Jump to content

Devotion

Member
  • Posts

    31
  • Joined

  • Last visited

Everything posted by Devotion

  1. I attacked all the bandits (2 groups)...including the neutrals (manually) and still cannot complete the quest...Commander Diver just doesn't accept... Also where is the hidden entrance to Farrar's Keep? Can't seem to get to Malanchion either...he's like blocked by the guarded gate in Bargha.
  2. Geneforge 2 Editor --------------------------- This editor is based off of Croikle's Geneforge 1 editor. I just converted it to Geneforge 2. The entry point is the sign in the middle of the path between the "Alchemy lab (new game start point)" and the "Healing and Shaping hall" Here it is... (Feel free to add to it, with your own codes...it seems a bit incomplete...) So far the skills are a bit messed up...it will give you random abilities... RAPIDSHARE: Rapidshare- Download editor Please delete those other two posts...having forum problems. * USE AT YOUR OWN RISK * * ALWAYS KEEP A BACKUP OF GAME FILE * For convenience, here's a backup file. z0entrydlg backup Remove any numbers, spaces, or letters...and only leave "z0entrydlg". Note: can someone please fix the skills/abilities...its kind of beyond me for now. Remember...feel free to modify the editor.
  3. GENEFORGE 2 EDITOR ------------------------------------------ Based entirely on Croikle's Geneforge 1 editor. I only converted it to Geneforge 2. Entry point: the 2nd sign you see at first zone when you enter (new game). Middle of path from character start point to alchemy lab. Code (replace with original "SAVE A BACKUP OF ORIGINAL!!!" Click to reveal.. // z0entrydlg.txt begintalkscript; variables; begintalknode 1; state = -1; personality = 0; 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 (which looks like a hand) or type 'g'. Click on an item to put it into your pack."; text3 = "Once an item is in your pack, to have your character equip it (wear armor or wield a weapon), click on it to pick it up. Move the item onto your character's large portrait and press the mouse button again to equip it."; text4 = "To remove a piece of armor or stop using a weapon, do the same thing in reverse. Click on it to pick it up and then click on your backpack area to drop it there."; begintalknode 2; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "You start to leave and realize that you probably shouldn't go out without a weapon and some armor. You should put on the armor on the counter."; text2 = "(To learn how to get and put on items, click on the book at the north end of the room to read it.)"; begintalknode 3; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "You start to leave and realize that you probably shouldn't go out without a weapon and some armor. You should put on the armor from the counter."; text2 = "(You have a weapon and/or armor in your pack. To put it on, pick it up by clicking on it. Then click on the large portrait of your character to equip it.)"; begintalknode 4; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,4) == 0; question = "special"; text1 = "You step out of the abandoned shop and get another good look at the road leading up to Drypeak. Unfortunately, it's as dry and barren as every other inch of the miserable journey up here."; text2 = "Drypeak is a hugely unsuccessful Shaper settlement. All of the Shapers' best efforts to create plants and animals that could thrive up here have resulted in failure. Thus, most of the shops and homes (like the one you spent the night in) are empty."; text3 = "Shanti, the agent you are a novice to, is waiting outside. She looks 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; state = -1; personality = 0; nextstate = -1; condition = (get_sdf(0,6) == 0) && (get_sdf(0,2) == 0); question = "special"; text1 = "This dusty road leads 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; state = -1; personality = 0; nextstate = -1; question = "special"; text1 = "The worn writing on the sign is still legible:"; text2 = "_Venn's Alchemy_"; text3 = "_Potions and fine ingredients._"; text4 = "It looks like Venn was very thorough when he abandoned his shop."; begintalknode 7; state = -1; personality = 0; nextstate = 94; question = "special"; text1 = "The sign says:"; text2 = "_Drypeak Gates - South_"; text3 = "Use the editor if you want superpowers."; begintalknode 8; state = -1; personality = 0; nextstate = 140; 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; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,7) == 0; question = "special"; text1 = "Though this chamber is abandoned and the essence pools in the alcoves are empty and cracked, you immediately recognize what this place is. It's a shaping hall."; text2 = "Shaper settlements are full of places like this, where they go about the business of using their powers to create, heal, and alter creatures. And, if necessary, destroy them."; text3 = "The clay Shapers use to mold life is called essence. It is a gooey, partially alive substance, warm, liquid, and charged with magic. A Shaper such as yourself has the ability to hold essence within your body to be used to make life later."; text4 = "If these vats were full, you could use them to recharge the supply of essence within yourself. Perhaps there is an intact store of essence farther in."; action = SET_SDF 0 7 1; begintalknode 10; state = -1; personality = 0; 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) completely obedient."; text2 = "You are pleased to see that there is an intact essence pool in the back corner. When you are low on essence, standing near such a pool will refill you."; text3 = "Later, you will use essence to create creatures to serve you or to cast spells. When you cast spells that cost essence, you will eventually need to return to a pool like this one."; 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; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,9) == 0; question = "special"; text1 = "This is an operating room, where wounded humans and serviles are brought to be cured. A trained Shaper can use magic and raw essence to alter a damaged person or even rebuild damaged body parts."; text2 = "Happily, there is an intact healing pool in the back corner of the room. Pools like this are semi-living creatures, programmed to cure wounded beings who stand nearby. If you are wounded, stand near such a pool to heal yourself."; text3 = "There is a hole in the roof above the pool, which 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; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,10) == 0; question = "special"; text1 = "You enter a storeroom. Most of the equipment here is useless to an adventurer such as yourself. However, you are happy to see a living tool on the table."; text2 = "A living tool is exactly what it sounds like, a tentacled creature which is attuned to the wishes of whoever is holding it. You can use such a creature 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, waking and using a living tool tends to kill it. The higher your Mechanics skill is, the less living tools you will need to do any particular job."; action = SET_SDF 0 10 1; begintalknode 13; state = -1; personality = 0; 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 soul has been tearing rocks 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 someone out hunting."; text3 = "(To use javelins, equip them like you did your dagger. In combat, click on a foe to throw a javelin.)"; action = SET_SDF 0 11 1; begintalknode 14; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,12) == 0; question = "special"; text1 = "There is a large rat cowering at the end of this path. A very large rat. It doesn't look like it wants to bother you, as long as you leave it alone."; text2 = "Giant rats didn't always exist. Then a careless wizard let one escape, and 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 tend to get killed very quickly."; action = SET_SDF 0 12 1; begintalknode 15; state = -1; personality = 0; 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 servile to you at all. It doesn't look 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; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,18) == 0; question = "special"; text1 = "A suit of chitin armor and a knife have been left on the counter for you. You should get and equip them before you enter the dangerous lands ahead."; text2 = "To equip them, you'll first have to pick them up. Press the get button (pictured above) or type 'g'. Then click on an item to get it."; action = SET_SDF 0 18 1; code = set_dialogue_pic(190); break; begintalknode 17; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "Now that you have an item (the armor or the dagger), start using it by equipping it. Click on 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; state = -1; personality = 0; nextstate = -1; condition = 1; question = "special"; text1 = "Use the party roster area to select and get information on you and your creations. Click a character (or type '1'-'8') to select it. 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; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,21) == 0; question = "special"; text1 = "You have reached the end of this area, the first of over eighty in Geneforge 2 (and 21 in the demo). 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 click on Travel. 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 = set_dialogue_pic(211); break; begintalknode 20; state = -1; personality = 0; 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 disk button (pictured above) and select Save. On the save game window, type a name for your saved game and click the Check button. You have recorded your progress!"; text3 = "Later, to load a saved game, press the disk button, select Load Game, and select your saved game. You can then keep going. This can be very useful if you died."; text4 = "Save often. You never know when you might get killed. The game saves for you (save file: Autosave) automatically whenever you enter a new area."; action = SET_SDF 0 22 1; code = set_dialogue_pic(210); break; begintalknode 21; state = -1; personality = 0; nextstate = -1; condition = get_sdf(0,23) == 0; question = "special"; text1 = "Some items you find (like the metal bowl 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 on the ground, grab the item by clicking on it, and then click on the ground."; action = SET_SDF 0 23 1; code = set_dialogue_pic(214); break; begintalknode 30; state = -1; personality = 0; nextstate = 30; condition = 1; question = "Shanti"; text1 = "Shanti, your teacher, walks over to you. She is wearing the studded leather armor favored by Agents, excellent for stealth and quick travel."; text2 = "She wears a long, wicked curved blade at 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 looks impatient to get going. _You're well rested, I hope? I want to get to Drypeak soon. The sooner we get this job done and back to 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.)"; begintalknode 31; state = 30; personality = 0; nextstate = -1; 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 32; state = 30; personality = 0; nextstate = -1; condition = 1; question = "What is our job?"; text1 = "Shanti looks amused. _Our job, you say? 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 33; state = 30; personality = 0; nextstate = -1; condition = 1; question = "What should I do now?"; text1 = "_Follow me. I'll scout ahead._"; begintalknode 50; state = -1; personality = 0; nextstate = 50; condition = 1; question = "Shanti"; text1 = "Shanti stops you. _Wait. This is a good chance for you to do something._"; begintalknode 51; state = 50; personality = 0; nextstate = 51; condition = 1; question = "What should I do?"; text1 = "Shanti points at the entryway to the south. _That ruin looks interesting. You go in there, investigate, and see what you find. Maybe you can get some extra supplies for us._"; begintalknode 52; state = 51; personality = 0; 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. _There is something 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 53; state = 51; personality = 0; 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; personality = 0; 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 generally have to create the whole ecology from scratch. We make the plants, the animals, the birds, put 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 there. And when we do, there's no point in staying._"; text3 = "_It is unfortunate. But that is what happened here. Now it's just a dusty forgotten settlement, and the Shaper Council only rarely remembers it. And when they do, an Agent is sent to check up on them._"; begintalknode 60; state = -1; personality = 0; nextstate = 60; condition = 1; question = "Shanti"; text1 = "Shanti stops you. She looks sweaty and 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._"; begintalknode 61; state = 60; personality = 0; nextstate = -1; 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 = "You can learn very quickly, but are taught very little. The Shapers are very, very slow to teach initiates anything. 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 worm called an Artila. It is a fragile creature but able to spit globs of acid that can do considerable damage."; text4 = "Shanti teaches you a spell called Daze. It sends forth motes of essence which perplexes a foe, temporarily keeping it from acting. _If you are outnumbered, use this spell to perplex excess enemies while you deal with the others._"; text5 = "Shanti teaches you a series of battle techniques, which will enable you to react more quickly and deflect enemy attacks. _Your blade will be more sure now, and you will be able to evade the blows of enemies._"; code = set_flag(0,16,1); clear_strings(); add_string(1); add_string(2); if (creature_type(pc_num()) == 0) { add_string(3); alter_stat(88,1); } else if (creature_type(pc_num()) == 3) { add_string(5); alter_stat(6,1); alter_stat(7,1); } else { add_string(4); alter_stat(50,1); } break; begintalknode 62; state = 60; personality = 0; 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 = 60; personality = 0; nextstate = -1; 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 thahd 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()) == 0) { 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 = 60; personality = 0; nextstate = 61; 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 = 60; personality = 0; nextstate = -1; condition = get_flag(0,16) == 0; 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."; action = END_TALK; begintalknode 66; state = 61; personality = 0; nextstate = -1; condition = get_flag(0,17) == 0; 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._"; action = SET_SDF 0 17 1; begintalknode 67; state = 61; personality = 0; nextstate = -1; condition = get_flag(0,17) == 0; 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._"; action = SET_SDF 0 17 1; begintalknode 68; state = 61; personality = 0; nextstate = -1; condition = get_flag(0,17) == 0; 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, our honor and our laws demand that rogues be destroyed._"; text2 = "_Straighten your spine, and prepare. 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._"; action = SET_SDF 0 17 1; begintalknode 80; state = -1; personality = 0; nextstate = -1; condition = 1; question = ""; text1 = "The gravestone is very worn. The inscription is unreadable."; begintalknode 81; state = -1; personality = 0; nextstate = -1; condition = 1; question = ""; text1 = "The gravestone says:"; text2 = "FANZREN - Loyal Shaper. Made mistake. Eaten."; text3 = "The date of death is about twenty years ago."; begintalknode 90; state = -1; personality = 0; nextstate = 90; condition = 1; 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 quick, easy journey from there to the Shaper Council."; 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 done much in these mountains. Is it time for you to leave?"; code = 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; personality = 0; 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; personality = 0; 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 = set_flag(100,29,1); erase_char(pc_num()); break; //Editor 43 = 107 begintalknode 93; state = 94; personality = 0; nextstate = 95; condition = 1; question = "Use the editor."; text1 = "A panel folds down on the obelisk and list of options glows behind it."; text2 = "Because Geneforge only allows 199 talk nodes in each area, not all of the editor is here."; text3 = "You can change your skills, spells, creations known, and money here, and also add experience. For items, go to either of the obelisks outside the Ruined School in the Bandit Woods."; begintalknode 94; state = 95; personality = 0; nextstate = -1; condition = 1; question = "Recharge."; text1 = "Power flows out from the obelisk and energizes you."; code = heal_char(0,2000); restore_energy_char(0,3000); heal_char(1,2000); restore_energy_char(1,3000); heal_char(2,2000); restore_energy_char(2,3000); heal_char(3,2000); restore_energy_char(3,3000); heal_char(4,2000); restore_energy_char(4,3000); heal_char(5,2000); restore_energy_char(5,3000); heal_char(6,2000); restore_energy_char(6,3000); heal_char(7,2000); restore_energy_char(7,3000); break; begintalknode 95; state = 95; personality = 0; nextstate = 96; condition = 1; question = "Change skills."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of skill would you like to change?_"; begintalknode 96; state = 96; personality = 0; nextstate = 97; condition = 1; question = "Basic."; text1 = "_Which skill?_"; begintalknode 97; state = 97; personality = 0; nextstate = 98; condition = 1; question = "Strength."; text1 = "_How much adjustment?_"; code = set_flag(1,12,0); break; begintalknode 98; state = 98; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 2; question = "-2"; text1 = "It has been reduced by 2."; code = alter_stat(get_sdf(1,12),-2); break; begintalknode 98; state = 98; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 1; question = "-1"; text1 = "It has been reduced by 1."; code = alter_stat(get_sdf(1,12),-1); break; begintalknode 99; state = 98; personality = 0; nextstate = 99; condition = 1; question = "No change."; text1 = "The writing fades."; begintalknode 100; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+1"; text1 = "It has been increased by 1."; code = alter_stat(get_sdf(1,12),1); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 101; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+2"; text1 = "It has been increased by 2."; code = alter_stat(get_sdf(1,12),2); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 102; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+3"; text1 = "It has been increased by 3."; code = alter_stat(get_sdf(1,12),3); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 103; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+4"; text1 = "It has been increased by 4."; code = alter_stat(get_sdf(1,12),4); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),500); else if (get_sdf(1,12) == 3) heal_char(pc_num(),500); break; begintalknode 104; state = 98; personality = 0; nextstate = 99; condition = 1; question = "+30 (max it at 30)"; text1 = "It has been increased by 30."; code = alter_stat(get_sdf(1,12),30); if (get_sdf(1,12) == 2) restore_energy_char(pc_num(),2000); else if (get_sdf(1,12) == 3) heal_char(pc_num(),2000); break; begintalknode 105; state = 98; personality = 0; nextstate = 99; condition = 1; question = "Dexterity."; text1 = "_How much adjustment?_"; code = set_flag(1,12,1); break; begintalknode 106; state = 97; personality = 0; nextstate = 98; condition = 1; question = "Intelligence."; text1 = "_How much adjustment?_"; code = set_flag(1,12,2); break; begintalknode 107; state = 97; personality = 0; nextstate = 98; condition = 1; question = "Endurance."; text1 = "_How much adjustment?_"; code = set_flag(1,12,3); break; begintalknode 108; state = 96; personality = 0; nextstate = 100; condition = 1; question = "Combat."; text1 = "_Which skill?_"; begintalknode 109; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Melee weapons."; text1 = "_How much adjustment?_"; code = set_flag(1,12,4); break; begintalknode 110; state = 101; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 1; question = "-2"; text1 = "It has been reduced by 2."; code = alter_stat(get_sdf(1,12),-2); break; begintalknode 111; state = 101; personality = 0; nextstate = 99; condition = get_stat(get_sdf(1,12)) > 0; question = "-1"; text1 = "It has been reduced by 1."; code = alter_stat(get_sdf(1,12),-1); break; begintalknode 112; state = 101; personality = 0; nextstate = 99; condition = 1; question = "No change."; text1 = "The writing fades."; begintalknode 113; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+1"; text1 = "It has been increased by 1."; code = alter_stat(get_sdf(1,12),1); break; begintalknode 114; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+2"; text1 = "It has been increased by 2."; code = alter_stat(get_sdf(1,12),2); break; begintalknode 115; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+3"; text1 = "It has been increased by 3."; code = alter_stat(get_sdf(1,12),3); break; begintalknode 116; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+4"; text1 = "It has been increased by 4."; code = alter_stat(get_sdf(1,12),4); break; begintalknode 117; state = 101; personality = 0; nextstate = 99; condition = 1; question = "+30 (max it at 30)"; text1 = "It has been increased by 30."; code = alter_stat(get_sdf(1,12),30); break; begintalknode 118; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Missile weapons."; text1 = "_How much adjustment?_"; code = set_flag(1,12,5); break; begintalknode 119; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Quick action."; text1 = "_How much adjustment?_"; code = set_flag(1,12,6); break; begintalknode 120; state = 100; personality = 0; nextstate = 101; condition = 1; question = "Anatomy."; text1 = "_How much adjustment?_"; code = set_flag(1,12,7); break; begintalknode 121; state = 96; personality = 0; nextstate = 102; condition = 1; question = "Magic."; text1 = "_Which skill?_"; begintalknode 122; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Battle magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,9); break; begintalknode 123; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Mental magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,10); break; begintalknode 124; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Blessing magic."; text1 = "_How much adjustment?_"; code = set_flag(1,12,11); break; begintalknode 125; state = 102; personality = 0; nextstate = 101; condition = 1; question = "Spellcraft."; text1 = "_How much adjustment?_"; code = set_flag(1,12,12); break; begintalknode 126; state = 96; personality = 0; nextstate = 39; condition = 1; question = "Shaping."; text1 = "_Which skill?_"; begintalknode 127; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Fire Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,15); break; begintalknode 128; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Battle Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,16); break; begintalknode 129; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Magic Shaping."; text1 = "_How much adjustment?_"; code = set_flag(1,12,17); break; begintalknode 130; state = 103; personality = 0; nextstate = 101; condition = 1; question = "Healing Craft."; text1 = "_How much adjustment?_"; code = set_flag(1,12,18); break; begintalknode 131; state = 96; personality = 0; nextstate = 104; condition = 1; question = "General."; text1 = "_Which skill?_"; begintalknode 132; state = 104; personality = 0; nextstate = 101; condition = 1; question = "Leadership."; text1 = "_How much adjustment?_"; code = set_flag(1,12,20); break; begintalknode 133; state = 104; personality = 0; nextstate = 101; condition = 1; question = "Mechanics."; text1 = "_How much adjustment?_"; code = set_flag(1,12,21); break; begintalknode 134; state = 104; personality = 0; nextstate = 101; condition = 1; question = "Luck."; text1 = "_How much adjustment?_"; code = set_flag(1,12,22); break; begintalknode 135; state = 95; personality = 0; nextstate = 105; condition = 1; question = "Change spells. (includes healing)"; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of spell would you like to change?_"; begintalknode 136; state = 105; personality = 0; nextstate = 106; condition = 1; question = "Battle."; text1 = "_Which spell?_"; begintalknode 137; state = 106; personality = 0; nextstate = 101; condition = 1; question = "Firebolt."; text1 = "_How much adjustment?_"; code = set_flag(1,12,40); break; begintalknode 138; state = 106; personality = 0; nextstate = 101; condition = 1; question = "Searer."; text1 = "_How much adjustment?_"; code = set_flag(1,12,41); break; begintalknode 139; state = 106; personality = 0; nextstate = 101; condition = 1; question = "Searing Orbs."; text1 = "_How much adjustment?_"; code = set_flag(1,12,42); break; begintalknode 140; state = 105; personality = 0; nextstate = 107; condition = 1; question = "Mental."; text1 = "_Which spell?_"; begintalknode 141; state = 107; personality = 0; nextstate = 101; condition = 1; question = "Unlock."; text1 = "_How much adjustment?_"; code = set_flag(1,12,45); break; begintalknode 142; state = 107; personality = 0; nextstate = 101; condition = 1; question = "Terror."; text1 = "_How much adjustment?_"; code = set_flag(1,12,46); break; begintalknode 143; state = 107; personality = 0; nextstate = 101; condition = 1; question = "Dominate."; text1 = "_How much adjustment?_"; code = set_flag(1,12,47); break; begintalknode 144; state = 105; personality = 0; nextstate = 108; condition = 1; question = "Blessing."; text1 = "_Which spell?_"; begintalknode 145; state = 108; personality = 0; nextstate = 101; condition = 1; question = "War Blessing."; text1 = "_How much adjustment?_"; code = set_flag(1,12,50); break; begintalknode 146; state = 108; personality = 0; nextstate = 101; condition = 1; question = "Speed."; text1 = "_How much adjustment?_"; code = set_flag(1,12,51); break; begintalknode 147; state = 108; personality = 0; nextstate = 101; condition = 1; question = "Mass Energize."; text1 = "_How much adjustment?_"; code = set_flag(1,12,52); break; begintalknode 148; state = 105; personality = 0; nextstate = 109; condition = 1; question = "Healing."; text1 = "_Which spell?_"; begintalknode 149; state = 109; personality = 0; nextstate = 101; condition = 1; question = "Heal."; text1 = "_How much adjustment?_"; code = set_flag(1,12,55); break; begintalknode 150; state = 109; personality = 0; nextstate = 101; condition = 1; question = "Cure Effects."; text1 = "_How much adjustment?_"; code = set_flag(1,12,56); break; begintalknode 151; state = 109; personality = 0; nextstate = 101; condition = 1; question = "Mass Restore."; text1 = "_How much adjustment?_"; code = set_flag(1,12,57); break; begintalknode 152; state = 95; personality = 0; nextstate = 110; condition = 1; question = "Change creations."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Which type of creation would you like to change?_"; begintalknode 153; state = 110; personality = 0; nextstate = 111; condition = 1; question = "Fire."; text1 = "_Which one?_"; begintalknode 154; state = 111; personality = 0; nextstate = 101; condition = 1; question = "Fyora."; text1 = "_How much adjustment?_"; code = set_flag(1,12,60); break; begintalknode 155; state = 111; personality = 0; nextstate = 101; condition = 1; question = "Roamer."; text1 = "_How much adjustment?_"; code = set_flag(1,12,61); break; begintalknode 156; state = 111; personality = 0; nextstate = 101; condition = 1; question = "Drayk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,62); break; begintalknode 157; state = 110; personality = 0; nextstate = 112; condition = 1; question = "Battle."; text1 = "_Which one?_"; begintalknode 158; state = 112; personality = 0; nextstate = 101; condition = 1; question = "Thahd."; text1 = "_How much adjustment?_"; code = set_flag(1,12,63); break; begintalknode 159; state = 112; personality = 0; nextstate = 101; condition = 1; question = "Clawbug."; text1 = "_How much adjustment?_"; code = set_flag(1,12,64); break; begintalknode 160; state = 112; personality = 0; nextstate = 101; condition = 1; question = "Battle Alpha."; text1 = "_How much adjustment?_"; code = set_flag(1,12,65); break; begintalknode 161; state = 110; personality = 0; nextstate = 113; condition = 1; question = "Magic."; text1 = "_Which one?_"; begintalknode 162; state = 113; personality = 0; nextstate = 101; condition = 1; question = "Artila."; text1 = "_How much adjustment?_"; code = set_flag(1,12,66); break; begintalknode 163; state = 113; personality = 0; nextstate = 101; condition = 1; question = "Vlish."; text1 = "_How much adjustment?_"; code = set_flag(1,12,67); break; begintalknode 164; state = 113; personality = 0; nextstate = 101; condition = 1; question = "Glaahk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,68); break; begintalknode 165; state = 110; personality = 0; nextstate = 101; condition = 1; question = "Ornk."; text1 = "_How much adjustment?_"; code = set_flag(1,12,69); break; begintalknode 166; state = 95; personality = 0; nextstate = 114; condition = 1; question = "Add experience."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_How much?_"; text3 = "Note: Don't try to add experience once it's topped out at 30000(level 31). If you do, your experience goes negative."; begintalknode 167; state = 114; personality = 0; nextstate = 99; condition = 1; question = "A little."; text1 = "You feel more experienced."; code = award_party_xp(20,20); break; begintalknode 168; state = 114; personality = 0; nextstate = 99; condition = 1; question = "More."; text1 = "You feel more experienced."; code = award_party_xp(200,20); break; begintalknode 169; state = 114; personality = 0; nextstate = 99; condition = 1; question = "A lot."; text1 = "You feel more experienced."; code = award_party_xp(1000,20); award_party_xp(10,20); award_party_xp(10,20); break; begintalknode 170; state = 114; personality = 0; nextstate = 99; condition = 1; question = "A freakin' huge amount."; text1 = "You feel way more experienced."; code = award_party_xp(4000,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); award_party_xp(1,30); break; begintalknode 171; state = 95; personality = 0; nextstate = 115; condition = 1; question = "Change money."; text1 = "The glowing fades, and new words appear on the obelisk."; text2 = "_Change it by how much?_"; text4 = "The maximum is 30000. Once it gets there, you can't change it except by adding 5000, which sets it back to 0."; begintalknode 172; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Don't add any."; text1 = "Nothing happens."; begintalknode 173; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 100."; text1 = "Your purse feels heavier."; code = change_coins(100); break; begintalknode 174; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 500."; text1 = "Your purse feels heavier."; code = change_coins(500); break; begintalknode 175; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 1000."; text1 = "Your purse feels a lot heavier."; code = change_coins(1000); break; begintalknode 176; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Add 5000."; text1 = "Your purse feels way heavier. It's about time to trade it in for a sack."; code = change_coins(5000); break; begintalknode 177; state = 115; personality = 0; nextstate = 99; condition = 1; question = "Don't add any."; text1 = "Nothing happens."; begintalknode 178; state = 99; personality = 0; nextstate = -1; condition = 1; question = "OK."; text1 = "Use it again?"; begintalknode 179; state = 95; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "It folds up remarkably quickly, and in a few seconds it is indistinguishable from a normal obelisk."; action = END_TALK; begintalknode 180; state = 94; personality = 0; nextstate = -1; condition = 1; question = "Leave it."; text1 = "You regretfully walk away, knowing how much power it could give you."; action = END_TALK;
  4. Delete this post please
  5. Thanks! I will get right too work with modding now
  6. Thank you so much! Now I know how to make item lists. Might I suggest RapidShare for uploading? Or...you could copy and paste the list on a post. Wasn't there a Geneforge 2 strategy central? (sorry for any trouble that was caused)
  7. I guess I could base it off of the results I get using a self-made item editor...just need the script needed to add items. (Looks like Geneforge 2 modding has faded...)
  8. Is there an item list for G2? (I seem to remember one a long time ago...) and Ability/stats list? Also what weapons are not used by npcs at all? (need a weapon that will not be used against me )
  9. ok, thanks to both of you! (sorry for being a bit confusing...)
  10. I'm kind of new to scripting BOA but have read the guides and still am having trouble with how to have multiple characters have their own dialogue (the third guy doesn't talk much just says "OK.", also can someone help me in how to script opening doors when you talk to a certain person? Here's the code if you need it...(just a basic mod.) Click to reveal.. begintalkscript; variables; begintalknode 1; state = -1; nextstate = 1; question = "Janitor"; text1 = "You meet the Janitor of these Barracks. _What do you want, friend?_"; begintalknode 2; state = 1; nextstate = 2; question = "Where am I supposed to go?"; text1 = "_What I heard was that you were to meet up with the General at the Training Camp_"; begintalknode 3; state = 2; nextstate = -1; question = "Where is the Training Camp?"; text1 = "_It is not to far from here, just a little to the North_"; begintalknode 4; state = 1; nextstate = 3; question = "What do you do here?"; text1 = "_I clean and organize things here_"; begintalknode 5; state = 3; nextstate = -1; question = "Do you have a hard time?"; text1 = "_Mostly no, but It can get frustrating at times_"; begintalknode 6; state = -1; nextstate = 4; question = "Chef"; text1 = "You meet the Chef of the Barracks. _As you see I am quite busy right now, but anyways...what can I do for you?_"; begintalknode 7; state = 4; nextstate = -1; question = "Can I buy some food?"; text1 = "You conclude your business"; code = begin_shop_mode("Chef's Wares","Food carefully prepared at a slightly high price.",5,3,-1); break; begintalknode 8; state = -1; nextstate = 5; question = "Official"; text1 = "You meet the Official of the Barracks. _Hello, how may I help you?_"; begintalknode 9; state = 5 ; nextstate = 6; question = "Can I pass through the door?"; text1 = "He checks you out on his check-out paper and then asks the guards to unlock the door. _Ok now you may pass_";
  11. Just asking but...is there a way to mod weapons or change your main characters health and essence in Geneforge? I don't see a gfitemschars like in the other ones...
  12. k thanks! (as I said in the other reply).
  13. Thanks! (If there were Karma on here I'd give you both some).
  14. I kind of forgot this but...how do you organize the scripts to make it look clearer and be more easier to edit no notepad? Also probably a dumb question but how do I create a ornk...I already have the skill create ornk but it doesn't show up in creations to make... Oh and last question...Is it possible to edit the scripts to create other things like pods, humans, serviles? Without effecting other creations like for example PC made Ornk and AI Ornk.
  15. This teaches the basics of modding a item. THE ITEM TUTORIAL. http://rapidshare.com/files/208503653/Item_Tutorial.txt BACKUP. http://rapidshare.com/files/208503650/gf5itemschars.txt ITEM ABILITY LIST FOR OFFLINE WORK. ( CREDIT goes to The Ratt ). http://rapidshare.com/files/208503651/Item_ability_list.txt ITEM SKILL LIST FOR OFFLINE WORK. ( CREDIT goes to The Ratt ). http://rapidshare.com/files/208503652/Item_skill_list.txt HAPPY MODDING!!!!!
  16. Great Idea. I'll try to add a part that says if you want to do it your self. ..... It won't let me add 2 spoilers I can't see the second one I put up there. Anyone know why?
  17. Just copy and paste in the "z0pacificdlg" file. ( Sorry for putting editor here ). The entry point is at the Pacification Fields at the power spiral next to where you encounter the roamer next to pacification pylon. USE AT YOUR OWN RISK. MAKE SURE TOO CREATE BACKUP OF "z0pacificdlg" FILE. Now Availiable: Rapidshare download link to this editor!!!!! http://rapidshare.com/files/208173463/z0pacificdlg.txt EDITS: 1. Gives All Creations. 2. Gives All Spells. 3. Gives Coins. 4. Gives Experience. 5. Increases skills. Click to reveal.. // 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."; 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 = "Magic."; text1 = "You have 5 of every spell!"; code = alter_stat(46,5); alter_stat(47,5); alter_stat(48,5); alter_stat(49,5); alter_stat(50,5); alter_stat(51,5); alter_stat(52,5); alter_stat(53,5); alter_stat(54,5); alter_stat(55,5); alter_stat(56,5); alter_stat(57,5); alter_stat(58,5); alter_stat(59,5); alter_stat(60,5); alter_stat(61,5); alter_stat(62,5); alter_stat(63,5); alter_stat(64,5); alter_stat(65,5); alter_stat(66,5); alter_stat(67,5); alter_stat(23,5); alter_stat(24,5); alter_stat(25,5); alter_stat(26,5); alter_stat(27,5); alter_stat(28,5); alter_stat(29,5); alter_stat(30,5); alter_stat(31,5); alter_stat(32,5); alter_stat(33,5); alter_stat(34,5); alter_stat(35,5); alter_stat(36,5); alter_stat(37,5); alter_stat(38,5); alter_stat(39,5); alter_stat(40,5); alter_stat(41,5); alter_stat(42,5); alter_stat(43,5); alter_stat(44,5); alter_stat(45,5); alter_stat(68,5); alter_stat(69,5); alter_stat(70,5); alter_stat(71,5); alter_stat(72,5); alter_stat(73,5); alter_stat(74,5); alter_stat(75,5); alter_stat(76,5); alter_stat(77,5); alter_stat(78,5); alter_stat(79,5); break; begintalknode 135; state = 130; nextstate = -1; condition = 1; question = "Experience."; text1 = "You are given experience."; code = award_party_xp(500,1); award_party_xp(2500,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; begintalknode 136; state = 130; nextstate = -1; condition = 1; question = "Money."; text1 = "You now have 10000 coins (try not to over-use)."; code = change_coins(10000); break; begintalknode 137; state = 130; nextstate = -1; condition = 1; question = "Shaping."; text1 = "You now have 5 points in each creation."; code = alter_stat(80,5); alter_stat(81,5); alter_stat(82,5); alter_stat(83,5); alter_stat(84,5); alter_stat(85,5); alter_stat(86,5); alter_stat(87,5); alter_stat(88,5); alter_stat(89,5); alter_stat(90,5); alter_stat(91,5); alter_stat(92,5); alter_stat(93,5); alter_stat(94,5); alter_stat(95,5); break; begintalknode 138; state = 130; nextstate = -1; condition = 1; question = "Stats if you want."; text1 = "This is if you didn't want to keep doing experience for stat points."; code = alter_stat(0,5); alter_stat(1,5); alter_stat(2,5); alter_stat(3,5); alter_stat(4,5); alter_stat(5,5); alter_stat(6,5); alter_stat(7,5); alter_stat(8,5); alter_stat(9,5); alter_stat(10,5); alter_stat(11,5); alter_stat(12,5); alter_stat(13,5); alter_stat(14,5); alter_stat(15,5); alter_stat(16,5); alter_stat(17,5); alter_stat(18,5); alter_stat(19,5); alter_stat(20,5); alter_stat(21,5); alter_stat(22,5); break; begintalknode 139; 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 s
  18. Oh ok Ill try doing it in G4. BTW THX FOR HELP
  19. Ok thx I'll try changing a weapon but still... is there a organized way I can edit in notepad, it has space in random spots and it looks mixed up.
×
×
  • Create New...