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Samcast

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Posts posted by Samcast

  1. 8 hours ago, Ozan said:

    Seems good, thanks for the effort, but may I just say it lacks the option for ending conversation. I mean, for example, if I only want to increase drakon shaping but not to increase fyora shaping, there is no way to get back to previous chat, or ending the conversation before using all options.. Once used it forces us to take all points in same page. It would be much better for having an option to go back or simply end it after we get what we want.

    @Ozan Thank you for your thoughts. When I was making it, I worried about this too. I didn't even exit zone 0 before i completed the editor. I thought that was gone with GF2. I was really surprised when the ESC key worked

     

    I improved the script and put in a way to download the file. I also added instructions for editing, since adding +10 might be too much.

  2. Hey guys,

    Thought i'd share the character editor that i just finished. It could definetly get some improvement but it does the job for me.

    It should work with existing save files but i reccommand backing up your source files anyway.

     

    Default values increase by +10 of stat selected ingame. Coins cap out at 30k

     

    Location:
    Magic sign is at the first zone (zone 0) once you exit the ruin after waking up.


    Install

    1. Locate the file z0entrydlg.txt
      My Steam install location: "C:\Program Files (x86)\Steam\steamapps\common\Geneforge 2 - Infestation\Geneforge 2 Infestation Files\Scripts\z0entrydlg.txt"
    2. Create a backup copy of z0entrydlg.txt
    3. Copy the text from the spoiler below and overwrite the file's contents and save
    4. Load your game


    IMGUR pics

    Photos of sign and install: https://imgur.com/a/Kal6HQ0

    How to edit the script to your liking: https://imgur.com/a/IHr6prl (also in the uploadnow.io link)

     

    UPDATE

    V2024.03.31 - Also a link to download the .txt file https://uploadnow.io/f/Z9TPYqR

    Spoiler
    // z0entrydlg.txt
    //Mkedit
    
    begintalkscript;
    
    variables;
    
    begintalknode 1;
    	tag = 1;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "special";
    	text1 = "GETTING AND USING ITEMS";
    	text2 = "To pick up an item, bring up the Getting Items window by pressing the Get button or typing 'g'. Select an item on the ground to put it into your pack.";
    	text3 = "Once an item is in your pack, to have your character equip it, select the item to pick it up. Then drop it onto your character's large portrait to equip it.";
    	text4 = "To remove a piece of armor or stop using a weapon, do the same thing in reverse. To get rid of an unwanted item, drop it onto the Ground area to the lower right.";
    	code = 
    		set_dialogue_pic(170);
    	break;	
    	
    begintalknode 2;
    	tag = 2;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "special";
    	text1 = "You start to leave and realize that you probably shouldn't go out without a weapon. You should take your blade off of the table and equip it.";
    	text2 = "(Press the Get button or type 'g' to bring up the inventory window. You can also learn how to get and put on items by selecting the book at the north end of the room.)";
    
    begintalknode 3;
    	tag = 3;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "special";
    	text1 = "You start to leave and realize that you probably need a weapon. You've gotten the equipment, but you haven't equipped it yet.";
    	text2 = "(You have a weapon and/or armor in your pack. Press the Get button or type 'g' to bring up the inventory window. You can also learn how to get and put on items by selecting the book at the north end of the room.)";
    
    begintalknode 4;
    	tag = 4;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,4) == 0;
    	question = "special";
    	text1 = "You step out of the abandoned shop into the daylight. You get a good look at the road leading up to the Drypeak Mountains. Unfortunately, this valley is as dry and barren as every inch of the miserable journey up here.";
    	text2 = "Drypeak is a hugely unsuccessful Shaper settlement. The Shapers' best efforts to create plants and animals that could thrive here resulted in failure. Some of these failures escaped and spread. Thus, most of the shops and homes (like the one you spent the night in) are empty.";
    	text3 = "You are but a novice in this remote land. Shanti, your instructor and overall boss, is waiting outside. She is typically impatient. _Well, novice. I hope you have had a good, long sleep._ She places extra emphasis on the word _long._";
    	action = SET_SDF 0 4 1;
    
    begintalknode 5;
    	tag = 5;
    	state = -1;
    	nextstate = -1;
    	condition = (get_sdf(0,6) == 0) && (get_sdf(0,2) == 0);
    	question = "special";
    	text1 = "This dusty road leads south, back the way you came. Someday, when your mission here is completed, you can return here to leave the valley. For now, however, your training will continue in the other direction.";
    	action = SET_SDF 0 6 1;
    
    begintalknode 6;
        tag = 6;
        state = -1;
        nextstate = 150; // Leads to the discovery of the inscriptions
        question = "Examine the mysterious inscriptions.";
        text1 = "The faded inscriptions on the shop's sign still spell out 'Venn's Alchemy'.";
        text2 = "As you delve deeper into the cluttered remains, your hand stumbles upon a concealed lever beneath a pile of ancient texts.";
        text3 = "Pulling the lever with a mixture of trepidation and anticipation, a hidden compartment in the wall slides open, revealing a pulsating conduit, its surface swirling with arcane energies.";
        text4 = "Intrigued, you reach out towards the glowing artifact, feeling a sudden surge of power coursing through your veins.";
    
    
    begintalknode 7;
    	tag = 7;
    	state = -1;
    	nextstate = -1;
    	question = "special";
    	text1 = "The sign says:";
    	text2 = "_Drypeak Gates - South_";
    	text3 = "_Shaper Lands - North_";
    	
    begintalknode 8;
    	tag = 8;
    	state = -1;
    	nextstate = -1;
    	question = "special";
    	text1 = "Wind and sand have worn this obelisk, but the writing is still clear:";
    	text2 = "Healing and Shaping Hall";
    	text3 = "  West - Damaged and Rogue Creations";
    	text4 = "  East - Injured Humans and Serviles";
    
    begintalknode 9;
    	tag = 9;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,7) == 0;
    	question = "special";
    	text1 = "You immediately recognize what this place was: A Shaping Hall. Though this chamber is abandoned and the essence pools in the alcoves are empty and cracked, their purpose is clear.";
    	text2 = "Shaper settlements are full of places like this, where your kind goes about the business of using their powers to create useful life. And, if necessary, destroy it.";
    	text3 = "The clay Shapers use to mold life is called essence. It is a gooey, partially alive substance, warm, liquid, and charged with magic. Shapers like you have the ability to hold essence within your body. This can be used to make life and power spells later.";
    	text4 = "If these vats were full, they could recharge the supply of essence within you. Perhaps there is an intact store of the stuff farther in.";
    	action = SET_SDF 0 7 1;
    	
    begintalknode 10;
    	tag = 10;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,8) == 0;
    	question = "special";
    	text1 = "This is a shaping chamber. Here, Shapers can use their secret knowledge to take raw essence and work it into living things, strong and (usually) obedient.";
    	text2 = "Happily, there is an intact essence pool in the back corner. When you are low on essence, standing near such a pool will restore your reserves.";
    	text3 = "Later, you will use essence to make creations or cast spells. When you cast enough spells, you will need to return to a pool like this one to recharge.";
    	text4 = "However, when you make a creation, the essence you spend will be tied up keeping the creature alive. Essence spent making a creature won't come back until the creation dies or you reabsorb it.";
    	action = SET_SDF 0 8 1;
    	
    begintalknode 11;
    	tag = 11;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,9) == 0;
    	question = "special";
    	text1 = "This is an operating room. Wounded humans and creations were brought here for maintenance. A trained Shaper can use magic and raw essence to rebuild damaged bodies.";
    	text2 = "Happily, there is an intact healing pool in the back corner of the room. Pools like this are semi-living creatures, Shaped to cure beings who stand nearby. If you are wounded, stand near such a pool to heal yourself.";
    	text3 = "There is a hole in the roof that enables sunlight to shine through. This light helps keep the pool fed and alive. However, without added nutrients, it will eventually dry up and die.";
    	action = SET_SDF 0 9 1;
    	
    begintalknode 12;
    	tag = 12;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,10) == 0;
    	question = "special";
    	text1 = "This is a storeroom. Most of the equipment here is useless to an adventurer like you. However, you are happy to see a living tool on the table.";
    	text2 = "A living tool is exactly what it sounds like. It's a tentacled creature attuned to the wishes of whoever is holding it. You can direct the long, dextrous tentacles of the little fellow, using it to unlock locked doors and manipulate machinery.";
    	text3 = "You should get the living tool. Later, when you find a locked door or piece of misbehaving machinery, you will be given the option to use one or more tools on it.";
    	text4 = "Unfortunately, using a living tool tends to kill it. The higher your Mechanics skill is, the fewer living tools you will need to do any particular job.";
    	action = SET_SDF 0 10 1;
    	
    begintalknode 13;
    	tag = 13;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,11) == 0;
    	question = "special";
    	text1 = "Like most of the shops along the road to Drypeak, this smithy has been abandoned for several years. Some industrious souls have been tearing blocks out of the wall and carrying them off (probably for building materials).";
    	text2 = "Surprisingly, someone has left some javelins on the counter. They look new. Maybe they were forgotten by a hunter.";
    	text3 = "(Javelins are equipped in your Missile Weapons slot. You will learn how to switch between melee and missile weapons in the next section.)";
    	action = SET_SDF 0 11 1;
    	
    begintalknode 14;
    	tag = 14;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,12) == 0;
    	question = "special";
    	text1 = "There is a huge rat cowering at the end of this path. The beast drools with hunger. Its eyes gleam with a vague intelligence. It doesn't want to bother you, as long as you leave it alone.";
    	text2 = "Giant rats didn't always exist in the wild. Then a careless Shaper let one escape. Now they do. That is why Shapers never, ever let outsiders learn their secrets. The ability to create life comes with great responsibility.";
    	text3 = "People using Shaper skills in irresponsible or forbidden ways are speedily hunted down and killed.";
    	action = SET_SDF 0 12 1;	
    
    begintalknode 15;
    	tag = 15;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,14) == 0;
    	question = "special";
    	text1 = "You realize that, once again, you are not alone. There is a fyora in the clearing ahead, watching you.";
    text2 = "A fyora is a creation. It is a creature invented and improved by your people, for use as a scout or an attack dog. Since it is a creation, it should be naturally inclined to obey you.";
    text3 = "However, this creature does not seem obedient at all. It's not hostile either. It's just staring. It is an eerie feeling, being watched by a creation in this way. Creations have always obeyed you mindlessly before.";
    text4 = "Drypeak was supposed to be a quiet, mostly abandoned settlement. Why is a rogue wandering around? Strange. And dangerous.";
    	action = SET_SDF 0 14 1;
    
    begintalknode 16;
    	tag = 16;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,18) == 0;
    	question = "special";
    	text1 = "Sleeping on a cold stone floor has not helped your muscles recover from the long journey. You cough some ruins-dust out of your lungs and stretch out. Quickly you get up, as Agent Shanti tends to be impatient.";
    	text2 = "You left your blade on the table. Probably best to be able to defend yourself in this wasteland.";
    	text3 = "To use these items, you'll first have to pick them up. Press the get button (pictured above) or type 'g'. Then select the blade to get it.";
    	action = SET_SDF 0 18 1;
    	code = 
    		set_dialogue_pic(170);
    	break;	
    begintalknode 17; //UNUSED
    	tag = 17;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "special";
    	text1 = "Now that you have an item (the armor or the dagger), start using it by equipping it. Select it to pick it up. The cursor will turn into the item. Then click on the big character portrait to equip it.";
    	text2 = "Later, you can click on the item again to take it off. (You'll probably want to replace it with something better.) Once the item is picked up again, click on the backpack area (labeled above) to return it to your pack.";
    	code = 
    		set_dialogue_pic(191);
    	break;	
    
    begintalknode 18; //UNUSED
    	tag = 18;
    	state = -1;
    	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. You will then see more information on that character, such as how much health and spell energy it has.";
    	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 19;
    	tag = 19;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,21) == 0;
    	question = "special";
    	text1 = "You have reached the end of this area, the first of almost ninety in Geneforge 2 - Infestation. 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, select it, and then select the Travel button. To make things easier, the next section will be automatically selected for you.";
    	text3 = "In the next section, you will learn about spells and combat. Good luck! Your adventures are just beginning!";
    	action = SET_SDF 0 21 1;
    	code = 
    		clear_zone(0);
    		award_party_xp(1000,1);
    	break;	
    	
    begintalknode 20; // IS USED
    	tag = 20;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,22) == 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 Settings button and select Save Game (or type Control-S). Save often. You never know when you might get killed.";
    	text3 = "You can type F3 to make a quick save and F4 to load the Quick Save slot. 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 22 1;
    	code = 
    		set_dialogue_pic(173);
    	break;	
    	
    begintalknode 21;
    	tag = 21;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,23) == 0;
    	question = "special";
    	text1 = "Some items you find (like the metal bowls on the table) will be useless. Some won't. Fortunately, if you want to get rid of something you're carrying, it's easy.";
    	text2 = "To put an item in your pack on the ground, open the inventory window. Grab the item by selecting it, and then select the ground area.";
    	action = SET_SDF 0 23 1;
    	code = 
    	//	set_dialogue_pic(214);
    	break;
    	
    begintalknode 21;
    	tag = 22;
    	state = -1;
    	nextstate = -1;
    	condition = get_sdf(0,24) == 0;
    	question = "special";
    	text1 = "You are surrounded by gruesome, fungal flora. Bulbous trees and woody spikes stick out of the dirt at strange angles. This is the work of Shapers, trying to make trees that can grow in this dead soil.";
    	text2 = "The experiment was not a success. This is living flora, true, but it is thorny and useless.";
    	text3 = "A breeze carries the scent of the plants to you. They also smell like rot. Lovely.";
    	action = SET_SDF 0 24 1;
    	
    begintalknode 21;
    	tag = 23;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "special";
    	text1 = "When you get close to the fyora, it sniffs at you. Then it gets nervous. It starts to walk away quickly. Odd.";
    
    begintalknode 5;
    	tag = 24;
    	state = -1;
    	nextstate = -1;
    	condition = (get_sdf(0,25) == 0) && (gf(3,22) == 0);
    	question = "special";
    	text1 = "You find a small camp. There is a dirty, torn tent. There are faint, fresh tracks around it, some human and some reptilian.";
    	text2 = "You find no sign of who lives here. However, you feel like you're being watched.";
    	action = SET_SDF 0 25 1;
    
    ///
    
    begintalknode 30;
    	tag = 30;
    	state = -1;
    	nextstate = 30;
    	condition = 1;
    	question = "Shanti";
    	text1 = "Shanti strides up to you. Your mentor is wearing the studded leather armor favored by Agents, excellent for stealth and quick travel.";
    	text2 = "A long curved blade hangs from her belt. She also wears a peculiar necklace, a series of polished fangs on a leather thong. She tends to idly finger it when deep in thought.";
    	text3 = "Shanti is eager to get going. _You're well rested, [N]? A long night of leisure suit you? I want to get to Drypeak soon. The sooner this job is done and we're back in civilization, the better._";
    	text4 = "(You are now in a conversation. To respond to a character, select one of the options below. You can also type the number by a response to select it.)";
    	code =
    		set_dialogue_pic(600);
    	break;
    
    begintalknode 31;
    	state = 30;
    	nextstate = 31;
    	condition = 1;
    	question = "How far are we from Drypeak?";
    	text1 = "_Not far, I think. Just a few more miles of abandoned buildings and sand in our eyes._";
    
    begintalknode;
    	state = 31;
    	nextstate = 30;
    	condition = 1;
    	question = "This is a miserable place.";
    	text1 = "_It was when the Shapers first got here. They wanted to make a paradise. Their experiments failed, everything ended up worse, and now Agents have to clean up their mess. Typical._";
    
    begintalknode;
    	state = 31;
    	nextstate = 30;
    	condition = 1;
    	question = "No danger ahead?";
    	text1 = "_There can always be danger. Shapers came here to make a paradise. Their experiments failed, everything ended up worse. We may have to clean up their mess. Typical._";
    
    begintalknode;
    	state = 31;
    	nextstate = 30;
    	condition = 1;
    	question = "Shouldn't be difficult.";
    	text1 = "She smiles. _Words like that have a way of summoning trouble._";
    
    begintalknode 32;
    	state = 30;
    	nextstate = 32;
    	condition = 1;
    	question = "What is our job?";
    	text1 = "Shanti is amused. _Our job, you say? It's my job. My job is to check on Drypeak, meet with Zakary and Barzahl, and get out of here._";
    	text2 = "_Your job, young apprentice, is to follow me, do what I say, and try to learn something about field work. And if you could try not to do any harm, that would be a great, great help._";
    	
    begintalknode;
    	state = 32;
    	nextstate = 30;
    	condition = 1;
    	question = "What are Zakary and Barzahl?";
    	text1 = "_Shapers. Here and in charge. Hopefully not making this gruesome mess worse. Our job is to confirm that. Come on._";
    
    begintalknode;
    	state = 32;
    	nextstate = 30;
    	condition = 1;
    	question = "I am eager for instruction.";
    	text1 = "_Good to hear it. If you learn a quarter of what I know, you'll be well on your way._";
    
    begintalknode 33;
    	state = 30;
    	nextstate = -1;
    	condition = 1;
    	question = "What should I do now?";
    	text1 = "_You follow me. I'll scout ahead._";
    	action = END_TALK;
    	
    //
    
    begintalknode 50;
    	tag = 50;
    	state = -1;
    	nextstate = 50;
    	condition = 1;
    	question = "Shanti";
    	text1 = "Shanti raises a hand to stop you. _Wait. This is a good chance for you to do something._";
    	code =
    		set_dialogue_pic(600);
    	break;
    
    begintalknode 51;
    	state = 50;
    	nextstate = 51;
    	condition = 1;
    	question = "What should I do?";
    	text1 = "Shanti points at the entryway to the south. _That ruin looks interesting. Go in there. Investigate. See what you find. Maybe you can get some extra supplies for us._";
    
    begintalknode 52;
    	state = 51;
    	personality = 52;
    	nextstate = -1;
    	condition = 1;
    	question = "Why do we need more supplies? Don't we have enough?";
    	text1 = "_Enough? What is enough? When things get dangerous, everything you can have, that is enough._";
    	text2 = "For a moment, just a moment, Shanti's supremely confident demeanor wavers. _Something's bothering me about this place. Something doesn't feel right. And when things don't seem right, I gather as much equipment as possible._";
    
    begintalknode;
    	state = 52;
    	nextstate = 51;
    	condition = 1;
    	question = "What is bothering you?";
    	text1 = "_Just a hunch. A feeling in my gut. Here's some advice for you, novice. If you have a bad feeling, trust it. Your brain is smarter than you are._";
    
    begintalknode;
    	state = 52;
    	nextstate = 51;
    	condition = 1;
    	question = "Everything around here is twisted, dead, and gross.";
    	text1 = "_Agreed, but that's to be expected. The Shapers here were careless and clumsy. I think there's more than that, though. Just a hunch. For now._";
    
    begintalknode 53;
    	state = 51;
    	nextstate = -1;
    	condition = 1;
    	question = "What if I meet something dangerous in there?";
    	text1 = "Shanti laughs. _Well, running is an option. As is fighting. And being devoured is, of course, one of the paths you could choose._";
    
    begintalknode 54;
    	state = 51;
    	nextstate = -1;
    	condition = 1;
    	question = "Why are there so many ruins and abandoned shops?";
    	text1 = "_Well, when our kind tries to settle an area, we have to create the whole ecology from scratch. We make the plants, the animals, the birds, and so on. Jigsaw everything together to make the area work._";
    	text2 = "_But sometimes, we just can't do it. We can't make creatures and plants that live in harmony. When this happens, there's no point in staying._";
    	text3 = "_It is unfortunate, but that is what happened here. Now it's just a dusty forgotten settlement. The Shaper Council only rarely remembers it. When they do, an Agent is sent to check up on them._";
    
    begintalknode;
    	state = 51;
    	nextstate = -1;
    	condition = 1;
    	question = "I'll be back in a minute.";
    	text1 = "_I'll look around out here a bit more. If any rats try to sneak up on you, I'll bring the might of the Shapers to bear on them._";
    	action = END_TALK;
    
    begintalknode;
    	state = 51;
    	nextstate = -1;
    	condition = 1;
    	question = "I would rather not.";
    	text1 = "_Be wary, novice. The lazy and the cowardly are not given the godlike powers of the Shapers. I suggest you get in there now, if you don't want me disappointed in you. Search, then catch up._";
    	action = END_TALK;
    	
    //
    
    begintalknode 60;
    	tag = 60;
    	state = -1;
    	nextstate = 60;
    	condition = 1;
    	question = "Shanti";
    	text1 = "Shanti stops you. The late-morning sun has caused her to break out into a sweat, and she seems very slightly unnerved. _I've been scouting ahead. This is not right. There are rogues in this area. I think I may need to give you some combat training earlier than I planned. And some advice as well._";
    	code =
    		set_dialogue_pic(600);
    	break;
    
    begintalknode 62;
    	state = 60;
    	nextstate = -1;
    	condition = gf(0,7) == 0;
    	question = "I didn't search that ruin to the south.";
    	text1 = "_Unwise. You should return and poke around in it. I think it will be valuable._";
    
    begintalknode 62;
    	state = 60;
    	nextstate = -1;
    	condition = gf(0,7) > 0 && gf(0,10) == 0;
    	question = "I searched that ruin to the south.";
    	text1 = "You describe what you saw. Shanti is thoughtful. _I hope it was instructive. Yet, I suspect you didn't find everything of value in there. Perhaps you should return._";
    
    begintalknode 62;
    	state = 60;
    	nextstate = -1;
    	condition = gf(0,10) > 0;
    	question = "I searched that ruin to the south.";
    	text1 = "You describe what you saw. Shanti is thoughtful. _Less in there than I hoped. Still, I hope it was instructive._";
    
    begintalknode 61;
    	state = 60;
    	nextstate = 61;
    	condition = get_flag(0,16) == 0;;
    	question = "I am ready for training.";
    	text1 = "One of the first things you learned in your training was how to focus, so that you could be taught things very quickly with almost no need for repeating.";
    	text2 = "Yet, you've been taught very little. The Shapers are very slow to teach initiates their secrets. That is why it is a pleasant surprise that Shanti is teaching you an actual skill. _Listen carefully. This is something you should know._";
    	text3 = "Shanti explains to you the techniques and magical twists and turns you will need to create a new sort of creation. It is a humanoid battle type called a Thahd. It can punch your foes very effectively.";
    	text4 = "Shanti teaches you a spell called Daze. It sends forth shining motes of essence which perplex foes, temporarily keeping them from acting. _If you are outnumbered, use this spell to stall excess enemies while you deal with the others._";
    	text5 = "Shanti teaches you a new battle technique. You can make charged tendrils of essence crawl over your weapon. _When your blade or missile is charged with essence, your next blow will do more damage._";
    	code =
    		set_flag(0,16,1);
    		clear_strings();
    		add_string(1);
    		add_string(2);
    		if (creature_type(pc_num()) == 1) {
    			add_string(3);
    			alter_stat(pc_num(),110,1);
    			}
    			else if (creature_type(pc_num()) == 3) {
    				add_string(5);
    				alter_stat(pc_num(),130,1);
    				}
    				else {
    					add_string(4); 
    					alter_stat(pc_num(),55,1);
    					}
    	break;
    
    begintalknode 62;
    	state = 61;
    	nextstate = -1;
    	condition = 1;
    	question = "What did you find ahead of us?";
    	text1 = "_More ruins. More dead trees. And rogues, I think. I caught the stink of them. Go north, and you will be near them._";
    	text2 = "_You will find a building just before the rogues. Inside, I left some books for you. They will explain magic for you. You may find them useful. There are also healing and essence pools. Those will be very useful._";
    	
    begintalknode 63;
    	state = 61;
    	nextstate = 62;
    	condition = 1;
    	question = "What advice do you have for me?";
    	text1 = "_You are a Shaper. Fragile. Easy to abuse. Your power comes from your creations. You should create a creation or two to protect you as soon as you can. Avoid contact with foes, and burn them down with magic when your creations aren't adequate.";
    	text2 = "(In the next section, you will learn how to create and improve creations.)";
    	text3 = "_You are an Agent like me, an honorable and brave path to follow. We rely on our blades and, more importantly, our magic. You will live or die based on your spells. The Firebolt spell will, I suspect, be very valuable to you very soon._";
    	text4 = "(In the next section, you will learn how to cast spells.)";
    	text5 = "_You are a Guardian, a defender of the Shapers. You will rely on crude weaponry, missiles and hand to hand, to slay foes. Remember, however, that you can also make creations. Sometimes the swarms will be too much for your blade._";
    	text6 = "(In the next section, you will learn how to create and improve creations.)";
    	code =
    		clear_strings();
    		if (creature_type(pc_num()) == 1) {
    			add_string(1);
    			add_string(2);
    			}
    			else if (creature_type(pc_num()) == 3) {
    				add_string(5);
    				add_string(6);
    				}
    				else {
    					add_string(3);
    					add_string(4);
    					}
    	break;
    	
    begintalknode 64;
    	state = 62;
    	nextstate = -1;
    	condition = 1;
    	question = "There is more I would like to know.";
    	text1 = "_Oh, me too, my apprentice. This is not the time or place to talk. We will have the chance for leisure when we reach Drypeak. I promise I will have many questions for them._";
    	
    begintalknode 64;
    	state = 62;
    	nextstate = 63;
    	condition = 1;
    	question = "What should I do now?";
    	text1 = "_You will follow me. If there are rogues, and I think there are, we will need to kill them. It's our responsibility. The ones I miss, you will slay._";
    
    begintalknode 65;
    	state = 63;
    	nextstate = -1;
    	condition = 1;
    	question = "I am ready to proceed.";
    	text1 = "_All right. I'll move ahead and kill anything even mildly threatening. I'll try to leave a few of the weaker rogues so you can sharpen your skills. Try not to get too maimed._";
    	text2 = "She rests her hand lightly on the pommel of her blade and walks quickly off to the north. You suspect that she's looking forward to what's about to happen.";
    	text4 = "She checks to make sure her blade is ready. Then she turns and leaves to the north.";
    	action = END_TALK;
    	
    begintalknode 66;
    	state = 63;
    	nextstate = -1;
    	condition = 1;
    	question = "Why don't I stay with you? Maybe you'll need the help.";
    	text1 = "Shanti laughs. It's not a kind laugh. _Oh, you're so sweet. It's a nice offer, but I can shred a few rogues much more easily without having to worry about you._";
    	text4 = "She checks to make sure her blade is ready. Then she turns and leaves to the north.";
    	action = END_TALK;
    	
    begintalknode 67;
    	state = 63;
    	nextstate = -1;
    	condition = 1;
    	question = "All right. Lead on. I'll kill what I can.";
    	text1 = "Shanti nods. _That's the right spirit. Remember, our kind are the masters of our creations. We must never let them resist us, never allow them to throw off our control. If they do, they must be erased. Otherwise, all will be chaos._";
    	text4 = "She checks to make sure her blade is ready. Then she turns and leaves to the north.";
    	action = END_TALK;
    	
    begintalknode 68;
    	state = 63;
    	nextstate = -1;
    	condition = 1;
    	question = "There are rogues blocking the way ahead? Maybe we should turn around and go home.";
    	text1 = "Shanti frowns. _Are you mad? You are of the Shapers. You are a master of creations. Even if we did not have a mission, and we do, rogues must be destroyed. If they run free, they can do harm._";
    	text2 = "_Straighten your spine. Remember, we must never let our creations resist us, never allow them to throw off our control. If they do, they must be erased. Otherwise, all will be chaos._";
    	text4 = "She checks to make sure her blade is ready. Then she turns and leaves to the north.";
    	action = END_TALK;
    	
    	
    begintalknode 80;
    	tag = 80;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "";
    	text1 = "The gravestone says:";
    	text2 = "  FANZREN - Mundane Guard. Slain pacifying a rogue.";
    	text3 = "  He honored the law.";
    	text4 = "The date of death is about thirty years ago.";
    
    begintalknode 81;
    	tag = 81;
    	state = -1;
    	nextstate = -1;
    	condition = 1;
    	question = "";
    	text1 = "The gravestone says:";
    	text2 = "  TALIA OF EZRIT - Loyal Shaper. Made mistake. Eaten.";
    	text3 = "The date of death is about twenty years ago.";
    
    begintalknode 82;
    	tag = 82;
    	state = -1;
    	nextstate = -1;
    	question = "special";
    	text1 = "The sign says:";
    	text2 = "  _Drypeak Mountains - North_";
    	text3 = "  _Shaper Lands - South_";
    
    //
    
    begintalknode 90;
    	tag = 90;
    	state = -1;
    	nextstate = 90;
    	condition = gf(0,28) == 0;
    	question = "special";
    	text1 = "You stand on the road leading out of these mountains. It is but a three days' walk to the next city and a long but safe journey from there to the Shaper Council in their mighty Citadel.";
    	text2 = "You are sorely tempted to leave this dangerous land. However, your work is not yet complete. Your orders are to find and speak with Zakary and Barzahl.";
    	text3 = "Until you have either done that or found proof that it is impossible, you can't bring yourself to go home. To not complete your task would mean a quick and humiliating end to your training.";
    	text4 = "You have seen much of these mountains and been sorely tested. If you think that your work here is done, you can go home. Is it time for you to leave?";
    	code = 
    		sf(0,28,1);
    		if ((get_flag(100,10) == 0) && (get_flag(101,2) == 0))
    			remove_string(4);
    			else {
    				remove_string(2);
    				remove_string(3);
    				}
    	break;			
    	
    begintalknode 91;
    	state = 90;
    	nextstate = -1;
    	condition = get_flag(100,10) > 0 || get_flag(101,2) > 0;
    	question = "Stay here.";
    	text1 = "You turn back. It's not time to leave these mountains. Not yet, anyway.";
    	action = END_TALK;
    	
    begintalknode 92;
    	state = 90;
    	nextstate = -1;
    	condition = get_flag(100,10) > 0 || get_flag(101,2) > 0;
    	question = "Return to the Shaper Council.";
    	text1 = "You decide that you have done all that you can here. It is time. You start to walk down the path, heading home.";
    	action = END_TALK;
    	code = 
    		run_hardcode(1);
    		set_flag(100,29,1);
    		erase_char(pc_num());
    	break;
    //
    
    begintalknode;
    	tag = 100;
    	state = -1;
    	nextstate = 100;
    	condition = 1;
    	question = "Name";
    	text1 = "There is a young woman, barely an adult, standing by her tattered tent. Everything about her is filthy. Her hair, her hands, her torn clothes. She has been living out here in the ruins for years, a lonely, feral existence.";
    	text2 = "When you approach, she stares at you. Several tiny fyoras emerge from the rocks and gather at her feet. She looks down at them and smiles. And then she makes another.";
    	text3 = "You watch in shock as this young, dirty woman, alone in the wastes, shapes a single fyora. It joins the little crowd surrounding her. She bends over and pets it on the head.";
    	text4 = "Then she looks up at you. _I am Emily. These are my little friends. We like visitors. Hello._";
    	text5 = "Emily talks to you as she tends to her fyoras. _What else do you like? I like talking. I like visitors._ She sounds like a little girl.";
    	text6 = "Sometimes, she pulls a grub or piece of dried meat out of her pouch and feeds it to a fyora. Her creations adore her. They bounce around and breathe playful little poofs of flame.";
    	action = INTRO;
    	code =
    		set_dialogue_pic(602);
    	break;
    
    begintalknode;
    	state = 100;
    	nextstate = 101;
    	condition = gf(3,22) < 2;
    	question = "Who are you?";
    	text1 = "She grins. _I am Emily! I live in this valley. I let the merchants go by, but you seemed nice. That's why I let you see me._";
    
    begintalknode;
    	state = 100;
    	nextstate = 101;
    	condition = gf(3,22) < 2;
    	question = "Watch out for those fyoras.";
    	text1 = "She laughs. Then she picks up a tiny fyora. _You won't hurt me, will you? You won't hurt your Emily. You know I'll look after you. We should all be nice to our guest._";
    
    begintalknode;
    	state = 100;
    	nextstate = 101;
    	condition = gf(3,22) < 2;
    	question = "Did I just see you make a fyora?";
    	text1 = "_You did!_ She picks up a fyora and shows it to you. _I am Emily, and these are my little friends. I hide from the merchants, and my fyoras hunt for me and keep me company._";
    	text2 = "_You seemed nice. That's why I let you see me._";
    
    begintalknode;
    	state = 101;
    	nextstate = 100;
    	condition = 1;
    	question = "Those are your fyoras?";
    	text1 = "_They're my little friends. I can make them. Could do it as long as I remember._";
    	text2 = "_I'm glad you're talking to me. I love my little friends, but they don't talk. I get lonely. What would you like to talk about?_";
    	code =
    		sf(3,22,2);
    	break;
    
    begintalknode;
    	state = 101;
    	nextstate = 100;
    	condition = 1;
    	question = "I am Shaper [N].";
    	text1 = "_I am so glad to meet you, [N]._ A fyora walks up and nudges your foot with its nose. _I love my little friends, but they don't talk. I get lonely. What would you like to talk about?_";
    	code =
    		sf(3,22,2);
    	break;
    
    begintalknode;
    	state = 101;
    	nextstate = 100;
    	condition = 1;
    	question = "Do you need any help?";
    	text1 = "_You're so nice! But, no. I have my friends. I can eat. I get lonely, but ... I should just stay out here where I am. I just need company.  What would you like to talk about?_";
    	code =
    		sf(3,22,2);
    	break;
    	
    begintalknode;
    	state = 100;
    	nextstate = 102;
    	condition = gf(3,22) > 1;
    	question = "How do you live here?";
    	text1 = "_It is warm. I have a tent. I can make my little fyoras. They help me hunt. They help me watch out for the merchants when they pass by. Usually, I hide._";
    
    begintalknode;
    	state = 102;
    	nextstate = -1;
    	condition = 1;
    	question = "Tell me about the merchants.";
    	text1 = "_Lots of people travel here. Then they leave. Merchants and warriors and Shapers. I could talk to them, but I am shy._";
    	text2 = "_Sometimes, my fyoras follow the merchants and steal little treats for me._ She scratches one under the chin. _You're a naughty one, aren't you?_";
    
    begintalknode;
    	state = 102;
    	nextstate = -1;
    	condition = 1;
    	question = "Does anyone ever threaten you?";
    	text1 = "_No. They might. Not all who come by are nice. We don't trust some of the warriors. They might be mean to a girl alone._";
    	text2 = "_That is why I hide._";
    
    begintalknode;
    	state = 102;
    	nextstate = -1;
    	condition = 1;
    	question = "Did you see me and Shanti when we passed?";
    	text1 = "_I did. I watched from hiding. I wasn't sure about you, but I liked the lady you were with. She ... Shanti? Shanti seemed ... I trusted her._";
    	text2 = "_I'm glad you came back. I let you see me because I know Shanti trusted you._";
    
    begintalknode;
    	state = 102;
    	nextstate = -1;
    	condition = 1;
    	question = "How do you eat?";
    	text1 = "_There is food up here. Some of the bushes downhill have berries. The fyoras hunt game for me. Sometimes, they sneak up to Drypeak and grab treats from the farms._";
    	text2 = "_There are hungry times, but I do all right._";
    
    begintalknode;
    	state = 100;
    	nextstate = 103;
    	condition = gf(3,22) > 1;
    	question = "Where did you come from?";
    	text1 = "Her smile fades in an instant. _I don't know. That makes me sad. I don't remember things well. I don't remember when I was little. In my head, I have always been here._";
    
    begintalknode;
    	state = 103;
    	nextstate = -1;
    	condition = 1;
    	question = "How far back can you remember?";
    	text1 = "_I used to count days. Seasons. Then I got tired of it. I know I've been in this valley for more than five years and less than forever. Here with just lonely me and my fyoras._";
    
    begintalknode;
    	state = 103;
    	nextstate = -1;
    	condition = 1;
    	question = "Do you know who your parents were?";
    	text1 = "_No. I don't remember them. It is sad. Sometimes, I think I can think of them, and then they slip away._";
    	text3 = "_No. I don't remember them. I thought what you told me would help me remember, but no. Still, I'm glad I learned what I did. I think they were good._";
    	action = DEP_ON_SDF 3 22 3;
    	
    begintalknode;
    	state = 103;
    	nextstate = 100;
    	condition = gf(3,22) < 3;
    	question = "There is something else I want to know.";
    	text1 = "Emily laughs. _Then ask!_";
    
    begintalknode;
    	state = 103;
    	nextstate = 104;
    	condition = gf(3,22) < 3;
    	question = "Maybe I can learn about your parents.";
    	text1 = "Emily gets a strange look on her face, part hope and part fear. _I ... I am scared of what you'd find. I don't know where they went. Why they left me._";
    	text2 = "_Yet. If you can find out about them. I want to know._";
    	code =
    		sf(3,22,3);
    		toggle_quest(101,1);
    	break;
    	
    begintalknode;
    	state = 104;
    	nextstate = -1;
    	condition = 1;
    	question = "Any suggestions for where to start?";
    	text1 = "_I do have a memory. Cold. Snow. Then a long journey. Many roads. From the highest peaks. I think, when I was young, I lived in the high peaks, near ice and snow._";
    
    begintalknode;
    	state = 100;
    	nextstate = 105;
    	condition = gf(3,22) == 3 && gf(68,29) > 0;
    	question = "I learned about your parents.";
    	text1 = "She freezes. Her fyoras look up at her, concerned. Emily is quiet for a while. Then she says, _Who were they? What happened to them?_";
    
    begintalknode;
    	state = 105;
    	nextstate = 106;
    	condition = 1;
    	question = "You come from the high mountains. You were altered about seven years ago. Your parents had to flee.";
    	text1 = "You tell her what you learned. The arrival of the Takers. A daughter who fell desperately ill. An experiment in Benerii-Uss. Her parents' fear. Their hiding her away and fleeing, out of fear that the Shapers would kill her.";
    	text2 = "She turns away from you. As her fyoras huddle around her legs, she cries. Then, after a time, she calms down and is quiet.";
    	text3 = "When she speaks, her voice is different. Deeper and calmer. She says, her back still to you, _What should I do, Shaper? My parents are gone. They gave me up so I could live. For them, I will live. What do you think I should do?_";
    	
    begintalknode;
    	state = 106;
    	nextstate = 100;
    	condition = 1;
    	question = "I can't help you. You must decide for yourself.";
    	text1 = "She nods. _Yes. That is the best. Then I choose ... to stay. This still seems the safest place. And ... who knows? Perhaps, one day, my parents will return and find me._";
    	text2 = "She turns around and smiles. _Thank you, Shaper. You have done me a great, great kindness._";
    	code =
    		sf(3,22,4);
    		award_party_xp(200,14);
    		toggle_quest(101,10);
    	break;
    	
    begintalknode;
    	state = 106;
    	nextstate = 100;
    	condition = 1;
    	question = "These remote mountains are the safest place for someone with your condition. You should hide here.";
    	text1 = "She nods. _Yes. That is the best. I am not ready to face a strange, uncertain world. This still seems the safest place. And ... who knows? Perhaps, one day, my parents will return and find me._";
    	text2 = "She turns around and smiles. _Thank you, Shaper. You have done me a great, great kindness._";
    	code =
    		sf(3,22,4);
    		award_party_xp(200,14);
    		toggle_quest(101,10);
    	break;
    
    begintalknode;
    	state = 106;
    	nextstate = 100;
    	condition = 1;
    	question = "The Shapers are coming, and they will not be kind to you. You should flee into the wilderness.";
    	text1 = "She is still for a long time. Then she nods. _Yes. That is the best. I see merchants come from all over. This is a large world, and I want to see it. Plus, I think a lot of Shapers will come here in time. It is better if I am far away._";
    	text2 = "She turns around and smiles. _Thank you, Shaper. You have done me a great, great kindness._";
    	code =
    		sf(3,22,9);
    		award_party_xp(200,14);
    		toggle_quest(101,10);
    	break;
    
    begintalknode;
    	state = 100;
    	nextstate = 107;
    	condition = gf(3,22) > 1 && gf(3,23) == 1;
    	question = "Shaper Zakary has sent me to evaluate you.";
    	text1 = "Emily freezes. One of her fyoras, sensing her fear, hisses at you. _I listen to travelers from a distance. I know about Zakary. He is the leader. Why did he send you? What does he want from me?_";
    
    begintalknode;
    	state = 107;
    	nextstate = 108;
    	condition = 1;
    	question = "You have strange powers. I need to figure out if you are dangerous.";
    	text1 = "Emily laughs. _Dangerous? Look at my little friends._ She waves at her fyoras. They are small and cute, yes, but innocent magic has a way of growing into something uncontrollable.";
    	text2 = "Also, innocent as she is, she is using Shaper powers. That is a crime punishable by death.";
    	text3 = "_I make my pets. They keep me company. Sometimes, they wander off and I make more. We keep to ourselves. A simple life. We just want to be left alone._";
    
    begintalknode;
    	state = 107;
    	nextstate = 108;
    	condition = 1;
    	question = "You are full of forbidden magic, and the Shapers must decide whether it is safe for you to exist.";
    	text1 = "Emily tries to laugh, but, young as she is, she recognizes the seriousness of the situation. _Forbidden magic? I don't know how I got the power I did. I remember nothing. I only make my little friends._";
    	text2 = "She waves at her fyoras. They are small and cute, yes, but she is still a common, and she is using Shaper powers. That is a crime punishable by death.";
    	text3 = "_I make pets. Just pets. That is all. They keep me company. Sometimes, they wander off and I make more. We keep to ourselves. A simple life. We just want to be left alone._";
    
    begintalknode;
    	state = 108;
    	nextstate = 100;
    	condition = 1;
    	question = "I will let you live, but I have no other judgment to make. Find your own path.";
    	text1 = "Emily looks very confused. _I ... I don't know what I did wrong. I'm just me. Still, I thank you. I think you have been kind to me. I will do my best._";
    	code =
    		inc_flag(100,0,-2);
    		sf(3,23,2);
    	break;
    	
    begintalknode;
    	state = 108;
    	nextstate = 100;
    	condition = 1;
    	question = "I will not have your blood on my hands, so you must flee. I will tell Zakary that you are gone.";
    	text1 = "Emily looks very confused. _I ... I don't want to go. This is my home. And yet ... I think I understand you. You won't hurt me, but others of your kind will. It's ... not fair. Still, I will take my little friends and go._";
    	text2 = "_Thank you for sparing me, Shaper. Soon, I will be gone. I wish you luck._";
    	action = END_TALK;
    	code =
    		inc_flag(100,0,-4);
    		sf(3,22,9);
    		sf(3,23,3);
    	break;
    
    begintalknode;
    	state = 108;
    	nextstate = 100;
    	condition = 1;
    	question = "You are a rogue, full of forbidden magic. You must be destroyed.";
    	text1 = "Emily looks very confused. She laughs. _You are joking. You must be joking. It's just ... me. Just Emily, and my little friends._ Then she looks up. She sees the look in your eyes, and she is silent.";
    	text2 = "There is a long pause. Then the fyoras, using some odd instinct shaped into them, realize your intent. The pitiful little creatures charge you.";
    	action = END_TALK;
    	code =
    		inc_flag(100,0,4);
    		sf(3,23,3);
    		set_attitude(1011,10);
    	break;
    
    begintalknode;
    	state = 108;
    	nextstate = 100;
    	condition = 1;
    	question = "I don't know yet.";
    	text1 = "Emily laughs. _This all seems so serious. So silly. I won't hurt anyone. I'm just ... me!_";
    	text2 = "_What else do you want, Shaper?_";
    
    begintalknode;
    	state = 100;
    	nextstate = -1;
    	condition = gf(3,23) > 5;
    	question = "Are you feeling well?";
    	text1 = "_I am. Much better. Thank you, Shaper. Glad one of you does not hate me._";
    
    begintalknode;
    	state = 100;
    	nextstate = -1;
    	condition = 1;
    	question = "I must go now.";
    	text1 = "_Yes. Go. Be well._ Emily returns to tending to her fyoras.";
    	action = END_TALK;
    
    //
    
    begintalknode;
    	tag = 130;
    	state = -1;
    	nextstate = 130;
    	condition = 1;
    	question = "Name";
    	text1 = "You return to visit Emily. She isn't out and active, tending to her camp and playing with her fyoras. She is curled up under a rock outcropping, pale and shivering. Her fyoras cling close to her trying to keep her warm. They are very distressed.";
    	code =
    		toggle_quest(102,5);
    		sf(3,24,1);
    		set_dialogue_pic(602);
    	break;
    	
    begintalknode;
    	state = 130;
    	nextstate = -1;
    	condition = gf(3,23) < 6;
    	question = "Emily, are you all right?";
    	text1 = "She looks up at you, but you aren't sure she sees you. She whispers the names of her fyoras. After a bout of coughing, she says, _I am ... not well._";
    
    begintalknode;
    	state = 130;
    	nextstate = -1;
    	condition = gf(3,23) < 6;
    	question = "(Examine her.)";
    	text1 = "You bend close and examine her. Her breath is shallow and she has a fever. She is very ill. You note that she has little green patches on her hands and around her mouth.";
    
    begintalknode;
    	state = 130;
    	nextstate = -1;
    	condition = has_spec_item(55) > 0;
    	question = "I brought medicine for you. (Give it to her.)";
    	text1 = "You take the medicine you got in Medab and carefully spoon it into Emily's mouth. It acts quickly. Her breath evens out. Her fever breaks. Some of the green growth around her mouth flakes away.";
    	text2 = "Her fyoras didn't like you coming so close, but they appreciate your help. One of them gives you a grateful hiss.";
    	text3 = "Emily opens her eyes and looks up at you. _Thank you, Shaper. Give me some time. I think I will be better soon._";
    	action = END_TALK;
    	code =
    		toggle_quest(102,10);
    		award_party_xp(200,10);
    		set_spec_item(55,-1);
    		sf(3,23,6);
    	break;
    	
    begintalknode;
    	state = 130;
    	nextstate = -1;
    	condition = gf(3,23) < 6;
    	question = "Do you need medicine?";
    	text1 = "She opens her eyes a crack and look up at you. _Not ... well. Need help._ As her fyoras whimper, she rolls to the side and tries to sleep.";
    	action = END_TALK;
    
    begintalknode;
    	state = 130;
    	nextstate = -1;
    	condition = gf(3,23) < 6;
    	question = "(Try to aid her.)";
    	text1 = "You use your alchemical skill and magic, but it is of no avail. Shaper healing magic works on wounds and poisons, but it is not effective against disease. That is beyond the power of even the Shapers.";
    	text2 = "This is outside of your expertise. She needs medicine, but you don't know how to make it. Perhaps an alchemist in nearby Drypeak can help.";
    	action = END_TALK;
    
    begintalknode;
    	state = 130;
    	nextstate = -1;
    	condition = gf(3,23) >= 6;
    	question = "Emily, are you all right?";
    	text1 = "She smiles weakly. _I am a little better. Give me time. Soon I will be on my feet again. Thank you, Shaper._";
    	action = END_TALK;
    
    
    
    // MODDING BELOW
    
    begintalknode 150;
        state = 150;
        nextstate = 151;
        condition = 1;
        question = "Read the inscription.";
        text1 = "Drawn by a mix of reverence and curiosity, you trace the ancient runes with your fingertips, feeling the coarse stone under your touch.";
        text2 = "As your fingers move across the glyphs, a warmth spreads through your palm. The sensation is intense, almost burning, yet it ebbs away as swiftly as it came, leaving behind a serene sense of clarity.";
        text3 = "The air before you shimmers, and a spectral display materializes from the ether, marked. It beckons with the promise of newfound power, offering you the means to transcend your current limitations.";
        text4 = "It dawns on you that the inscription is not merely decorative or informative but a gateway to profound transformation, capable of enhancing your being in ways you had only dared to imagine.";
    
    begintalknode 181;
        state = 151;
        nextstate = 190;
        condition = 1;
        question = "Improve Skills";
        text1 = "As the power of the inscription fills you, it offers the wisdom to refine your talents.";
        text2 = "Strength and Agility are the sinews of war, ripe for enhancement. Intellect and Essence Mastery, the bedrock of arcane prowess, await your command. Lastly Endurance, the bulwark against adversity, offers itself to you.";
    
    begintalknode 151;
        state = 190;
        nextstate = 201;
        condition = 1;
        question = "Improve core skills";
        text1 = "As the power of the inscription fills you, it offers the wisdom to refine your talents.";
        text2 = "Strength and Agility are the sinews of war, ripe for enhancement. Intellect and Essence Mastery, the bedrock of arcane prowess, await your command. Lastly Endurance, the bulwark against adversity, offers itself to you.";
    
    begintalknode 152;
        state = 201;
        nextstate = -1;
        condition = 1;
        question = "Strength (+10)";
        text1 = "You have become stronger.";
    	code = alter_stat(pc_num(),0, 10);
    	break;
    
    begintalknode 153;
        state = 201;
        nextstate = -1;
        condition = 1;
        question = "Agility (+10)";
        text1 = "You have become more nimble.";
    	code = alter_stat(pc_num(),1, 10);
    	break;
    
    begintalknode 154;
        state = 201;
        nextstate = -1;
        condition = 1;
        question = "Intellect (+10)";
        text1 = "You have become smarter.";
    	code = alter_stat(pc_num(),2, 10);
    	break;
    
    begintalknode 155;
        state = 201;
        nextstate = -1;
        condition = 1;
        question = "Essence Mastery (+10)";
        text1 = "You have become more resourceful.";
    	code = alter_stat(pc_num(),3, 10);
    	break;
    
    begintalknode 156;
        state = 201;
        nextstate = -1;
        condition = 1;
        question = "Endurance (+10)";
        text1 = "You have become more healthy.";
    	code = alter_stat(pc_num(),4, 10);
    	break;
    
    begintalknode 157;
        state = 190;
        nextstate = 202;
        condition = 1;
        question = "Bestow combat skill";
        text1 = "As the power of the inscription fills you, it offers the wisdom to refine your talents.";
        text2 = "Within Combat Skills, the disciplines of Melee, Missile, Quick Action, and Evasion ask for your dedication.";
    
    begintalknode 161;
        state = 202;
        nextstate = -1;
        condition = 1;
        question = "Melee Weapons (+10)";
        text1 = "You have become more effective using Melee Weapons.";
    	code = alter_stat(pc_num(),6, 10);
    	break;
    
    begintalknode 162;
        state = 202;
        nextstate = -1;
        condition = 1;
        question = "Missile Weapons (+10)";
        text1 = "You have become more effective using Missile Weapons.";
    	code = alter_stat(pc_num(),7, 10);
    	break;
    
    begintalknode 163;
        state = 202;
        nextstate = -1;
        condition = 1;
        question = "Quick Action (+10)";
        text1 = "You have become more effective.";
    	code = alter_stat(pc_num(),8, 10);
    	break;
    
    begintalknode 164;
        state = 202;
        nextstate = -1;
        condition = 1;
        question = "Evasion (+10)";
        text1 = "You have become more evasive.";
    	code = alter_stat(pc_num(),9, 10);
    	break;
    
    begintalknode 158;
        state = 190;
        nextstate = 203;
        condition = 1;
        question = "Bestow magic skills";
        text1 = "As the power of the inscription fills you, it offers the wisdom to refine your talents.";
        text2 = "The Magic Skills Battle, Mental, Blessing, and the art of Spellcraft whisper of hidden secrets and untapped potential.";
    
    begintalknode 165;
        state = 203;
        nextstate = -1;
        condition = 1;
        question = "Battle Magic (+10)";
        text1 = "You improve your knowledge of battle magic.";
    	code = alter_stat(pc_num(),11, 10);
    	break;
    
    begintalknode 166;
        state = 203;
        nextstate = -1;
        condition = 1;
        question = "Mental Magic (+10)";
        text1 = "You improve your knowledge of mental magic.";
    	code = alter_stat(pc_num(),12, 10);
    	break;
    
    begintalknode 167;
        state = 203;
        nextstate = -1;
        condition = 1;
        question = "Blessing Magic (+10)";
        text1 = "You improve your knowledge of blessing magic";
    	code = alter_stat(pc_num(),13, 10);
    	break;
    
    begintalknode 168;
        state = 203;
        nextstate = -1;
        condition = 1;
        question = "Spellcraft (+10)";
        text1 = "You improve your knowledge of spellcraft.";
    	code = alter_stat(pc_num(),14, 10);
    	break;
    
    begintalknode 159;
        state = 190;
        nextstate = 204;
        condition = 1;
        question = "Bestow shaping skills";
        text1 = "As the power of the inscription fills you, it offers the wisdom to refine your talents.";
        text2 = "The Shaping Skills stand as monuments of creation, Fire, Battle, Magic, and Healing Craft forming the pillars of your power.";
    
    begintalknode 169;
        state = 204;
        nextstate = -1;
        condition = 1;
        question = "Fire Shaping (+10)";
        text1 = "You improve your ability to shape creations of fire.";
    	code = alter_stat(pc_num(),16, 10);
    	break;	
    
    begintalknode 170;
        state = 204;
        nextstate = -1;
        condition = 1;
        question = "Battle Shaping (+10)";
        text1 = "You improve your ability to shape creations hardend for battle.";
    	code = alter_stat(pc_num(),17, 10);
    	break;	
    
    begintalknode 171;
        state = 204;
        nextstate = -1;
        condition = 1;
        question = "Magic Shaping (+10)";
        text1 = "You improve your ability to shape creations of magic.";
    	code = alter_stat(pc_num(),18, 10);
    	break;	
    
    begintalknode 172;
        state = 204;
        nextstate = -1;
        condition = 1;
        question = "Healing Craft (+10)";
        text1 = "You improve your ability to heal.";
    	code = alter_stat(pc_num(),19, 10);
    	break;			
    
    begintalknode 160;
        state = 190;
        nextstate = 205;
        condition = 1;
        question = "Bestow general skills";
        text1 = "As the power of the inscription fills you, it offers the wisdom to refine your talents.";
    	text2 = "The General Skills – Leadership, Mechanics, and Stealth – are the quiet, yet vital, threads woven through a hero's tapestry.";
    
    begintalknode 173;
        state = 205;
        nextstate = -1;
        condition = 1;
        question = "Leadership (+10)";
        text1 = "You improve your ability to lead.";
    	code = alter_stat(pc_num(),21, 10);
    	break;	
    
    begintalknode 174;
        state = 205;
        nextstate = -1;
        condition = 1;
        question = "Mechanics (+10)";
        text1 = "You improve your knowledge of how mechanical things work.";
    	code = alter_stat(pc_num(),22, 10);
    	break;	
    
    begintalknode 175;
        state = 205;
        nextstate = -1;
        condition = 1;
        question = "Stealth (+10)";
        text1 = "You improve your ability to hide.";
    	code = alter_stat(pc_num(),23, 10);
    	break;	
    
    begintalknode 225;
        state = 205;
        nextstate = -1;
        condition = 1;
        question = "Control Level (+10)";
        text1 = "You improve your ability control creations.";
    	code = alter_stat(pc_num(),25, 10);
    	break;		
    
    begintalknode 176;
        state = 151;
        nextstate = 191;
        condition = 1;
        question = "Learn Spells";
        text1 = "Before you, the inscription pulses with an otherworldly glow, inviting you to converse with the ancient magics that lie dormant within its runes.";
        text2 = "With a whisper of power, the knowledge of the arcane flows into your consciousness. Battle spells that crackle with energy, mental incantations that ensnare the mind, blessings that enshroud allies in protective auras, and the intricate weavings of spellcraft become clear to you.";
        text3 = "This is the moment where the esoteric becomes understood, where spells once beyond comprehension are now ready to be harnessed by your newfound understanding.";
    
    begintalknode 177;
        state = 191;
        nextstate = 206;
        condition = 1;
        question = "Learn Battle Magic";
    	text1 = "The inscription's ancient power courses through you, guiding your spirit towards the art of Battle Magic.";
        text2 = "Firebolts that dance to your command, and Essence Lances that pierce the veil of battle, now lay within your grasp.";
    
    begintalknode 182;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Firebolt (+10)";
        text1 = "You improve your ability to cast Firebolt.";
    	code = alter_stat(pc_num(),40, 10);
    	break;	
    
    begintalknode 183;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Searer (+10)";
        text1 = "You improve your ability to cast Searer.";
    	code = alter_stat(pc_num(),41, 10);
    	break;	
    
    begintalknode 184;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Essence Lances (+10)";
        text1 = "You improve your ability to cast Essence Lances.";
    	code = alter_stat(pc_num(),42, 10);
    	break;	
    
    begintalknode 185;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Quicklash (+10)";
        text1 = "You improve your ability to cast Quicklash.";
    	code = alter_stat(pc_num(),43, 10);
    	break;	
    
    begintalknode 186;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Airshock (+10)";
        text1 = "You improve your ability to cast Airshock.";
    	code = alter_stat(pc_num(),44, 10);
    	break;	
    
    begintalknode 187;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Essence Purge (+10)";
        text1 = "You improve your ability to cast Essence Purge.";
    	code = alter_stat(pc_num(),45, 10);
    	break;	
    
    begintalknode 178;
        state = 191;
        nextstate = 207;
        condition = 1;
        question = "Learn Mental Magic";
        text1 = "Whispers of ancient sages fill your mind as the inscription imbues you with the subtle intricacies of Mental Magic.";
        text2 = "Spells like Daze and Dominate, which weave confusion and control, are now but a thought away from reality.";
    
    begintalknode 188;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Daze (+10)";
        text1 = "You improve your ability to cast Daze.";
    	code = alter_stat(pc_num(),55, 10);
    	break;	
    
    begintalknode 189;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Wrack (+10)";
        text1 = "You improve your ability to cast Wrack.";
    	code = alter_stat(pc_num(),56, 10);
    	break;	
    
    begintalknode 190;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Dominate (+10)";
        text1 = "You improve your ability to cast Dominate.";
    	code = alter_stat(pc_num(),57, 10);
    	break;	
    
    begintalknode 191;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Delirium (+10)";
        text1 = "You improve your ability to cast Delirium.";
    	code = alter_stat(pc_num(),58, 10);
    	break;	
    
    begintalknode 192;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Wrackwave (+10)";
        text1 = "You improve your ability to cast Wrackwave.";
    	code = alter_stat(pc_num(),59, 10);
    	break;	
    
    begintalknode 193;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Mass Madness (+10)";
        text1 = "You improve your ability to cast Mass Madness.";
    	code = alter_stat(pc_num(),60, 10);
    	break;		
    
    begintalknode 179;
        state = 191;
        nextstate = 208;
        condition = 1;
        question = "Learn Blessing Magic";
        text1 = "The conduit resonates with a harmonious energy, enhancing your connection to the realm of Blessing Magic.";
        text2 = "The protective aura of War Blessing and the swiftness granted by Speed become yours to bestow.";
    
    begintalknode 194;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "War Blessing (+10)";
        text1 = "You improve your ability to cast War Blessing .";
    	code = alter_stat(pc_num(),70, 10);
    	break;	
    
    begintalknode 195;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "Protection (+10)";
        text1 = "You improve your ability to cast Protection.";
    	code = alter_stat(pc_num(),71, 10);
    	break;	
    
    begintalknode 196;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "Speed (+10)";
        text1 = "You improve your ability to cast Speed.";
    	code = alter_stat(pc_num(),72, 10);
    	break;	
    
    begintalknode 197;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "Essence Shield (+10)";
        text1 = "You improve your ability to cast Essence Shield.";
    	code = alter_stat(pc_num(),73, 10);
    	break;	
    
    begintalknode 198;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "Mindshield (+10)";
        text1 = "You improve your ability to cast Mindshield.";
    	code = alter_stat(pc_num(),74, 10);
    	break;	
    
    begintalknode 199;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "Mass Energize (+10)";
        text1 = "You improve your ability to cast Mass Energize.";
    	code = alter_stat(pc_num(),75, 10);
    	break;	
    
    begintalknode 200;
        state = 191;
        nextstate = 209;
        condition = 1;
        question = "Learn Healing Craft";
        text1 = "Gentle radiance enfolds you as the inscription imparts the sacred knowledge of Healing Craft.";
        text2 = "The mending touch of Minor Heal and the purifying light of Cure Affliction can now be woven into your very essence.";
    
    begintalknode 201;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Minor Heal (+10)";
        text1 = "You improve your ability to cast Minor Heal .";
    	code = alter_stat(pc_num(),85, 10);
    	break;	
    
    begintalknode 202;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Cure Affliction (+10)";
        text1 = "You improve your ability to cast Cure Affliction.";
    	code = alter_stat(pc_num(),86, 10);
    	break;	
    
    begintalknode 203;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Group Heal (+10)";
        text1 = "You improve your ability to cast Group Heal.";
    	code = alter_stat(pc_num(),87, 10);
    	break;	
    
    begintalknode 204;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Regenerate (+10)";
        text1 = "You improve your ability to cast Regenerate.";
    	code = alter_stat(pc_num(),88, 10);
    	break;	
    
    begintalknode 205;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Heal (+10)";
        text1 = "You improve your ability to cast Heal.";
    	code = alter_stat(pc_num(),89, 10);
    	break;	
    
    begintalknode 206;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Mass Restore (+10)";
        text1 = "You improve your ability to cast Mass Restore.";
    	code = alter_stat(pc_num(),90, 10);
    	break;	
    
    begintalknode 176;
        state = 151;
        nextstate = 192;
        condition = 1;
        question = "Learn Shaping";
        text1 = "The inscription before you breathes with a life of its own, a tapestry of runes woven from the fabric of creation itself, beckoning you to unlock the deepest mysteries of Shaping.";
        text2 = "As you reach out with your mind, the veil between the seen and unseen thins. The quintessence of Shaping magic, the ancient craft of Shapers, infuses your being.";
        text3 = "You stand at the precipice of understanding, where the primal forces of creation await your command. Be it creatures wrought from fire and fury, or the delicate strands of life woven into allies, your will now shapes essence into existence.";
        text4 = "This sacred convergence of knowledge and power marks the dawn of your ascent.";
    
    begintalknode 207;
        state = 192;
        nextstate = 210;
        condition = 1;
        question = "Learn Fire Shaping";
        text1 = "A flicker of warmth grows within you as the inscription weaves the essence of Fire Shaping into your soul.";
        text2 = "The primal dance of flames is yours to command, as creatures of fire and smoke stand ready to emerge from the sparks of your will.";
    
    begintalknode 211;
        state = 210;
        nextstate = -1;
        condition = 1;
        question = "Fyora (+10)";
        text1 = "You improve your ability to create a Fyora.";
    	code = alter_stat(pc_num(),100, 10);
    	break;		
    
    begintalknode 212;
        state = 210;
        nextstate = -1;
        condition = 1;
        question = "Roamer (+10)";
        text1 = "You improve your ability to create a Roamer.";
    	code = alter_stat(pc_num(),101, 10);
    	break;		
    
    begintalknode 213;
        state = 210;
        nextstate = -1;
        condition = 1;
        question = "Drayk (+10)";
        text1 = "You improve your ability to create a Drayk.";
    	code = alter_stat(pc_num(),102, 10);
    	break;		
    
    begintalknode 214;
        state = 210;
        nextstate = -1;
        condition = 1;
        question = "Drakon (+10)";
        text1 = "You improve your ability to create a Drakon.";
    	code = alter_stat(pc_num(),103, 10);
    	break;		
    
    begintalknode 208;
        state = 192;
        nextstate = 211;
        condition = 1;
        question = "Learn Battle Shaping";
        text1 = "An ancient strength fortifies your spirit, granting you the power of Battle Shaping.";
        text2 = "Muscle and sinew form at your behest, giving rise to loyal beasts wrought for war, guardians born from the very earth to stand at your side.";
    
    begintalknode 214;
        state = 211;
        nextstate = -1;
        condition = 1;
        question = "Thahd (+10)";
        text1 = "You improve your ability to create a Thahd.";
    	code = alter_stat(pc_num(),110, 10);
    	break;		
    
    begintalknode 215;
        state = 211;
        nextstate = -1;
        condition = 1;
        question = "Clawbug (+10)";
        text1 = "You improve your ability to create a Clawbug.";
    	code = alter_stat(pc_num(),111, 10);
    	break;		
    
    begintalknode 216;
        state = 211;
        nextstate = -1;
        condition = 1;
        question = "Battle Alpha (+10)";
        text1 = "You improve your ability to create a Battle Alpha.";
    	code = alter_stat(pc_num(),112, 10);
    	break;		
    
    begintalknode 217;
        state = 211;
        nextstate = -1;
        condition = 1;
        question = "Rotghroth (+10)";
        text1 = "You improve your ability to create a Rotghroth.";
    	code = alter_stat(pc_num(),113, 10);
    	break;		
    
    begintalknode 209;
        state = 192;
        nextstate = 212;
        condition = 1;
        question = "Learn Magic Shaping";
        text1 = "Whispers of the arcane echo through your mind as you embrace the art of Magic Shaping.";
        text2 = "A menagerie of mystical beings awaits your summoning, ready to unfold from the aether and bend to your purpose with but a thought.";
    
    begintalknode 218;
        state = 212;
        nextstate = -1;
        condition = 1;
        question = "Artila (+10)";
        text1 = "You improve your ability to create a Artila.";
    	code = alter_stat(pc_num(),120, 10);
    	break;		
    
    begintalknode 219;
        state = 212;
        nextstate = -1;
        condition = 1;
        question = "Vlish (+10)";
        text1 = "You improve your ability to create a Vlish.";
    	code = alter_stat(pc_num(),121, 10);
    	break;	
    
    begintalknode 220;
        state = 212;
        nextstate = -1;
        condition = 1;
        question = "Glaahk (+10)";
        text1 = "You improve your ability to create a Glaahk.";
    	code = alter_stat(pc_num(),122, 10);
    	break;	
    
    begintalknode 221;
        state = 212;
        nextstate = -1;
        condition = 1;
        question = "Gazer (+10)";
        text1 = "You improve your ability to create a Gazer.";
    	code = alter_stat(pc_num(),123, 10);
    	break;	
    
    begintalknode 210;
        state = 192;
        nextstate = 213;
        condition = 1;
        question = "Learn Special Shaping";
        text1 = "The inscription unveils esoteric secrets, entrusting you with the rarefied domain of Special Shaping.";
        text2 = "You can now call forth those rare creations that stride the boundaries.";
    	
    begintalknode 222;
        state = 213;
        nextstate = -1;
        condition = 1;
        question = "Ornk (+10)";
        text1 = "You improve your ability to create a Ornk.";
    	code = alter_stat(pc_num(),125, 10);
    	break;	
    
    begintalknode 223;
        state = 213;
        nextstate = -1;
        condition = 1;
        question = "Cockatrice (+10)";
        text1 = "You improve your ability to create a Cockatrice.";
    	code = alter_stat(pc_num(),126, 10);
    	break;	
    
    begintalknode 224;
        state = 213;
        nextstate = -1;
        condition = 1;
        question = "Stalkthorn (+10)";
        text1 = "You improve your ability to create a Stalkthorn.";
    	code = alter_stat(pc_num(),127, 10);
    	break;			
    
    begintalknode 226;
        state = 151;
        nextstate = 193;
        condition = 1;
        question = "Get Money ";
        text1 = "The inscription unveils esoteric secrets, entrusting you with the rarefied domain of Special Shaping.";
        text2 = "You can now call forth those rare creations that stride the boundaries.";
    
    begintalknode 228;
        state = 193;
        nextstate = -1;
        condition = 1;
        question = "5000 coins";
        text1 = "You get coins.";
    	code = change_coins(5000);
    	break;			
    
    begintalknode 229;
        state = 193;
        nextstate = -1;
        condition = 1;
        question = "10000 coins";
        text1 = "You get coins.";
    	code = change_coins(10000);
    	break;			
    
    begintalknode 230;
        state = 193;
        nextstate = -1;
        condition = 1;
        question = "20000 coins";
        text1 = "You get coins.";
    	code = change_coins(20000);
    	break;			
    
    
    begintalknode 227;
        state = 151;
        nextstate = 194;
        condition = 1;
        question = "Get XP";
        text1 = "The inscription unveils esoteric secrets, entrusting you with the secrets of Special Shaping.";
        text2 = "You can now call forth those rare creations that stride the boundaries.";
    
    begintalknode 231;
        state = 194;
        nextstate = -1;
        condition = 1;
        question = "5000 XP";
        text1 = "You get XP.";
    	code = award_party_xp(5000,1);
    	break;	
    
    begintalknode 232;
        state = 194;
        nextstate = -1;
        condition = 1;
        question = "10000 XP";
        text1 = "You get XP.";
    	code = award_party_xp(10000,1);
    	break;	
    
    begintalknode 233;
        state = 194;
        nextstate = -1;
        condition = 1;
        question = "20000 XP";
        text1 = "You get XP.";
    	code = award_party_xp(20000,1);
    	break;	
    
    begintalknode 234;
        state = 194;
        nextstate = -1;
        condition = 1;
        question = "50000 XP";
        text1 = "You get XP.";
    	code = award_party_xp(50000,1);
    	break;	
    
    //End conversations
    begintalknode 235;
        state = 150;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 236;
        state = 151;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 237;
        state = 190;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 238;
        state = 191;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 239;
        state = 192;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 240;
        state = 193;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 241;
        state = 194;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 242;
        state = 201;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 243;
        state = 202;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 244;
        state = 203;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 245;
        state = 204;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 246;
        state = 205;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 247;
        state = 206;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 248;
        state = 207;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 249;
        state = 208;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 250;
        state = 209;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 251;
        state = 210;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 252;
        state = 211;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;	
    
    begintalknode 253;
        state = 212;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    begintalknode 254;
        state = 213;
        nextstate = -1;
        condition = 1;
        question = "Step away.";
        text1 = "You choose to step away from the inscription";
        action = END_TALK;
    
    //Go back in conversations
    
    begintalknode 256;
        state = 190;
        nextstate = 151;
        condition = 1;
        question = "GO BACK.";
    
    begintalknode 257;
        state = 191;
        nextstate = 151;
        condition = 1;
        question = "GO BACK.";   
    
    begintalknode 258;
        state = 192;
        nextstate = 151;
        condition = 1;
        question = "GO BACK.";
    
    begintalknode 259;
        state = 193;
        nextstate = 151;
        condition = 1;
        question = "GO BACK.";  
    
    begintalknode 260;
        state = 194;
        nextstate = 151;
        condition = 1;
        question = "GO BACK.";  
    
    begintalknode 261;
        state = 201;
        nextstate = 190;
        condition = 1;
        question = "GO BACK.";  
    
    begintalknode 262;
        state = 202;
        nextstate = 190;
        condition = 1;
        question = "GO BACK.";   
    
    begintalknode 263;
        state = 203;
        nextstate = 190;
        condition = 1;
        question = "GO BACK.";
    
    begintalknode 264;
        state = 204;
        nextstate = 190;
        condition = 1;
        question = "GO BACK.";  
    
    begintalknode 265;
        state = 205;
        nextstate = 190;
        condition = 1;
        question = "GO BACK.";  
    
    begintalknode 266;
        state = 206;
        nextstate = 191;
        condition = 1;
        question = "GO BACK.";  
    
    begintalknode 267;
        state = 207;
        nextstate = 191;
        condition = 1;
        question = "GO BACK.";   
    
    begintalknode 268;
        state = 208;
        nextstate = 191;
        condition = 1;
        question = "GO BACK."; 
    
    begintalknode 269;
        state = 209;
        nextstate = 191;
        condition = 1;
        question = "GO BACK.";    
    
    begintalknode 270;
        state = 210;
        nextstate = 192;
        condition = 1;
        question = "GO BACK.";   
    
    begintalknode 271;
        state = 211;
        nextstate = 192;
        condition = 1;
        question = "GO BACK.";
    
    begintalknode 272;
        state = 212;
        nextstate = 192;
        condition = 1;
        question = "GO BACK.";
    
    begintalknode 273;
        state = 213;
        nextstate = 192;
        condition = 1;
        question = "GO BACK.";
    
    

     

     


     

  3. Maybe a bit late but iirc, there was a note in the bandits storage that they do not want you to access when you "persuade" them to find the assassins within the camp. The note is what triggers the servile in the area. After this just explore where the servile roams into his hidden entrance and then leave and come back to the zone. Just keep your distance and a text will appear saying you've found a secret entrance and some stuff

  4. 6 hours ago, Gameman112358 said:

    Hello! New mods is nice! Being able to shape Podlings is certainly nice, since they're basically mass debuffing machines. Charged Vlish with Decaying Vlish is a good buff, though I myself admit I'm not a fan of charged creations. And being able to shape Unbound sounds horrendously OP, if it wasn't for the fact that you basically can't Shape them until way way endgame. XD

    And being able to own any creation without joining a faction would be quite nice. My only question is if it's possible to get training for Shaping Drakons, since getting the Ur-Drakon (or in your mod, an Unbound) is practically impossible until way endgame.

    I will try to answer as best as i can, any questions or requests be sure to ask.

     

    The standard way for achieving 'Train Drakon' is through the use of canisters. The 3 canisters are at: Gazaki-uss, kayar's spire cells  and Inner Gazaki-uss. There is no way through normal game play to achieve the 3rd drakon canister (inner Gazaki-uss) due to it being a faction only (pro shaper only).

     

    My mod however fixes this for an insanely low price (I would like people's help to balance this, as i am not a great script editor or else i would make it work with reputation).

    Since all creations are available, you can train in drakons x2 to not unlock the unbound( if you want i could re-edit the mod and replace unbound with Ur-drakon ).  

    +The unbound at first may look strong at level 40, but compared to a random unbound they are little bit weaker.

     

    As you said 'way end game' if you want, I could make alterations to early zones to give access to a similar trainer. only problem is having high levelled creations, could prevent enjoyment but that's up to the user.  At this link ( https://imgur.com/a/rcGwX ), there is a preview of the fire shaping.

     

    Hopefully I've answered your question, be sure to let me know if i didn't 

  5. [MOD #1]              
                            PURPOSE
                           ==========
    To have the option of owning any creation without having to join a faction.
                            HOW TO USE
                          ==============
    You need to make your way down to one of the end-game zones "Dera South Shore"
    and from there you need to locate a Drakon hiding in a building towards the south east.
    The drakon has her own store, but an option "Teach me shaping" will be available.
     
    [MOD #2]  
                            CONTENTS
                          ===========
    -Replaces Pyroroamer with a level 10 Armoured Podling. Has Curse Rain and Acid Bite.
    -Replaces Charged Vlish with a level 15 Decaying Vlish. Has Decaying Ray(Poison + Ray Damage) and a Sting Attack.
    -Replaces Ur-Drakon with a level 40, 10 AP Unbound One. Has Unbound Death Breath(Damage + Acid) and Bite attack.

                          INSTALLATION
                        ====================
    1- Right click the genforge 5 shortcut and select "Open file location"
    2- Click and open 'Genforge 5 files"
    3- Select and open "Scripts"
    4- Drag the contents from the download into "Scripts" folder

    Both mods are compatible with each other.

     

    I am hoping to get feedback to balance creations and/or the location of trainer/s. As i study quite often, i may not be able to make instant alterations. This mod is just something i wanted to make, and to share.  Have fun i guess xD!

     

    Download Link:

    http://www.mediafire.com/file/861n7351h2209sf/G5 MODS.rar

  6. Been trying to understand more on the scripts of the game. Is it possible to make our own edits to add characters to party.

    Quote

        code =
            change_coins(-300);
            sf(41,20,1);
        break;

    This code is used to add artila to PC's party. What does it mean by sf(41,20,1) and how do i replicate this. any help would be much appreciated.

  7. On 6/3/2017 at 5:00 AM, alhoon said:

     

    What does this mean?

    That you start with all creations known and enough Shaping knowledge to Shape them? Including the advanced versions?

    The two files within the .rar file.

     

    One file the G4itemschars contains a rework (not balanced after realizing to late) for the Pyro-Roamer into a guardian roamer

     

    The other file is z2upStronghold or something (sorry i forgot), this grants the user all creations at their basic level just for opening a door and entering. 3 points into all creations. I wanted this to be balanced but having end game creations doesn't really allow it. But still hopefully it makes a fun run through for people who want to try all creations at a balanced level (I believe)

  8. Rip G4

    no the essence should still be the same sadly, can't fix it I believe. The explosive nature of them still remains but only when they die and they have a good 150+HP iirc

     

    the caravan mission was unaffected by them, apparently they were "unstable roamers" not pyro so it was pretty easy to dispose of their low HP 

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