namespace = "ZDoom";
include = "DIALOG00";
// Quest-Related NPCs //////////////////////////////////////////////////////////
conversation{actor = "GCS_Peasant13";
	page{
		name = "Richter"; panel = "M_RICHTR"; voice = "RIC01";
		dialog = "Thank Deus you got here. To enter the Factory, you need a key. We stole it, but our agent is missing in the web of catacombs under the Order's stronghold. I have sent ten good men into those tunnels to find him, and none have returned. SOMETHING is down there!";
		drop = "RaiseAlarm";
		link = 3;
		ifitem{item = "QuestItem24";} // 'Assassinate Macil' Mission Completed
		choice{
			text = "*Cracks knuckles* Not a human?";
			giveitem = "CatacombKey";
			nextpage = 2;
			closedialog = false;}}
	page{
		name = "Richter"; panel = "M_RICHTR"; voice = "RIC02";
		dialog = "NOT. Definitely NOT. Whatever it is, YOU must fight it to retrieve the key. I'll open the catacombs' entrance. When you've got it, the Factory is next to the mines. Hurry, each second counts.";
		drop = "RaiseAlarm";
		choice{
			text = "Don't wait with dinner on me.";
			log = "LOG1029";
			giveitem = "PrisonPass";
			nextpage = 3;
			closedialog = false;}}
	page{
		name = "Richter"; panel = "M_RICHTR"; voice = "RRTBL";
		dialog = "You're wasting time AND lives! Move!";
		drop = "RaiseAlarm";}}
// Shopkeepers /////////////////////////////////////////////////////////////////
conversation{actor = "WeaponSmith";
	page{//1
		name = "Weapon Smith";
		dialog = "What can I get you, citizen?";
		choice{
			text = "'Longhorn' Magazine and Spares";
			cost{item = "Dosh"; amount = 25;}
			displaycost = true;
			yesmessage = "A mag and some 'Longhorn' ammo. Will that be all?";
			nomessage = "All prices are as listed, and not one coin lower!";
			giveitem = "LonghornBox";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Strucker' Shellbox";
			cost{item = "Dosh"; amount = 125;}
			displaycost = true;
			yesmessage = "Here's your ammo, citizen.";
			nomessage = "Our prices are non-negotiable, citizen.";
			giveitem = "ShotgunBandolier";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Pulverizer' Ammo Box";
			cost{item = "Dosh"; amount = 100;}
			displaycost = true;
			yesmessage = "One 'Pulverizer' ammo box, coming right up.";
			nomessage = "There's no charity given here!";
			giveitem = "PulverizerBox";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Case of TNT";
			cost{item = "Dosh"; amount = 600;}
			displaycost = true;
			yesmessage = "One case of TNT? Here. Careful, now!";
			nomessage = "You won't haggle me down on this price!";
			giveitem = "TNTBox";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "(Next Page)";
			nextpage = 2;
			closedialog = false;}}
	page{//2
		name = "Weapon Smith";
		dialog = "What can I get you, citizen?";
		choice{
			text = "'Matriarch' Slug Box";
			cost{item = "Dosh"; amount = 300;}
			displaycost = true;
			yesmessage = "Here, your 'Matriarch' slug box.";
			nomessage = "No, you can't 'put it on a tab'!";
			giveitem = "MatriarchBox";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "'Cauterizer' Charge Pack";
			cost{item = "Dosh"; amount = 300;}
			displaycost = true;
			yesmessage = "A 'Cauterizer' charge pack, as requested.";
			nomessage = "We do not offer a credit line at this establishment.";
			giveitem = "CauterizerBox";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "'Ol' Dreadful' Tiberium Tank";
			cost{item = "Dosh"; amount = 750;}
			displaycost = true;
			yesmessage = "One tank of liquid Tiberium, sold.";
			nomessage = "Citizen, I'm afraid your funds are rather lacking.";
			giveitem = "TiberiumBloat";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "(Previous Page)";
			nextpage = 1;
			closedialog = false;}}}
conversation{actor = "Armorer";
	page{
		name = "Armorer";
		dialog = "What can I assist you with?";
		choice{
			text = "Combat Armor";
			cost{item = "Dosh";	amount = 450;}
			displaycost = true;
			yesmessage = "Here it is, citizen.";
			nomessage = "There's no charity given here!";
			giveitem = "GCS_CombatArmor";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Tank Armor";
			cost{item = "Dosh"; amount = 900;}
			displaycost = true;
			yesmessage = "An excellent choice, citizen.";
			nomessage = "Perhaps we have a more... 'value-oriented' item within your means?";
			giveitem = "GCS_TankArmor";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Envirosuit";
			cost{item = "Dosh"; amount = 50;}
			displaycost = true;
			yesmessage = "Here you are.";
			nomessage = "You don't have enough gold for it.";
			giveitem = "Envirosuit";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Something different?";
			cost{item = "Dosh"; amount = 200;}
			displaycost = false;
			yesmessage = "Go through the door down the hall. It's unlocked now.";
			nomessage = "If you want to play, you'll have to pay. Two hundred gold, to be precise.";
			giveitem = "OpenDoor222";
			nextpage = 2;
			closedialog = true;}}
	page{
		name = "Armorer";
		dialog = "What can I get you?";
		choice{
			text = "Combat Armor";
			cost{item = "Dosh"; amount = 375;}
			displaycost = true;
			yesmessage = "Here it is, citizen.";
			nomessage = "There's no charity given here!";
			giveitem = "GCS_CombatArmor";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "Tank Armor";
			cost{item = "Dosh"; amount = 800;}
			displaycost = true;
			yesmessage = "An excellent choice, citizen.";
			nomessage = "If you can't afford this, what are you even doing here anyway?";
			giveitem = "GCS_TankArmor";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "Envirosuit";
			cost{item = "Dosh"; amount = 200;}
			displaycost = true;
			yesmessage = "Here you are.";
			nomessage = "You don't have enough gold for it.";
			giveitem = "Envirosuit";
			nextpage = 2;
			closedialog = false;}}}
conversation{actor = "Medic";
	page{
		name = "Medic";
		dialog = "How can I help you today?";
		choice{
			text = "Stimpack";
			cost{item = "Dosh"; amount = 15;}
			displaycost = true;
			yesmessage = "Here's your Stimpack.";
			nomessage = "That's fifteen gold, my friend.";
			giveitem = "GCS_Stimpack";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Medipod";
			cost{item = "Dosh"; amount = 30;}
			displaycost = true;
			yesmessage = "Here's your Medipod.";
			nomessage = "You're a bit low on funds for that.";
			giveitem = "GCS_Medipod";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Keg 'O Health";
			cost{item = "Dosh"; amount = 75;}
			displaycost = true;
			yesmessage = "One Keg 'O Health? Sold.";
			nomessage = "Come back when you have money!";
			giveitem = "GCS_Megahealth";
			nextpage = 1;
			closedialog = false;}}}
conversation{actor = "GCS_Peasant4";
	page{
		name = "Tevick";
		dialog = "Now, what can I help you with?";
		drop = "RaiseAlarm";
		choice{
			text = "Reaversphere";
			cost{item = "Dosh"; amount = 1000;}
			displaycost = true;
			yesmessage = "Not so silent assassin, teehee.";
			nomessage = "Get out of here. Come back when you have some cash.";
			giveitem = "GCS_Reaversphere";
			nextpage = 1;
			closedialog = true;}
		choice{
			text = "Quad Damage";
			cost{item = "Dosh"; amount = 2000;}
			displaycost = true;
			yesmessage = "Quadruple your power, quadruple your fun.";
			nomessage = "Four times the power costs four times the money.";
			giveitem = "GCS_QuadDamage";
			nextpage = 1;
			closedialog = true;}
		choice{
			text = "B.A.D.A.S.S. Suit";
			cost{item = "Dosh"; amount = 25000;}
			displaycost = true;
			yesmessage = "The ultimate in protection and destruction! Worth every coin!";
			nomessage = "If you don't have the money, stop wasting my time!";
			giveitem = "PowersuitItem";
			nextpage = 1;
			closedialog = true;}
		choice{
			text = "Philosopher's Tome";
			cost{item = "Dosh"; amount = 5000;}
			displaycost = true;
			yesmessage = "Ahh! The Midas Touch! When you need all that money in the world!";
			nomessage = "Wop that wad down on the counter!";
			giveitem = "PhilosophersTomeBringer";
			nextpage = 1;
			closedialog = true;}
		choice{
			text = "Deadmaker's Mask";
			cost{item = "Dosh"; amount = 20000;}
			displaycost = true;
			yesmessage = "A demonic artifact, powerful in right hands.";
			nomessage = "I am pretty sure you should be sleeping on money.";
			giveitem = "DeadmakerMaskBringer";
			nextpage = 1;
			closedialog = true;}
		choice{
			text = "Golden Emperor";
			cost{item = "Dosh"; amount = 10000;}
			displaycost = true;
			yesmessage = "A launcher that packs a 'length' of punch!";
			nomessage = "Gold-plated weapons are pricy, you know.";
			giveitem = "GoldenEmperor";
			nextpage = 1;
			closedialog = true;}
		choice{
			text = "Tome of the Draugh";
			cost{item = "Dosh"; amount = 20000;}
			displaycost = true;
			yesmessage = "Your very own shadow, at your service!";
			nomessage = "It's not a cheap buy, after all!";
			giveitem = "DraughTome";
			nextpage = 1;
			closedialog = true;}}}
// Miscellaneous NPCs //////////////////////////////////////////////////////////
conversation{actor = "Barkeep";
	page{
		name = "Barkeep";
		dialog = "Hello friend, what can I get you?";
		choice{
			text = "Gimme the gossip.";
			cost{item = "Dosh"; amount = 5;}
			displaycost = false;
			yesmessage = "I've never seen anyone go in or out of the Factory; the forcefield's always up.";
			nomessage = "No money, no info.";
			nextpage = 2;
			closedialog = true;}}
	page{
		name = "Barkeep";
		dialog = "Yes, what would you like?";
		choice{
			text = "Some more clues, perhaps?";
			cost{item = "Dosh"; amount = 5;}
			displaycost = false;
			yesmessage = "The Factory was built on the Comet's impact site. I don't think that's by chance.";
			nomessage = "Come on, it's a measly five gold.";
			nextpage = 3;
			closedialog = true;}}
	page{
		name = "Barkeep";
		dialog = "Hello again! what'll it be?";
		choice{
			text = "What else you know?";
			cost{item = "Dosh"; amount = 5;}
			displaycost = false;
			yesmessage = "The catacombs' ancient site contains a secret, if you are willingful to look for it.";
			nomessage = "Five gold, please.";
			nextpage = 4;
			closedialog = true;}}
	page{
		name = "Barkeep";
		dialog = "That's all I know. Even bartenders run out of stuff to say. Sorry.";}}
conversation{actor = "GCS_Peasant3"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "GCS_Peasant5"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "GCS_Peasant7"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "GCS_Peasant10"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "GCS_Peasant19"; page{dialog = "RANDOM_ORDCOMPEASANT";}}