happening to me?";

 

text1 = "_I do not know. I do not know who you are or where you are from. I only want to help you control it so that you do not hurt anyone._";

 

 

 

begintalknode 83;

 

state = 80;

 

nextstate = -1;

 

condition = 1;

 

question = "What should I do?";

 

text1 = "_I can't tell you. The power in you will decide. You ..._ She stops talking. She looks down at your hands and jumps back.";

 

text2 = "You look down and see ... something. Glowing tendrils of light, of essence, dim and insubstantial, have emerged from your hands. They twitch aimlessly, waiting for you to direct them.";

 

text3 = "And, somehow, you know what to do. It is automatic, like walking or breathing. You forgot, but your body remembered. You know how to Shape this essence into something alive ...";

 

text4 = "(You can now make your first creation. Time will tell what else you can do ...)";

 

action = END_TALK;

 

code =

alter_stat(80,1);

 

activate_hint(6);

 

break;

 

 

 

begintalknode 86;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "There is a long, icy ravine stretching to the south. The settlement of Minallah is down there. That is probably where you should be going. The way is not clear, though. You can see small, scaly figures roaming in the mist.";

 

text2 = "As you prepare for more battle, you feel another of these strange, burning attacks coming on. You look down at your hands. What you see alarms you.";

 

text3 = "You look down and see ... something. Glowing tendrils of light, of essence, dim and insubstantial, have emerged from your hands. They twitch aimlessly, waiting for you to direct them.";

 

text4 = "And, somehow, you know what to do. It is automatic, like walking or breathing. You forgot, but your body remembered. You know how to Shape this essence into something alive ...";

 

text5 = "(You can now make your first creation. Time will tell what else you can do ...)";

 

code =

alter_stat(80,1);

 

activate_hint(6);

break;

 

 

 

// post-creation convo

 

 

 

begintalknode 90;

 

state = -1;

 

nextstate = 90;

 

condition = 1;

 

question = "Name";

 

text1 = "Mehken looks at the fyora you have created. It is a twitchy, twisted, sickly thing. Its skin is covered with cracks. Thin, red fluid oozes in narrow rivulets down its sides. Mehken looks ill.";

 

text2 = "It was a clumsy effort, but you were out of practice. You know that you can do better.";

 

text3 = "Mehken says, _This is not a surprise._";

 

 

 

begintalknode 91;

 

state = 90;

 

nextstate = 91;

 

condition = 1;

 

question = "You expected this?";

 

text1 = "_We knew that you were unusual. We knew that Shaper Rawal kept you here for a reason. We knew from looking at you that you were different. That you had been touched by the arts of the Shapers._";

 

 

 

begintalknode 92;

 

state = 90;

 

nextstate = -1;

 

condition = 1;

 

question = "I don't want to discuss it.";

 

text1 = "Mehken nods. _Minallah is south. We safe there. Let's go._ She has returned to talking in the standard, simple servile style.";

 

text2 = "The fyora hisses and stumbles along, waiting for your next command.";

 

action = END_TALK;

 

 

 

begintalknode 93;

 

state = 91;

 

nextstate = -1;

 

condition = 1;

 

question = "We? You and who?";

 

text1 = "Mehken shakes her head. _The rogues are coming closer. We will talk later. Be ready._";

 

text2 = "The fyora hisses and stumbles along, waiting for your next command.";

 

action = END_TALK;

 

 

 

begintalknode 94;

 

state = 91;

 

nextstate = -1;

 

condition = 1;

 

question = "Touched by the ... what are you talking about?";

 

text1 = "Mehken shakes her head. _The rogues are coming closer. We will talk later. Be ready._";

 

text2 = "The fyora hisses and stumbles along, waiting for your next command.";

 

action = END_TALK;

 

 

 

// FYORA

 

 

 

begintalknode 100;

 

state = -1;

 

nextstate = 100;

 

condition = 1;

 

question = "Name";

 

text1 = "There is a fyora standing by this chaining post. It isn't held in place. It must have been trained to wait by a post when not being asked to kill something. Its head waves unsteadily from side to side, and its eyes are unfocused.";

 

text2 = "Mehken looks at it with a practiced eye. _Not rogue. Will be soon. Might not need to kill. See if you can calm it._";

 

text3 = "It has not gone rogue yet, but you suspect that it might soon. If it does, it will be dangerous to anyone or anything passing by.";

 

text5 = "The abandoned fyora is still here.";

 

action = INTRO;

 

code =

if (gf(0,2) == 0)

rs(2);

 

else rs(3);

 

break;

 

 

 

begintalknode 101;

 

state = 100;

 

nextstate = -1;

 

condition = get_stat(20) >= 3 && gf(0,19) == 0;

 

question = "Try to calm it.";

 

text1 = "You reach out to the fyora. Tentatively at first, then with more confidence. You run your hand down its scaly neck. The creature looks at you. Its eyes focus again.";

 

text2 = "There is something about you that it responds to, something that gives you authority over this creation. You are able to calm it down. It is not in danger of going rogue immediately.";

 

text3 = "Unless, of course, whatever caused all of the creations to go crazy in the first place returns.";

 

text4 = "(You were able to calm the fyora because your Leadership skill was high enough. More Leadership will make some encounters easier.)";

 

code =

sf(0,19,1);

 

award_party_xp(75,1);

 

break;

 

 

 

begintalknode 102;

 

state = 100;

 

nextstate = -1;

 

condition = get_stat(20) < 3 && gf(0,19) == 0;

 

question = "Try to calm it.";

 

text1 = "You reach out to the fyora. Tentatively at first, then with more confidence. You try to run your hand down its scaly neck. However, when you get too close, your will wavers. The fyora hisses and backs away.";

 

text2 = "(Your Leadership skill was not high enough to calm the fyora. More Leadership will make some encounters easier.)";

 

text3 = "Mehken shakes her head. _Sad. Kill then, I think. Too dangerous for us Keepers._";

 

code =

if (gf(0,2) == 0)

rs(3);

 

break;

 

 

 

begintalknode 103;

 

state = 100;

 

nextstate = -1;

 

condition = gf(0,19) == 0;

 

question = "Kill the fyora.";

 

text1 = "It is a shame, but, if the fyora lives, it will be a genuine hazard. You prepare to attack it. The creature is still bright enough to sense your intention. It goes completely rogue almost instantly.";

 

action = END_TALK;

 

code =

set_attitude(36,10);

 

break;

 

 

 

begintalknode 104;

 

state = 100;

 

nextstate = -1;

 

condition = 1;

 

question = "Leave it alone.";

 

text1 = "You leave the fyora standing next to its post.";

 

text2 = "";

 

action = END_TALK;

 

 

 

// artila

 

 

 

begintalknode 110;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "Name";

 

text1 = "There is an artila hiding in the back corner of this cell. It is small and sickly. Perhaps it was brought to the Foundry so that its illness could be analyzed. And yet, even a weak artila can be very dangerous.";

 

text2 = "At first, it seems calm and under control. Then, as you approach it, something happens. For a moment, you sense something in the room with you. An invisible presence.";

 

text3 = "It passes through quickly, but, when it is gone, the artila is no longer calm. It hisses at you. Acidic venom drips from its mouth and hisses when it spatters on the stone below.";

 

text4 = "Mehken grabs your arm. _It is rogue. No hope. It is lost. This is too much, now. We need to go. Get to Minallah._ The artila hisses again, building up the courage to attack.";

 

text5 = "It is rogue now. There is no chance of calming it. It is also very dangerous. Sometimes, it is wiser to back away.";

 

action = END_TALK;

 

code =

if (gf(0,2) > 0)

rs(5);

 

else rs(4);

 

break;

 

 

 

begintalknode 111;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "Even a rogue will often hesitate to attack a Shaper or trainer (or someone dressed like one), but your continued presence was too much for the artila. It lunges at you.";

 

 

 

begintalknode 115;

 

state = -1;

 

nextstate = 110;

 

condition = 1;

 

question = "";

 

text1 = "Mehken freezes. She sees the dead servile on the ground at the back of this cell. It looks like the worms swarmed him. The body is already covering with a thin dusting of snow.";

 

text2 = "You don't recognize him. He must have worked in a different part of the Foundry.";

 

text3 = "Mehken leans against the stone wall and chokes back a sob.";

 

 

 

begintalknode 116;

 

state = 110;

 

nextstate = 111;

 

condition = 1;

 

question = "Who was that?";

 

text1 = "She opens her mouth and starts to say something. Then she shakes her head.";

 

 

 

begintalknode 117;

 

state = 110;

 

nextstate = 111;

 

condition = 1;

 

question = "Did you know him?";

 

text1 = "Mehken nods. _I ..._ Her voice trails off. She stares at the body.";

 

 

 

begintalknode 118;

 

state = 111;

 

nextstate = -1;

 

condition = 1;

 

question = "(Wait for her to recover.)";

 

text1 = "You stand silently next to her for several minutes, watching for rogues. You start to get nervous. And cold. Very cold.";

 

text2 = "Then, when you started to wonder if you would have to continue alone, Mehken remembers what is happening. She turns away from the body.";

 

text3 = "_No matter. Just a dead servile. None will care. Come. We go to Minallah._";

 

action = END_TALK;

 

 

 

begintalknode 119;

 

state = 111;

 

nextstate = -1;

 

condition = 1;

 

question = "It's another dead servile. Come on. We have to get to safety.";

 

text1 = "Mehken spins and faces you, blade out. You have never seen a look of such fury on a servile's face.";

 

text2 = "In fact, you rarely see serviles display strong emotions of any sort. The Shapers discourage it.";

 

text3 = "_You say the foul words of the Shapers. You ..._ Then she remembers what is happening. With effort, she regains control of herself.";

 

text4 = "_No matter. You are right. Just a dead servile. None will care. Come. We go to Minallah._";

 

action = END_TALK;

 

 

 

begintalknode 120;

 

state = 111;

 

nextstate = -1;

 

condition = 1;

 

question = "I am sorry. But we still have to get to safety.";

 

text1 = "She doesn't respond. You stand silently next to her for several minutes, watching for rogues. You start to get nervous. And cold. Very cold.";

 

text2 = "Then, when you started to wonder if you would have to continue alone, Mehken remembers what is happening. She turns away from the body.";

 

text3 = "_No matter. Just a dead servile. None will care. Come. We go to Minallah._";

 

action = END_TALK;

 

 

 

begintalknode 125;

 

state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "Mehken stops you. _Let me scout. Just a moment._";

 

text2 = "She runs to the south. When she returns a minute later, she looks nervous. _Roamer is loose. Large one. New sort. Fast. Very large teeth._";

 

text3 = "_Is by pacification pylon, but pylon has no power._ Unfortunate. The pylons keep any rogue creation near them calm.";

 

text4 = "She points to the door to the west. _Pylon controls in there. Maybe turn it back on._ Then she points to the door to the east. _Maybe get around roamer that way._";

 

text5 = "You hear a loud shriek. It came from the clearing to the south. A creation is loose down there. A big one. You think, if memory serves, that there was a pacification pylon down there. It must be broken or not getting power.";

 

text6 = "There are two doors leading away from this ravine, one east and one west. Perhaps you can find a way around the creature or locate the controls to the pylon.";

 

code =

if (gf(0,2) == 0) {

rs(1); rs(2); rs(3); rs(4);

}

 

else {

rs(5); rs(6);

}

 

break;

 

 

 

// 130 PYLON CONTROL

 

 

 

begintalknode 130;

 

state = -1;

 

nextstate = 130;

 

condition = 1;

 

question = "Name";

 

text1 = "This is a power spiral. It is a smooth, elegant, intricately carved crystal shell, full of magically charged essence. These powerful and delicate devices hold magical energy, which Shapers then call forth for use in experiments.";

 

text2 = "It is meant to generate a smooth, constant flow of energy and direct it into the crystal conduits on the floor. However, it is currently off.";

 

text3 = "The power spiral is still active. It generates a smooth, constant flow of energy and directs it into the crystal conduits on the floor.";

 

text4 = "You also notice that there is a panel off to the side, it is very small and, up until now, it might have been camoflauged. There are a couple of words set in it. You can barely make out the words 'Touch lightly' and 'Power'.";

action = DEP_ON_SDF 0 21 0;

 

 

 

begintalknode 131;

 

state = 130;

 

nextstate = -1;

 

condition = gf(0,21) == 0 && get_stat(21) >= 3 && has_item(255) == 0;

 

question = "Turn the pylon on.";

 

text1 = "Though your thoughts are still hazy and confused, you think that you might be able to activate the power spiral. It hasn't been damaged. It's just inactive.";

 

text2 = "However, after several minutes of staring at it, you realize that you're missing something. To reach into the works of the spiral and activate it, you need a living tool.";

 

 

action = END_TALK;

 

 

 

begintalknode 132;

 

state = 130;

 

nextstate = -1;

 

condition = gf(0,21) == 0 && get_stat(21) >= 3 && has_item(255) > 0;

 

question = "Turn the pylon on. (Use a living tool.)";

 

text1 = "Though your thoughts are still hazy and confused, you think that you might be able to activate the power spiral. It hasn't been damaged. It's just inactive.";

 

text2 = "You take a living tool and have it extend its feelers deep into the works of the spiral. It hums to life. Power starts to flow into the conduits to the south.";

 

text3 = "(Your Mechanics skill was high enough to activate the pylon. Now any enemy near the pylon will not attack you as long as you don't get too close to it.)";

 

action = END_TALK;

 

code =

take_item(255);

 

sf(0,21,1);

 

award_party_xp(200,1);

 

set_terrain(39,38,175);

 

set_terrain(40,38,175);

 

set_terrain(40,39,175);

 

set_terrain(40,40,175);

 

set_terrain(40,42,175);

 

set_terrain(40,43,175);

 

set_terrain(40,44,175);

 

set_terrain(40,45,175);

 

set_terrain(40,46,175);

set_terrain(39,46,175);

 

set_terrain(38,46,175);

 

set_terrain(38,47,175);

 

set_terrain(38,48,175);

 

break;

 

 

 

begintalknode 133;

 

state = 130;

 

nextstate = -1;

 

condition = gf(0,21) == 0 && get_stat(21) < 3;

 

question = "Turn the pylon on.";

 

text1 = "Though your thoughts are still hazy and confused, you think that you might be able to activate the power spiral. It hasn't been damaged. It's just inactive.";

 

text2 = "Unfortunately, you don't know enough about machinery to be able to determine how to turn this thing on. You're just as likely to blow yourself up.";

 

text3 = "(Your Mechanics skill wasn't high enough to activate the pylon. Mechanics skill enables you to alter machines in a variety of beneficial ways.)";

 

action = END_TALK;

 

 

 

 

begintalknode 134;

 

state = 130;

 

nextstate = -1;

 

condition = 1;

 

question = "Leave the pylon alone.";

 

text1 = "These devices are delicate and valuable. Also, if mishandled, they can explode. You back away.";

action = END_TALK;

 

 

 

// final mehken convo

 

 

 

begintalknode 150;

 

state = -1;

 

nextstate = 150;

 

condition = 1;

 

question = "Name";

 

text1 = "As you walk along this ravine, you start to sense something. A presence, an itch in the back of your mind. There is something not far ahead. Something powerful. You wonder if it is the cause of all these disruptions.";

 

text2 = "As you ready yourself, Mehken stops you. _Wait. We are almost to Minallah. Before we are there, there is something I must say._ She has dropped all pretense of speaking like an ordinary servile.";

 

 

 

begintalknode 151;

 

state = 150;

 

nextstate = -1;

 

condition = 1;

 

question = "Why are you not speaking like you usually do?";

 

text1 = "_I am taking a great risk. If I will risk all, I will do it with dignity._";

 

 

 

begintalknode 152;

 

state = 150;

 

nextstate = 151;

 

condition = 1;

 

question = "What is it?";

 

text1 = "_Shaper Rawal is the lord of the Foundry, a full member of the Shaper Council. He dumped you back here with the loyal serviles over two years ago. He said you were to be kept safe. Safe and dumb._";

 

text2 = "_Sometimes, he sent someone to check on you. You were always safe. Always dumb. Nothing changed. You were left._";

 

text3 = "_We thought this was odd. We have been watching you. Watching for the change too. It has happened._";

 

 

 

begintalknode 153;

 

state = 150;

 

nextstate = -1;

 

condition = 1;

 

question = "I don't want to talk to you. I am preparing for battle.";

 

text1 = "Mehken looks disappointed, but she doesn't argue. _Then ... We go. We fight. Never mind._";

 

action = END_TALK;

 

 

 

begintalknode 154;

 

state = 151;

 

nextstate = -1;

 

condition = 1;

 

question = "We? You and who?";

 

text1 = "_You will learn. If you do not betray us to Shaper Rawal. If you do not destroy us._";

 

 

 

begintalknode 155;

 

state = 151;

 

nextstate = -1;

 

condition = 1;

 

question = "Do you know who I am? Or who he thought I was?";

 

text1 = "_A Shaper confiding in a servile? Never._";

 

 

 

begintalknode 156;

 

state = 151;

 

nextstate = 152;

 

condition = 1;

 

question = "What else do you have to say?";

 

text1 = "_You have power. Rawal will want it. The Shapers are desperate and terrified. They will offer all who can help them money and power and influence. Rawal will offer these things._";

 

text2 = "_Do not let greed take you. Remember there are other paths._";

 

text3 = "_It will be hard. Rawal controls you._";

 

 

 

begintalknode 157;

 

state = 152;

 

nextstate = 153;

 

condition = 1;

 

question = "He controls me? How?";

 

text1 = "_You will know soon. It is one thing I know about Rawal. And his ways._ Mehken reaches out and taps you in the center of the chest. It feels strange there. Numb. You'll need to look closer when you get out of the cold.";

 

text2 = "_There is not time to say more. Now we need to go. Get to Minallah. Safety and warmth. What do you say?_ Mehken watches you carefully.";

 

text3 = "(Sometimes, characters will ask for your opinions. Answer carefully. Word of your actions and beliefs will get around and influence who will want to ally themselves with you.)";

 

 

 

begintalknode 158;

 

state = 153;

 

nextstate = -1;

 

condition = 1;

 

question = "The Shapers offer power and wealth? That sounds good to me.";

 

text1 = "Mehken looks disappointed. _So many have taken that path. Remember, though. The Shapers are wealthy. Strong. They are not indestructible. The rebels have taught them this._";

 

text2 = "She turns and walks off into the snow.";

 

action = END_TALK;

 

code =

inc_flag(100,0,2);

 

break;

 

 

 

begintalknode 159;

 

state = 153;

 

nextstate = -1;

 

condition = 1;

 

question = "If the Shapers rule these lands, I will not rebel against them.";

 

text1 = "Mehken looks disappointed. _The Shapers hoard their power. They crush the creations. They crush humans who resist them. They rule. They will not for long._";

 

text2 = "She turns and walks off into the snow.";

 

action = END_TALK;

 

code =

inc_flag(100,0,2);

 

break;

 

 

 

begintalknode 160;

 

state = 153;

 

nextstate = -1;

 

condition = 1;

 

question = "I do not like what I have seen of the Shapers. ";

 

text1 = "Mehken nods. _You will like them less. You have not met Rawal. I think you will soon. Now that you have changed. Come. Let us find another thing they made. Another mad creation._";

 

text2 = "She turns and walks off into the snow.";

 

action = END_TALK;

 

code =

inc_flag(100,0,-2);

 

break;

 

 

 

begintalknode 161;

 

state = 153;

 

nextstate = -1;

 

condition = 1;

 

question = "I cannot say what I will do. We should just go.";

 

text1 = "_Of course. You are still confused. That will not last. You have not met Rawal. I think you will soon. Now that you have changed. And you will see more of Shapers. Now come. Let us find another thing they made. Another mad creation._";

 

text2 = "She turns and walks off into the snow.";

 

action = END_TALK;

 

 

 

// 170 RAWAL

 

 

begintalknode 170;

 

state = -1;

 

nextstate = 170;

 

condition = 1;

 

question = "Name";

 

text1 = "At last, the Shaper inspects you. _Now then. Let's see how you have changed. Do you know who I am? Do you remember, or is your mind still too muddled?_ He pauses. _I can see from your vacant expression that it is the second case._";

 

text2 = "_I am Shaper Rawal, master of the Foundry and full member of the Shaper Council. I am the master here._";

 

text3 = "_Now that your unusual nature is starting to assert itself, I am eager to explore your capabilities and see how you can best be used. It is unfortunate that some entity is disrupting all of my creations, but I think you can help._";

 

code =

toggle_quest(3,1);

 

break;

 

 

 

begintalknode 171;

 

state = 170;

 

nextstate = -1;

 

condition = 1;

 

question = "You know who I am?";

 

text1 = "_I do. However, I do not see any need to upset you with too much information too early. When I think it will increase your efficiency to know more about yourself, you can trust that I will let you know._";

 

 

 

begintalknode 172;

 

state = 170;

 

nextstate = -1;

 

condition = 1;

 

question = "An entity disrupting your creations? Wasn't the vlish responsible?";

 

text1 = "Shaper Rawal laughs dryly. _Don't try to think until your mind further returns. Otherwise, you will waste time and effort._";

 

text2 = "_The vlish was a negligible non-entity. The current disruptions are caused by something much more mysterious and powerful. But we can discuss this later._";

 

 

 

begintalknode 173;

 

state = 170;

 

nextstate = 171;

 

condition = 1;

 

question = "You want my help?";

 

text1 = "_I am a full Shaper of the Council. You are not. I command your help. I need more quality agents in my employ. First, I need to explore your abilities, and I have a very good idea for how to do this._";

 

text2 = "_First, we should return to my tower. It is warmer and more conducive to analytical thought._";

 

 

 

begintalknode 174;

 

state = 171;

 

nextstate = -1;

 

condition = 1;

 

question = "You are giving me orders?";

 

text1 = "_I am. And you will obey them. I am the master of the Foundry. If you do not believe me, I suggest that you try resisting me. A brief demonstration will prevent a lot of tedious question and argument._";

 

 

 

begintalknode 175;

 

state = 171;

 

nextstate = 172;

 

condition = 1;

 

question = "I will not serve you. I have my own plans.";

 

text1 = "Shaper Rawal nods. _Excellent. The demonstration can commence._ He waves a hand.";

 

text2 = "You feel as if someone has shoved a sharp pick of red hot steel deep in your chest.";

 

text3 = "Eventually, you get up off of the icy stone and stop gagging. You pull your clothes away from your chest and look down. There is a fleshy bump there, about an inch across. It is pulsing slightly. Then it stops and fades into your skin.";

 

text4 = "In a few moments, you don't feel anything unusual. The thing in your chest is nearly invisible.";

 

text5 = "Rawal smirks.";

 

code =

sf(2,29,1);

 

break;

 

 

 

begintalknode 176;

 

state = 171;

 

nextstate = -1;

 

condition = 1;

 

question = "I am eager to obey the Shapers.";

 

text1 = "_That is wise. You can earn great rewards for service. Wealth and power. I will be waiting for you with your new orders in Isenwood's Spire. I will instruct a servile to lead you to me. Proceed into Minallah. That is all for now._";

 

text2 = "Without waiting for a response, he turns and walks back into Minallah. You are left alone in the cold.";

 

action = END_TALK;

 

 

 

begintalknode 177;

 

state = 171;

 

nextstate = -1;

 

condition = 1;

 

question = "I will follow you. If I must.";

 

text1 = "_That is wise, though we may need to take measures to correct your attitude._";

 

text2 = "_You can earn great rewards for service. Wealth and power. I will be waiting for you with your new orders in Isenwood's Spire. I will instruct a servile to lead you to me. Proceed into Minallah. That is all for now._";

 

text3 = "Without waiting for a response, he turns and walks back into Minallah. You are left alone in the cold.";

 

action = END_TALK;

 

 

 

begintalknode 178;

 

state = 172;

 

nextstate = -1;

 

condition = 1;

 

question = "What have you done to me?";

 

text1 = "_It is called a control tool. A variety of living tool of my own invention. Instead of going into a machine, it goes into your chest. Deep inside. With a command, I can have it tear your heart open._";

 

text2 = "_You cannot defy me, but you can earn great rewards. Wealth and power. I will be waiting for you with your new orders in Isenwood's Spire. I will instruct a servile to lead you to me. Proceed into Minallah. That is all for now._";

 

text3 = "Without waiting for a response, he turns and walks back into Minallah. You are left alone in the cold.";

 

action = END_TALK;

 

 

 

 

begintalknode 290;

// state = -1;

 

nextstate = -1;

 

condition = 1;

 

question = "";

 

text1 = "Alas, your actions have infuriated the locals. Shaper Rawal's instructions to the city guards if you turn unpredictable or dangerous are clear. They hunt you down.";

 

text2 = "You have some success evading them for a while. Then Shaper Rawal decides to get involved.";

 

text3 = "A few days later, while you are hiding in an icy crevasse, you feel a numb sensation in your chest. Then it becomes a sharp pain. Then you collapse and die.";

 

text4 = "If you had lasted longer, you might have discovered a way to free yourself from the powerful bonds Shaper Rawal placed on you. Sadly, it was not to be.";

 

code =

erase_char(1000);

 

break;

 

 

 

begintalknode 200;

state = 130;

nextstate = 180;

condition = 1;

question = "Lightly touch the panel";

text1 = "Curiousity overwhelms you, and you lightly touch the panel.";

text2 = "In an instant, the small panel suddenly becomes very large, and gives you many options, some can benefit you, and others... well you'll find out!";

text3 = "Your options are as such, Body, and Mental training";

text4 = "Body training is your everyday stuff, like the basics, the combats skills and general things.";

text5 = "Mental training is experience-related exercises(Increases your experience).";

 

begintalknode 201;

state = 180;

nextstate = 181;

condition = 1;

question = "Body Training";

text1 = "You have chosen Body training.";

text2 = "Your options of training are:";

text3 = "The Basics - Strength, Dexterity, Intelligence, and Endurance!";

text4 = "Combat Training - Melee Weapons, Missle Weapons, Quick Action, and Parry.";

text5 = "General Skills - Leadership, Mechanics, and Luck!";

 

begintalknode 202;

state = 180;

nextstate = 199;

condition = 1;

question = "Mental Training";

text1 = "You have chosen Mental Training.";

text2 = "How much experience would you like to recall?";

 

begintalknode 204;

state = 181;

nextstate = 182;

condition = 1;

question = "The Basics";

text1 = "Which Basic Skill do you want to train in?";

 

begintalknode 205;

state = 181;

nextstate = 188;

condition = 1;

question = "Combat Training";

text1 = "Which Combat Skill do you want to train in?";

 

begintalknode 206;

state = 181;

nextstate = 194;

condition = 1;

question = "General Skills";

text1 = "Which General Skill do you want do train in?";

 

begintalknode 207;

state = 182;

nextstate = 183;

condition = 1;

question = "Strength";

text1 = "By how much?";

 

begintalknode 208;

state = 182;

nextstate = 184;

condition = 1;

question = "Dexterity";

text1 = "By how much?";

 

begintalknode 209;

state = 182;

nextstate = 185;

condition = 1;

question = "Intelligence";

text1 = "By how much?";

 

begintalknode 210;

state = 182;

nextstate = 186;

condition = 1;

question = "Endurance";

text1 = "By how much?";

 

begintalknode 211;

state = 182;

nextstate = 187;

condition = 1;

question = "All of them";

text1 = "By how much?";

 

begintalknode 212;

state = 182;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave the panel.";

action = END_TALK;

 

begintalknode 213;

state = 183;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You increase your strength by 1.";

code = set_flag(0,12,0);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 214;

state = 183;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You increase your strength by 5.";

code = set_flag(0,12,0);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 215;

state = 183;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You have maxed out your strength!";

code = set_flag(0,12,0);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 216;

state = 183;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 217;

state = 184;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You increase your dexterity by 1.";

code = set_flag(0,12,1);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 218;

state = 184;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You increase your dexterity by 5.";

code = set_flag(0,12,1);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 219;

state = 184;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You have maxed out your dexterity!";

code = set_flag(0,12,1);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 220;

state = 184;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 221;

state = 185;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You increase your intelligence by 1.";

code = set_flag(0,12,2);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 222;

state = 185;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You increase your intelligence by 5.";

code = set_flag(0,12,2);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 223;

state = 185;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You have maxed out your intelligence!";

code = set_flag(0,12,2);

alter_stat(get_sdf(0,12),30);

break;

action = END_TALK;

 

begintalknode 224;

state = 185;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 225;

state = 186;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You increase your endurance by 1.";

code = set_flag(0,12,3);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 226;

state = 186;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You increase your endurance by 5.";

code = set_flag(0,12,3);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 227;

state = 186;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You have maxed out your endurance!";

code = set_flag(0,12,3);

alter_stat(get_sdf(0,12),30);

break;

action = END_TALK;

 

begintalknode 228;

state = 186;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 229;

state = 187;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You increase your strength, dexterity, intelligence, and endurance by 1.";

code = set_flag(0,12,0);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,1);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,2);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,3);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 230;

state = 187;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You increase your strength, dexterity, intelligence, and endurance by 5.";

code = set_flag(0,12,0);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,1);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,2);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,3);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 231;

state = 187;

nextstate = -1;

condition = 1;

question = "Max them out";

text1 = "You max out your strength, dexterity, intelligence, and endurance by 1.";

code = set_flag(0,12,0);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,1);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,2);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,3);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 232;

state = 187;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 233;

state = 181;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 234;

state = 180;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 235;

state = 188;

nextstate = 189;

condition = 1;

question = "Melee Weapons";

text1 = "By how much?";

 

begintalknode 236;

state = 188;

nextstate = 190;

condition = 1;

question = "Missle Weapons";

text1 = "By how much?";

 

begintalknode 237;

state = 188;

nextstate = 191;

condition = 1;

question = "Quick Action";

text1 = "By how much?";

 

begintalknode 238;

state = 188;

nextstate = 192;

condition = 1;

question = "Parry";

text1 = "By how much?";

 

begintalknode 239;

state = 188;

nextstate = 193;

condition = 1;

question = "All of them";

text1 = "By how much?";

 

begintalknode 240;

state = 188;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 241;

state = 189;

nextstate = 191;

condition = 1;

question = "1";

text1 = "You improve your melee weapons by 1.";

code = set_flag(0,12,4);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 242;

state = 189;

nextstate = 191;

condition = 1;

question = "5";

text1 = "You improve your melee weapons by 5";

code = set_flag(0,12,4);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 243;

state = 189;

nextstate = 191;

condition = 1;

question = "Max it out";

text1 = "You learn all there is to learn about melee weapons";

code = set_flag(0,12,4);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 244;

state = 189;

nextstate = 191;

condition = 1;

question = "Nevermind";

text1 = "You leave";

action = end_talk;

 

begintalknode 245;

state = 190;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You improve your missle weapons by 1.";

code = set_flag(0,12,5);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 246;

state = 190;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You improve your missle weapons by 5.";

code = set_flag(0,12,5);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 247;

state = 190;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You learn all there is to learn about missle weapons!";

code = set_flag(0,12,5);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 248;

state = 190;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 249;

state = 191;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You improve your quick action by 1.";

code = set_flag(0,12,6);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 250;

state = 191;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You improve your quick action by 5.";

code = set_flag(0,12,6);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 251;

state = 191;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You learn all there is to know about quick action!";

code = set_flag(0,12,6);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 252;

state = 191;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 253;

state = 192;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You improve parry by 1.";

code = set_flag(0,12,7);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 254;

state = 192;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You improve parry by 5.";

code = set_flag(0,12,7);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 255;

state = 192;

nextstate = -1;

condition = 1;

question = "Max it out";

text1 = "You learn all there is to know about parry!";

code = set_flag(0,12,7);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 256;

state = 192;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave";

action = end_talk;

 

begintalknode 257;

state = 193;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You improve your melee weapons, missle weapons, quick action, and parry by 1.";

code = set_flag(0,12,4);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,5);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,6);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,7);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 258;

state = 193;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You improve your melee weapons, missle weapons, quick action, and parry by 5.";

code = set_flag(0,12,4);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,5);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,6);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,7);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 259;

state = 193;

nextstate = -1;

condition = 1;

question = "Max them out";

text1 = "You learn all there is to know about melee weapons, missle weapons, quick action, and parry by 1.";

code = set_flag(0,12,4);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,5);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,6);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,7);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 260;

state = 193;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 261;

state = 194;

nextstate = 195;

condition = 1;

question = "Leadership";

text1 = "By how much?";

 

begintalknode 262;

state = 194;

nextstate = 196;

condition = 1;

question = "Mechanics";

text1 = "By how much?";

 

begintalknode 263;

state = 194;

nextstate = 197;

condition = 1;

question = "Luck";

text1 = "By how much?";

 

begintalknode 277;

state = 194;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave";

action = End_talk;

 

begintalknode 265;

state = 195;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You learn how to act as a better leader.(+1 to Leadership)";

code = set_flag(0,12,20);

alter_stat(get_sdf(0,12),1);

break;

action = end_talk;

 

begintalknode 266;

state = 195;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You learn how to act as a greater leader.(+5 to Leadership)";

code = set_flag(0,12,20);

alter_stat(get_sdf(0,12),5);

break;

action = end_talk;

 

begintalknode 267;

state = 195;

nextstate = -1;

condition = 1;

question = "Become the best leader!";

text1 = "You have become the greatest leader of all time, savor your victory!(+30 to Leadership)";

code = set_flag(0,12,20);

alter_stat(get_sdf(0,12),30);

break;

action = end_talk;

 

begintalknode 268;

state = 195;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

begintalknode 269;

state = 196;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You increase your knowledge in fixing things. (+1 to Mechanics)";

code = set_flag(0,12,21);

alter_stat(get_sdf(0,12),1);

break;

action = END_TALK;

 

begintalknode 270;

state = 196;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You improve your ability to fix things remarkably. (+5 to Mechanics)";

code = set_flag(0,12,21);

alter_stat(get_sdf(0,12),5);

break;

action = END_TALK;

 

begintalknode 271;

state = 196;

nextstate = -1;

condition = 1;

question = "Become a Master Tinkerer";

text1 = "You improve your significance in tinkering with machines that you become the best in your field of work!(+30 to Mechanics)";

code = set_flag(0,12,21);

alter_stat(get_sdf(0,12),30);

break;

action = END_TALK;

 

begintalknode 272;

state = 196;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = END_TALK;

 

begintalknode 273;

state = 197;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You feel you have become a little bit luckier. (+1 to Luck)";

code = set_flag(0,12,22);

alter_stat(get_sdf(0,12),1);

break;

action = END_TALK;

 

begintalknode 274;

state = 197;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You feel your chances in a casino getting bigger. (+5 to Luck)";

code = set_flag(0,12,22);

alter_stat(get_sdf(0,12),5);

break;

action = END_TALK;

 

begintalknode 275;

state = 197;

nextstate = -1;

condition = 1;

question = "May the Odds be in your Favor now and Forever";

text1 = "You feel strange, as if your life just hit a bright spot and you feel like you can chance ANYTHING! (+30 to Luck)";

code = set_flag(0,12,22);

alter_stat(get_sdf(0,12),30);

break;

action = END_TALK;

 

begintalknode 276;

state = 197;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = END_TALK;

 

begintalknode 264;

state = 194;

nextstate = 198;

condition = 1;

question = "All of them";

text1 = "By how much?";

 

begintalknode 278;

state = 198;

nextstate = -1;

condition = 1;

question = "1";

text1 = "You improve your leadership, mechanics, and luck by 1.";

code = set_flag(0,12,20);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,21);

alter_stat(get_sdf(0,12),1);

set_flag(0,12,22);

alter_stat(get_sdf(0,12),1);

break;

action = END_TALK;

 

begintalknode 279;

state = 198;

nextstate = -1;

condition = 1;

question = "5";

text1 = "You improve your leadership, mechanics, and luck by 5.";

code = set_flag(0,12,20);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,21);

alter_stat(get_sdf(0,12),5);

set_flag(0,12,22);

alter_stat(get_sdf(0,12),5);

break;

action = END_TALK;

 

begintalknode 280;

state = 198;

nextstate = -1;

condition = 1;

question = "Max them out";

text1 = "You max out your leadership, mechanics, and luck!(+30 to Each)";

code = set_flag(0,12,20);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,21);

alter_stat(get_sdf(0,12),30);

set_flag(0,12,22);

alter_stat(get_sdf(0,12),30);

break;

action = END_TALK;

 

begintalknode 281;

state = 198;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = END_TALK;

 

begintalknode 282;

state = 199;

nextstate = -1;

condition = 1;

question = "Add 1,000 experience";

text1 = "You have chosen to add a little bit of experience. (Every 1,000 experience points, you increase 1 level!)";

code =

award_party_xp(1000,get_level(pc_num()));

break;

action = end_talk;

 

begintalknode 283;

state = 199;

nextstate = -1;

condition = 1;

question = "Add 10,000 experience";

text1 = "You have chosen to regain more of your memories!";

code =

award_party_xp(10000,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

break;

action = end_talk;

 

begintalknode 284;

state = 199;

nextstate = -1;

condition = 1;

question = "Add 30,000 experience";

text1 = "You have chosen to regain a lot of your memories!";

code =

award_party_xp(30000,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

break;

action = end_talk;

 

begintalknode 285;

state = 199;

nextstate = -1;

condition = 1;

question = "Recall";

text1 = "You have regained all of your memories, whether this is for the better or worse, only you can decide how you use your knowledge and power.";

code =

award_party_xp(30000,get_level(pc_num()));

award_party_xp(30000,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

award_party_xp(1,get_level(pc_num()));

break;

action = end_talk;

 

begintalknode 286;

state = 199;

nextstate = -1;

condition = 1;

question = "Nevermind";

text1 = "You leave.";

action = end_talk;

 

 

 

Please leave comments below, and any problems you have with this editor. Also, if you think something should be added, just request and I'll see what I can do!

_________________________________________________________________________________________________________________

 

Part 2

_________________________________________________________________________________________________________________

 

What I'm working on now;

Restoring all the other editors!

Currently on the second half of the statistics/spells/creations editor!

Edited by Lilith
added warning
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You should be able to download the file now! sorry for the inconvenience! and the editor can edit character stats, teaches all creations and spells, and you should be able to add exp.

 

Also, I will be making a second part to it that gives equipment, feel free to post what kind of equipment builds would go good with each character!

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I tested it out. It's really cool, but there are a couple of major issues. These are easily fixed, though.

 

The most important thing is that the SDF you're using (1,12) is already in use in the next zone. SDFs are not zone-specific. Changing one that's already in use will mess up quests or events later on. You could search for one that isn't being used, but since you're not using loops, you really don't need an SDF at all. Instead of get_sdf(1,12) just put in the number of the stat.

 

The other big thing is that you need to provide an escape hatch at every dialog state. As it is, if I select the editor, I have no way to back out without changing something. And I don't have the option to choose just one thing. For example if I choose spells, I have to choose all of the categories in succession before I can exit the dialog. Same with the others. Just add a node like this one to each state (change the state number to match yours, obviously):

 

 

begintalknode;
state = 406;
nextstate = -1;
condition = 1;
question = "I'm done here.";
text1 = "'Bye for now.";
action = END_TALK;

 

Another suggestion: Remember that text1 appears to the user after they've selected the question. So this can cause some confusion:


question = "Basic Body Training";
text1 = "The basic body training includes the following: Strength, Dexterity, Intelligence, and Endurance!";

 

It would be better to do something like this:

 

question = "Basic Body Training - Strength, Dexterity, Intelligence, and Endurance!";
text1 = "You have just increased Strength, Dexterity, Intelligence, and Endurance by 5 points!";

 

Same with the others. Fix those things up and you'll have a really great editor. Nice work!

 

Edit: Having said that, I have no idea if there are in-game caps on stats or what happens if you exceed them. Game-breaking bugs are possible if people take things to extremes. You might want to include a warning about that.

Edited by Jerakeen
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Having said that, I have no idea if there are in-game caps on stats or what happens if you exceed them. Game-breaking bugs are possible if people take things to extremes. You might want to include a warning about that.

Yep, I once made level 500 Cryoas in G2, there energy became negative and the game hung whenever I entered the combat mode, So everybody try not to be too extreme.

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Hm yeah, the games can't process really high numbers (like above 32000 or so), be they energy, damage, health or whatever. I seem to remember that in previous games 30 was a good safe maximum for most stats. That's tricky to enforce, but you should at least remind users that they abuse the editor at their own risk.

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This is pretty awesome! It would be even more awesome if the editor lets you add important game items such as, quest items, forge materials, weapons, sheilds, armor, you get the idea....

 

Also, the experience modifier is way to slow. Perhaps if you did something like what crockile did with his editor in G1. Let people choose how much experience they'd like to add. I hope this input helps.

 

Thanks Halt,

 

Cmiller

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  • 1 month later...
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Ahh! All the editors have expired on the website I had uploaded them except for the one Jerakeen preserved(Thank you Jerakeen!). I am sorry about that, but now I guess I will have to remake them and find a more permanent way to keep them on here, maybe if someone can tell me how the "my media" works I can use that, but until then, i will just put them in spoilers and you guys will have to copy and paste it into a notepad file and then proceed from there! I truly am sorry and I will now continue remaking the editors.

 

I am in the process of remaking the first editor I had uploaded, the one with all the skills and this time it will be more versatile! You will be able to add points more specifically instead of just insta-30 every skill. Unfortunately, this means that the editors will take longer to remake!

 

As of now, the first part of the first editor is available! (It has the basic statistics, and combat skills) With more to come shortly(probably tomorrow or the day after tomorrow this editor shall be complete.)

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If the equipment editor could perhaps hand out a full set of the basic tiers of equipment (chitin-iron-steel-shaped-perfected-puresteel) and then also either all the artifacts (each one listed separately) and/or artifact ingredients. wands. Assorted special robes. The elemental swords. Item enhancement crystals. throwing crystals. Pods&Spores, I think that'd be sufficient.

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  • 4 years later...

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