[DialogNode] ID=brigands_enc1;
animations=angry;
animations=;
statements=You there! Halt your forward movement!;
statements=Hmm-hm-hm. You're explorers, like us! Looking for loot... probably already have some, I'd wager!;
specialEffect=modNodeIDGlobalVar_1;

[DialogOption] text=And you are?;
nodeToConnectTo=brigands_enc1a;
[DialogOption] text=We haven't got any loot, actually.;
newLineOfOptions=true;
nodeToConnectTo=brigands_enc1a;
[DialogOption] text=Oh yes, tons of loot.;
newLineOfOptions=true;
nodeToConnectTo=brigands_enc1a;
[DialogOption] text=...;
newLineOfOptions=true;
nodeToConnectTo=brigands_enc1a;

[DialogNode] ID=brigands_enc1a;
animations=;
animations=angry;
animations=handupPose;
statements=Yes, yes, don't bother speaking, I'd rather not get acquainted.;
statements=After all, I just figured how to make this trip extra lucrative...!;
statements=MEN! A bonus for the one who strikes the first blow! Be quick about it!!;
nextNodeID=enemyInitiateCombat;


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

[DialogNode] ID=merchant_generic;
animations=;
statements=<font=scuri>Shop, you<font=bigGeneric>?;
[DialogOption] text=Buy;
nodeToConnectTo=merchant_generic_buy;
[DialogOption] text=Sell;
nodeToConnectTo=merchant_generic_sell;
[DialogOption] text=Goodbye;
nodeToConnectTo=;
bottomOption=true;

----

[DialogNode] ID=merchant_generic_buy;
animations=happy;
statements=<font=scuri>Shop kov!;
specialEffect=enterBuyMode;
[DialogOption] text=Sell;
nodeToConnectTo=merchant_generic_sell;
[DialogOption] text=Goodbye;
nodeToConnectTo=;
bottomOption=true;

[DialogNode] ID=merchant_generic_sell;
animations=;
statements=<font=scuri>Desh.;
specialEffect=enterSellMode;
[DialogOption] text=Buy;
nodeToConnectTo=merchant_generic_buy;
[DialogOption] text=Goodbye;
nodeToConnectTo=;
bottomOption=true;


------

[DialogNode] ID=brigands_enc_end1;
animations=;
animations=angry;
animations=;
animations=;
animations=angry;
statements=<speed=0.7>You.;
statements=You're the ones<p=1> who are coming to destroy the Serpent!;
statements=I've been waiting for you...;
statements=<speed=0.8>Don't look so surprised...<p=3> I learn the info I need to learn...;
statements=<speed=0.8>Now it's time for you to learn a hard lesson<p=3> about stealing other people's livelihoods!;
specialEffect=modNodeIDGlobalVar_1;
nextNodeID=enemyInitiateCombat;


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

[DialogNode] ID=ignis_enc1;
animations=;
animations=angry;
animations=;
statements=Ho, adventurers!;
statements=Know that this territory and the valuables within are Ignis Knights' domain, per the request of our client.;
statements=As such, you'd best be off.;
specialEffect=modNodeIDGlobalVar_1;
nextNodeID=ignis_enc2;


[DialogNode] ID=ignis_enc2;
speakerOverride=scurio;
animations=handupPose;
statements=Cavor, don't forget we're meant to...;
nextNodeID=ignis_enc3;

[DialogNode] ID=ignis_enc3;
speakerOverride=falpa;
animations=sigh;
animations=;
animations=angry;
statements=Right, right, I suppose so. Such are the client's terms.;
statements=Adventurers!; 
statements=<speed=0.5><color=Red>Hand over your <iconBig=gp>$ if you want to live.;
dialogFX=;
dialogFX=;
dialogFX=fireEmbers;
specialEffect=tNoMusic;

[DialogOption] text=No!;
nodeToConnectTo=ignis_enc4a;
[DialogOption] text=We haven't got any $, actually.;
newLineOfOptions=true;
nodeToConnectTo=ignis_enc4b;
[DialogOption] text=Oh... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(1) - m:money(8);
nodeToConnectTo=ignis_enc_littleMoney1;
[DialogOption] text=Oh... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(8);
nodeToConnectTo=ignis_enc4c;

[DialogNode] ID=ignis_enc4a;
animations=;
statements=Then so be it!<p=2> Face the Ignis Knights' wrath!;
nextNodeID=enemyInitiateCombat;

[DialogNode] ID=ignis_enc4b;
animations=;
statements=Come on now.<p=2> You really think I'd believe that excuse?;
statements=Have a little self-respect.;
[DialogOption] text=Well, it was worth a shot.;
nodeToConnectTo=ignis_enc4a;
[DialogOption] text=No, honestly, we have no $!;
newLineOfOptions=true;
nodeToConnectTo=ignis_enc4d;
[DialogOption] text=Oh... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(1) - m:money(8);
nodeToConnectTo=ignis_enc_littleMoney1;
[DialogOption] text=Oh... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(8);
nodeToConnectTo=ignis_enc4c;

[DialogNode] ID=ignis_enc4d;
animations=angry;
statements=Alright, fine.<p=2> If you're not going to make it simple, I'll just have to take you for all you're worth!;
nextNodeID=enemyInitiateCombat;



[DialogNode] ID=ignis_enc4c;
animations=;
statements=Ah!<p=1> Good, thank you.<p=2> You've made a very reasonable decision.;
statements=Now we shall be on our way.<p=3> Best of luck to you and yours.;
specialEffect=subtractAllgp;
specialEffect=tTravelMusic;
nextNodeID=ignis_enc_peace;

[DialogNode] ID=ignis_enc_peace;
nextNodeID=;
specialEffect=modNodeIDGlobalVar_1;
specialEffect=XPrewardPeaceOnly;
specialEffect=tRemoveIgnis;

---------

[DialogNode] ID=ignis_enc_littleMoney1;
animations=;
statements=Truly?<p=2> This is all you've got?<p=2> Come on now.;
statements=Fork it over properly!<p=2> A well-equipped group such as you must have more.;
[DialogOption] text=No!;
nodeToConnectTo=ignis_enc4d;
[DialogOption] text=That's really all we have.;
newLineOfOptions=true;
nodeToConnectTo=ignis_enc4d;

------

[DialogNode] ID=ignis_enc1_crit;
animations=;
animations=;
statements=Keh!<p=2> <speed=0.8>W-well...<p=2> well fought!;
statements=<speed=0.8>You leave me no choice...<p=3> <color=Red>but to <speed=0.22>UNLEASH...<color=White><p=8><speed=1> myself from this terrible situation!<p=2> See ya!;
nextNodeID=ignis_enc1_flee;

[DialogNode] ID=ignis_enc1_flee;
nextNodeID=;
specialEffect=flee;

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



[DialogNode] ID=ignis_enc_2nd;
animations=;
animations=;
statements=Hold!<p=3> -oh, it's you again.;
specialEffect=modNodeIDGlobalVar_1;
nextNodeID=ignis_enc_2nd_peace1;
nextNodeID_fReq=g:ignis_enc_peace;

nextNodeID=ignis_enc_2nd_fight1;
nextNodeID_fReq=g:ignis_enc1;

nextNodeID=ignis_enc_2nd_noTalk1;

---

[DialogNode] ID=ignis_enc_2nd_peace1;
animations=;
statements=It's good to see you!<p=2> How are you faring?;
statements=Alvora is certainly an inhospitable place...<p=2> speaking of, I'm afraid I'll have to ask you again to hand over your gold.;
statements=It's strictly part of our commission.<p=2> Nothing personal.;

[DialogOption] text=Not again!;
nodeToConnectTo=ignis_enc_2nd_peace_no1;
[DialogOption] text=We haven't got any $.;
newLineOfOptions=true;
nodeToConnectTo=ignis_enc_2nd_peace_noMoney1;
[DialogOption] text=Fine... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(1) - m:money(8);
nodeToConnectTo=ignis_enc_2nd_peace_littleMoney;
[DialogOption] text=Fine... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(8);
nodeToConnectTo=ignis_enc_2nd_peace_give;

-----

[DialogNode] ID=ignis_enc_2nd_peace_no1;
animations=;
animations=angry;
animations=sigh;
statements=Truly?<p=3> And you had made such good decisions up until this point.;
statements=...;
statements=Fine.<p=2> Know that you have been spared the Ignis Knights' wrath.;
statements=Take this.;
nextNodeID=ignis_enc_2nd_peace_no2;

[DialogNode] ID=ignis_enc_2nd_peace_no2;
animations=;
statements=(He hands you a <itemBig=mask_ignisKnight> mask).;
statements=Perhaps we'll meet again in a better situation.;
specialEffect=tUnlockFX;
specialEffect=tGiveIgnisMask;
nextNodeID=ignis_enc_2nd_leave;

------

[DialogNode] ID=ignis_enc_2nd_peace_noMoney1;
animations=;
statements=Ah, that is unfortunate.;
statements=Here.<p=2> I think you could use this.;
nextNodeID=ignis_enc_2nd_peace_noMoney2;

[DialogNode] ID=ignis_enc_2nd_peace_noMoney2;
animations=;
statements=(He hands you a <itemBig=mask_ignisKnight> mask).;
statements=Hopefully you'll have more wealth next time we meet, eh?<p=3> Heheh.;
statements=Farewell, then...!;
specialEffect=tUnlockFX;
specialEffect=tGiveIgnisMask;
nextNodeID=ignis_enc_2nd_leave;

[DialogNode] ID=ignis_enc_2nd_peace_littleMoney1;
animations=;
statements=That's all you have?<p=2> This is hardly anything!;
statements=Forget it. You must having some hard times...<p=3> take this.;
nextNodeID=ignis_enc_2nd_peace_noMoney2;

----

[DialogNode] ID=ignis_enc_2nd_peace_give;
animations=;
statements=Truly you are a wise leader...!;
statements=Here.<p=2> Take this.;
nextNodeID=ignis_enc_2nd_peace_no2;


----
[DialogNode] ID=ignis_enc_2nd_leave;
animations=;
specialEffect=XPrewardPeaceOnly;
specialEffect=tRemoveIgnis;


-----

[DialogNode] ID=ignis_enc_2nd_fight1;
animations=;
statements=Your strength is admirable!<p=2> However, we won't be outdone this time.;
statements=<speed=0.7><color=Red>Hand over your <iconBig=gp>$ or face the full wrath of the Ignis Knights...!;
dialogFX=;
dialogFX=fireEmbers;
specialEffect=tNoMusic;

[DialogOption] text=No!;
nodeToConnectTo=ignis_enc_2nd_fight_no1;
[DialogOption] text=We haven't got any $.;
newLineOfOptions=true;
nodeToConnectTo=ignis_enc_2nd_fight_noMoney1;
[DialogOption] text=Fine... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(1) - m:money(8);
nodeToConnectTo=ignis_enc_2nd_peace_littleMoney1;
[DialogOption] text=Fine... here, take our $.;
newLineOfOptions=true;
formulaReq=m:money(8);
nodeToConnectTo=ignis_enc_2nd_fight_give;


[DialogNode] ID=ignis_enc_2nd_fight_no1;
animations=angry;
statements=So be it!;
nextNodeID=enemyInitiateCombat;


[DialogNode] ID=ignis_enc_2nd_fight_noMoney1;
animations=;
animations=angry;
statements=I'm not buying it.<p=2> And not for lack of money.;
statements=You're going to hand over your valuables one way or another...!;
nextNodeID=enemyInitiateCombat;


[DialogNode] ID=ignis_enc_2nd_fight_give;
animations=;
statements=Well chosen!<p=2> Very good.;
statements=Here, take this.;
nextNodeID=ignis_enc_2nd_peace_no2;
specialEffect=tTravelMusic;



-----------

[DialogNode] ID=ignis_enc_2nd_noTalk1;
animations=angry;
statements=Face the wrath of the Ignis Knights!;
nextNodeID=enemyInitiateCombat;
