SCENE 1300, mangeas3, SCENE, "Northern Gate"
#include include.txt
SET c2mangeasexit, north
GOTO LINK 0, 16
;
;---------------------------------------------------------------------------------
;
SCENE 1301, mangeas3, SCENE, "Southern Gate"
#include include.txt
SET c2mangeasexit, south
GOTO LINK 0, 16
;
;---------------------------------------------------------------------------------
;
SCENE 1302, "mangeas3", SCENE, "Elder"
#include include.txt
ACTOR 1, "Elder", elf3, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Elder", #<spEvent.Name>-elf, 3, 25, 90
@nextStepAfterHalloweenActors
IF T74 @wb
IF -T74 @welcome
END

#include elders\mangeas.elder.txt
;
;---------------------------------------------------------------------------------
;
SCENE 1303, mangeas3, SCENE, "Weapons"
#include include.txt
ACTOR 1, Ezel, elf10, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Ezel", #<spEvent.Name>-elf, 10, 25, 90
@nextStepAfterHalloweenActors
1: Finest weapons!
OFFER 304, 308, 312, 316, 320, 344, 345, 346, 347, 348, 349, 350, 351, 352, 353, 354, 355, 356, 357, 358, 359, 360 ,361, 362, 363, 465, 469, 473, 477, 481
END
;
;---------------------------------------------------------------------------
;
SCENE 1305, mangeas3, SCENE, "Armory"
#include include.txt
ACTOR 1, Derfil, elf2, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Derfil", #<spEvent.Name>-elf, 2, 25, 90
@nextStepAfterHalloweenActors
1: Welcome!
1: What do you need?
OFFER 200, 209, 213, 217, 221, 270, 271, 272, 273, 274, 275, 276, 277, 278, 279, 565, 569, 573,  578, 582
END
;
;---------------------------------------------------------------------------
;
SCENE 1306, templeinside4, SCENE, "Runesmith"
#include include.txt
ACTOR 1, Tanael, elf4, 1, 18, 80
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Tanael", #<spEvent.Name>-elf, 4, 18, 80
@nextStepAfterHalloweenActors
IF I1136 @thornbladenext
IF Z348 @thornblade
@thornbladenext
1: Welcome!
1: Runes forged by the ancient elven blacksmiths!
OFFER 545, 546, 547, 548, 549, 550, 551, 552, 553, 554, 555, 556, 557, 558, 559, 560, 561, 562, 563, 564
END

@thornblade
COMPARE #<chat.thornbladeRunesmithMangeas>, 1
IF= @thornbladeback
1: Can I see what you have here?
1: It looks like the fragment of Thorn's Blade!
1: That's amazing!
H: Really?
1: Listen: if you bring three fragments I think I'll have enough materials to forge a new blade.
SET chat.thornbladeRunesmithMangeas, 1
IF Z348.3 @thornblademake
END

@thornbladeback
IF Z348.3 @thornblademake2
H: Hello, Tanael.
H: I'm still looking for the fragments.
1: Very well.
1: Maybe you want to buy some runes now?
END

@thornblademake2
H: Hello, Tanael.
H: I found the fragments you needed.
GOTO @thornblademake3

@thornblademake
H: I think I have all what you need.
@thornblademake3
1: Great!
1: Do you want me to forge the weapon now?
@thornblademakeask
ASK 30
IF YES @thornblademakeaskYES
IF NO @thornblademakeaskNO
1: I beg your pardon?
GOTO @thornblademakeask

@thornblademakeaskNO
1: You choose...
END

@thornblademakeaskYES
1: Alright.
1: Just a minute please.
WAIT 1.5
SOUND harvestgolem1
WAIT 1
SOUND sword2
WAIT 0.4
SOUND sword2
WAIT 0.4
SOUND sword2
WAIT 1
HOST_GIVE I1136
HOST_TAKE Z348.3
1: There.
1: Make good use of this blade!
H: I will!
SET chat.thornbladeRunesmithMangeas, ""
END
;
;---------------------------------------------------------------------------
;
SCENE 1307, mangeas3, SCENE, "Smithy"
#include include.txt
ACTOR 1, Alamnel, elf1, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Alamnel", #<spEvent.Name>-elf, 1, 25, 90
@nextStepAfterHalloweenActors
COMPARE #<c5talkedtoblacksmith>, 0
IF= @firsttimeblacksmith.txt
1: Hello, adventurer.
1: Toss me the item you want to upgrade.
OFFER 132, 134, 135
END

#include blacksmith.txt
;
;-------------------------------------------------------------------------------
;
SCENE 1308, mangeas1, SCENE, "Gate"
#include include.txt
GOTO LINK 45, 11
;
;---------------------------------------------------------------------------
;
SCENE 1309, houseinside1, SCENE, "Library"
#include include.txt
ACTOR 1, "Librarian", elf16, 2, 47, 80
SEL 1
POSE 2, 1
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Librarian", #<spEvent.Name>-elf, 6, 47, 80
@nextStepAfterHalloweenActors
#include library.txt
1: Welcome to Mangeas library!
END
;
;--------------------------------------------------------------------------------------
;
SCENE 1310, templeinside6, SCENE,  "Temple"
IF T3979 @antigods
#include include.txt
GIVE L1
GIVE H5000
GIVE M5000
OFFER 37
ACTOR 1, Falendel, elf5, 1, 25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@antigods
FIGHT 8120
IF WIN @antigodswin
END

@antigodswin
HOST_TAKE T3979
HOST_GIVE Z820
SOUND trophyFound.wav
END

@halloweenActors
ACTOR 1, "Falendel", #<spEvent.Name>-elf, 5, 25, 90
@nextStepAfterHalloweenActors
1: Welcome to the temple, adventurer.
1: Feel free to stay here and relax.
END
;
;-------------------------------------------------------------------------------
;
SCENE 1311, alchemy, SCENE, "Alchemist"
#include include.txt
ACTOR 1, Faled, elf3, 1, 25, 98
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Faled", #<spEvent.Name>-elf, 3, 25, 98
@nextStepAfterHalloweenActors
1: Be welcome, foreigner
OFFER 1, 3, 4, 7, 13, 29, 30, 31, 32, 33, 36, 38, 39, 12
END 
;
;-------------------------------------------------------------------------------
;
SCENE 1312, mangeas1, SCENE, "Gate"
#include include.txt
GOTO LINK 5, 0
;
;-------------------------------------------------------------------------------
;
SCENE 1314, tavern1, SCENE, "Gate"
#include include.txt
ACTOR 1, Melinel, elf15, 1, 35, 85
ACTOR 2, Lassira, elf7, 1, 57, 100
ACTOR 3, Firdental, elf12, 1, 20, 96
FACE 2, 0
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Melinel", #<spEvent.Name>-elf, 15, 35, 85
ACTOR 2, Lassira, #<spEvent.Name>-elf, 7, 57, 100
FACE 2, 0
ACTOR 3, Firdental, #<spEvent.Name>-elf, 12, 20, 96
@nextStepAfterHalloweenActors
OFFER 2, 34 
1: Welcome to Mangeas Inn, adventurer.
IF V99 @comparemerc.firsttime
@normalV99
END

@comparemerc.firsttime
COMPARE #<merc.firstTime>, 1
IF= @normalV99
GOTO @mercfirstime.txt

#include merc-firsttime.txt

@eventActorClick2
SOUND sword1.wav
SET temp.currentMerc, 2907
#include merc-alreadyHired.txt
@nextstepaftermercalreadyhired2907
ACTOR 20, , merc2907, 0, 50, 50
ACTOR 21, , hire, 0, 40, 75
ACTOR 22, , cancel, 0, 60, 75
END

@eventActorClick3
SOUND sword1.wav
SET temp.currentMerc, 2908
#include merc-alreadyHired.txt
@nextstepaftermercalreadyhired2908
ACTOR 20, , merc2908, 0, 50, 50
ACTOR 21, , hire, 0, 40, 75
ACTOR 22, , cancel, 0, 60, 75
END

#include merc-hire.txt
;
;-------------------------------------------------------------------------------
;
SCENE 1316, mangeas3, SCENE, "Tamer"
#include include.txt
ACTOR 1, Edilal,elf3, 1,  25, 90
IF T3993|T3988 @halloweenActors
GOTO @nextStepAfterHalloweenActors

@halloweenActors
ACTOR 1, "Edilal", #<spEvent.Name>-elf, 3, 25, 90
@nextStepAfterHalloweenActors
OFFER 748
IF V99+C56+T1047 @healer4
IF C56+T1043 @healer2
IF C56+T1042 @healer1
IF C60+V90 @shop3
IF C60+V50 @shop2
IF C60+V25 @shop1
@nothing
1: Hello.
1: I am sorry but I don't have any pet for sale anymore.
1: I only have a few pets and they are reserved.
1: I'll possibly have some later.
1: But maybe you want to buy an incubator.
END

@healer2bis
EJECT C56
OFFER 3024, 3025, 748
1: Hello
1: I have some new pets for sale
1: Maybe you'll find one you want...
END

@healer2
COMPARE #<healerq2>, 2
IF= @healer2bis
@healer1
COMPARE #<healerquest1>, 3
IF< @nothing
EJECT C56
OFFER 3024, 748
1: Welcome, healer.
1: If you are looking for a pet I have one for sale.
END

@healer4
IF T4001 @nothing
COMPARE #<healerquest4>, 2
IF< @healer2
1: %1! 
1: Be welcome!
1: I have a pet for you: you'll love it!
H: How much do you want?
1: Don't talk of money : it's free!
HOST_GIVE I3026
HOST_GIVE T4001
SOUND FoundItem.wav
H: Oh, thanks!
1: Thank the masters of the sanctuary, not me...
END

@shop1
EJECT C60
OFFER 1006, 748
1: Welcome, death dancer.
1: If you are looking for a pet I have one for sale.
END

@shop2
EJECT C60
1: Hello
1: I have some new pets for sale
1: Maybe you'll find one you want...
OFFER 1006, 1007
END

@shop3
EJECT C60
1: Welcome to my shop.
1: I have some new pets for sale.
1: You won't get them for cheap but that's good pets.
OFFER 1006, 1007, 1008
END
;
;-------------------------------------------------------------------------------
;
SCENE 1317, mangeas3, SCENE, "To the Sanctuary"
#include include.txt
GOTO LINK 88, 0
;
;-------------------------------------------------------------------------------
;
