namespace = "ZDoom";
include = "DIALOG00";
// Quest-Related NPCs //////////////////////////////////////////////////////////
conversation{actor = "MSfiXd_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 = "'Something'? 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 = "Yeah, yeah, I'm going.";
			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 = "'Golem' Clip";
			cost{item = "Coin"; amount = 50;}
			displaycost = true;
			yesmessage = "One pistol clip. Will that be all?";
			nomessage = "All prices are as listed, and not one coin lower!";
			giveitem = "Pistol_Ammo";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Hydra' Shell Box";
			cost{item = "Coin"; amount = 150;}
			displaycost = true;
			yesmessage = "Here's your ammo, citizen.";
			nomessage = "Our prices are non-negotiable, citizen.";
			giveitem = "AutoShot_AmmoBox";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "'Barracuda' Ammo Box";
			cost{item = "Coin"; amount = 150;}
			displaycost = true;
			yesmessage = "One box of rifle mags, coming right up.";
			nomessage = "There's no charity given here!";
			giveitem = "ARifle_AmmoBox";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Case of 'Taurus' Slugs";
			cost{item = "Coin"; amount = 600;}
			displaycost = true;
			yesmessage = "Here, your slugs. Careful, now!";
			nomessage = "You won't haggle me down on this price!";
			giveitem = "Cannon_Ammo";
			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 = "'Raptor' Shell Box";
			cost{item = "Coin"; amount = 300;}
			displaycost = true;
			yesmessage = "Here, your 'Raptor' shell box.";
			nomessage = "No, you can't 'put it on a tab'!";
			giveitem = "NailShot_Ammo";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "'Chimera' Power Cell Pack";
			cost{item = "Coin"; amount = 600;}
			displaycost = true;
			yesmessage = "A 'Chimera' cell pack, as requested.";
			nomessage = "We do not offer a credit line at this establishment.";
			giveitem = "CRifle_AmmoBox";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "'Orion' Slug Case";
			cost{item = "Coin"; amount = 800;}
			displaycost = true;
			yesmessage = "One case of 'Orion' slugs, sold.";
			nomessage = "Citizen, I'm afraid your funds are rather lacking.";
			giveitem = "SGauss_Ammo";
			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 = "Shield Booster";
			cost{item = "Coin";	amount = 450;}
			displaycost = true;
			yesmessage = "Here it is, citizen.";
			nomessage = "There's no charity given here!";
			giveitem = "ShieldBooster";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Hazard Screen";
			cost{item = "Coin"; amount = 50;}
			displaycost = true;
			yesmessage = "Here you are.";
			nomessage = "You don't have enough gold for it.";
			giveitem = "HazardScreen";
			nextpage = 1;
			closedialog = false;}
		choice{
			text = "Something different?";
			cost{item = "Coin"; 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 = "Shield Booster";
			cost{item = "Coin";	amount = 450;}
			displaycost = true;
			yesmessage = "Here it is, citizen.";
			nomessage = "There's no charity given here!";
			giveitem = "ShieldBooster";
			nextpage = 2;
			closedialog = false;}
		choice{
			text = "Hazard Screen";
			cost{item = "Coin"; amount = 50;}
			displaycost = true;
			yesmessage = "Here you are.";
			nomessage = "You don't have enough gold for it.";
			giveitem = "HazardScreen";
			nextpage = 2;
			closedialog = false;}}}
conversation{actor = "Medic";
	page{
		name = "Medic";
		dialog = "How can I help you today?";
		choice{
			text = "Health Stim";
			cost{item = "Coin"; amount = 100;}
			displaycost = true;
			yesmessage = "Here's your Health Stim.";
			nomessage = "That's onee hundred gold, my friend.";
			giveitem = "HealthStim";
			nextpage = 1;
			closedialog = false;}}}
conversation{actor = "MSfiXd_Peasant4";
	page{
		name = "Tevick";
		dialog = "Now, what can I help you with?";
		drop = "RaiseAlarm";
		choice{
			text = "Overshield Sphere";
			cost{item = "Coin"; amount = 750;}
			displaycost = true;
			yesmessage = "The ultimate in protection! Worth every coin!";
			nomessage = "If you don't have the money, stop wasting my time!";
			giveitem = "OvershieldSphere";
			nextpage = 1;
			closedialog = true;}}}
// Miscellaneous NPCs //////////////////////////////////////////////////////////
conversation{actor = "Barkeep";
	page{//1
		name = "Barkeep";
		dialog = "Hello friend, what can I get you?";
		choice{
			text = "Gimme the gossip.";
			cost{item = "Coin"; 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{//2
		name = "Barkeep";
		dialog = "Yes, what would you like?";
		choice{
			text = "Some more clues";
			cost{item = "Coin"; amount = 5;}
			displaycost = true;
			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{//3
		name = "Barkeep";
		dialog = "Hello again! what'll it be?";
		choice{
			text = "Some more clues";
			cost{item = "Coin"; amount = 5;}
			displaycost = true;
			yesmessage = "The Factory closed when the Order unveiled its new horror: the Inquisitor.";
			nomessage = "Five gold, please.";
			nextpage = 4;
			closedialog = true;}}
	page{//4
		name = "Barkeep";
		dialog = "Hello again! what'll it be?";
		choice{
			text = "Any more info?";
			cost{item = "Coin"; amount = 5;}
			displaycost = false;
			yesmessage = "I hear there's a black market somewhere here in the Commons.";
			nomessage = "Look, these glasses won't polish themselves.";
			nextpage = 5;
			closedialog = true;}}
	page{//5
		name = "Barkeep";
		dialog = "That's all I know. Even bartenders run out of stuff to say. Sorry.";}}
conversation{actor = "MSfiXd_Peasant3"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "MSfiXd_Peasant5"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "MSfiXd_Peasant7"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "MSfiXd_Peasant10"; page{dialog = "RANDOM_ORDCOMPEASANT";}}
conversation{actor = "MSfiXd_Peasant19"; page{dialog = "RANDOM_ORDCOMPEASANT";}}