



[DialogNode] ID=town_bartender1;
portraitIcon=portrait_barkeep;
portraitIconFrames=23;
statements=<rand=Hey/Hi/Hello><rand= there/><rand=, Cap/, Captain/>. <rand=What can I/Something I can/Anything I can> <rand=get you?/help you with?>;
animations=;
[DialogOption] text=Advice;
formulaReq=gIs1:missionsRun - g:partySizeMod * 100;
nodeToConnectTo=town_bartender_advice0;
[DialogOption] text=Advice;
formulaReq=1 - g:partySizeMod - gIs1:missionsRun * 100;
nodeToConnectTo=town_bartender_advice1;
[DialogOption] text=Advice;
formulaReq=g1:partySizeMod - g:zone_travel2_enabled ;
nodeToConnectTo=town_bartender_advice2;
[DialogOption] text=Advice;
formulaReq=g1:partySizeMod * g:zone_travel2_enabled - g:zone_travel2;
nodeToConnectTo=town_bartender_advice3;
[DialogOption] text=Jobs;
newLineOfOptions=true;
nodeToConnectTo=town_bartender_job1;
formulaReq=1-g:askNewQuestItem;
[DialogOption] text=Jobs;
nodeToConnectTo=town_bartender_job_alreadyRejected;
formulaReq=g:askNewQuestItem;
newLineOfOptions=true;
[DialogOption] text=Goodbye;
bottomOption=true;
nodeToConnectTo=;



[DialogNode] ID=town_bartender_no_rumors;
portraitIcon=portrait_barkeep;
portraitIconFrames=21;
statements=<rand=Nothing/Haven't heard anything> <rand=interesting/new><rand= lately/ today/><rand=, I'm afraid/, unfortunately/, sorry>.;
animations=;
nextNodeID=;


[DialogNode] ID=town_bartender_job1;
portraitIcon=portrait_barkeep;
portraitIconFrames=24;
statements=I know someone who's looking for <itemBig_global_low=tavern_questItem> <itemName_global=tavern_questItem>. They'll pay $<itemValue_global=tavern_questItem> for one. Interested?;
animations=;
[DialogOption] text=I have one right here.;
nodeToConnectTo=town_bartender_job_complete;
formulaReq=partyItem_g:tavern_questItem;
[DialogOption] text=I'll let you know if I find one.;
nodeToConnectTo=;
newLineOfOptions=true;
[DialogOption] text=I'm not interested in that exchange.;
nodeToConnectTo=town_bartender_job_requestNew;
animations=sigh;
newLineOfOptions=true;


[DialogNode] ID=town_bartender_job_alreadyRejected;
portraitIcon=portrait_barkeep;
portraitIconFrames=27;
statements=Same as before- someone wants to buy <itemBig_global_low=tavern_questItem> <itemName_global=tavern_questItem> for $<itemValue_global=tavern_questItem>. I don't have anything different for you yet.;
animations=;
[DialogOption] text=Actually, I have one right here.;
nodeToConnectTo=town_bartender_job_complete;
formulaReq=partyItem_g:tavern_questItem;
[DialogOption] text=Nevermind.;
nodeToConnectTo=;
newLineOfOptions=true;



[DialogNode] ID=town_bartender_job_complete;
portraitIcon=portrait_barkeep;
portraitIconFrames=34;
statements=Great! Here's your $<itemValue_global=tavern_questItem_previous> - I'll deliver this <itemBig_global_low=tavern_questItem_previous> <itemName_global=tavern_questItem_previous> next time I see them.;
animations=happy;
specialEffect=tRemoveQuestItem;
specialEffect=giveQuestItemReward;
specialEffect=reassignQuestItem;

nextNodeID=;


[DialogNode] ID=town_bartender_job_requestNew;
portraitIcon=portrait_barkeep;
portraitIconFrames=27;
statements=Alright. I'll have something different for you next time.;
animations=;
specialEffect=tG_askNewQuestItem;
nextNodeID=;

[DialogNode] ID=town_bartender_advice0;
portraitIcon=portrait_barkeep;
portraitIconFrames=43;
portraitIconFrames=22;
portraitIconFrames=27;
statements=Nothing for it but to go into the Serpent, Cap!;
statements=Remember, once you go in, you can always just leave the way you came.;
statements=If something too dangerous is in the way, just come back later when you're ready to handle it.;

[DialogNode] ID=town_bartender_advice1;
portraitIcon=portrait_barkeep;
portraitIconFrames=2;
portraitIconFrames=23;
portraitIconFrames=24;
statements=Your trainer Sivle came by earlier, blabbing about her <color=Gold>Teamwork<color=White> program.;
statements=She seemed real passionate about it.<p=2> ...then again, I get the feeling she's the type to be passionate about everything.;
statements=Apparently it'll increase your potential team size to 5.<p=> That sounds like a good first investment to me, Cap.;

[DialogNode] ID=town_bartender_advice2;
portraitIcon=portrait_barkeep;
portraitIconFrames=33;
portraitIconFrames=43;
statements=Not much for me to say right now Cap - just get out there and explore!;
statements=See if you can't make it far enough to find another shortcut back from the Serpent, aye?;

[DialogNode] ID=town_bartender_advice3;
portraitIcon=portrait_barkeep;
portraitIconFrames=23;
portraitIconFrames=43;
portraitIconFrames=24;
statements=I hear you've got your team set up pretty nicely, Cap!;
statements=If I were in your shoes, I'd look into one of those <color=Gold>Gate trigger<color=White> shortcuts that Lorim's got.;
statements=It's hard to make progress if you gotta slog through explored territory over and over, right?;

-----------------

[DialogNode] ID=town_bartender0;
portraitIcon=portrait_barkeep;
portraitIconFrames=23;
portraitIconFrames=33;
portraitIconFrames=24;
portraitIconFrames=22;
portraitIconFrames=23;
portraitIconFrames=43;
statements=Hey, you're the captain of one of those expeditions, aren't you?;
statements=Pleasure to meet you. My name's Jonas.;
statements=Good on you for heading up a venture like this!<p=2> Won't be long before someone finds the old golden vaults in there.<p=4> There's a good chance you'll be the first!;
statements=By the way.<p=2> With so many people coming through, I hear a lot of odd jobs and requests for specific items.;
statements=I can tip you off to that sort of thing, if you'd like.;
statements=Otherwise, take it easy, and stop in for drink anytime!;
animations=;
nextNodeID=;
specialEffect=incDefaultNode;


-----------------

[DialogNode] ID=tavern_gil1;
animations=sigh;
statements=Can't talk.<p=2> Drinkin'.;
nextNodeID=;
specialEffect=incDefaultNode;


[DialogNode] ID=tavern_gil2;
animations=;
statements=Still drinkin'.;
nextNodeID=;
specialEffect=incDefaultNode;

[DialogNode] ID=tavern_gil3;
animations=angry;
statements=I said I was drinkin'!;
nextNodeID=;
specialEffect=incDefaultNode;

[DialogNode] ID=tavern_gil4;
animations=sigh;
statements=I'm still not done drinkin'!;
nextNodeID=;
specialEffect=incDefaultNode;

[DialogNode] ID=tavern_gil5;
animations=angry;
statements=Guess what I'm still busy doing.;
nextNodeID=;
specialEffect=incDefaultNode;

[DialogNode] ID=tavern_gil6;
animations=sigh;
statements=Less thinkin', more drinkin'.;
nextNodeID=;
specialEffect=incDefaultNode;

[DialogNode] ID=tavern_gil7;
animations=;
statements=Still gotta get one more drink in.;
nextNodeID=;
specialEffect=incDefaultNode;


[DialogNode] ID=tavern_gil8;
animations=angry;
statements=I.<p=3> Am.<p=3> Still.<p=3> DRINKIN'!;
nextNodeID=;
specialEffect=incDefaultNode;

[DialogNode] ID=tavern_gil9;
animations=angry;
statements=ALRIGHT already!<p=2> What do you want?!?;
specialEffect=incDefaultNode;
[DialogOption] text=...nevermind.;
nodeToConnectTo=tavern_gil10;
newLineOfOptions=true;

[DialogNode] ID=tavern_gil10;
animations=angry;
statements=(grumble grumble);
nextNodeID=;
