
[DialogNode] ID=town_innkeeper1;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=<rand=Yes/Can I help you/Need something><rand=, Captain/>?;
animations=;

[DialogOption] text=Chat;
nodeToConnectTo=town_innkeeper_chat;
color=Orange;
formulaReq=g:innkeeper_chat * 15 - g:town_trainer_chat;
[DialogOption] text=Info;
newLineOfOptions=true;
nodeToConnectTo=town_innkeeper_info1;
[DialogOption] text=Recruit;
nodeToConnectTo=town_innkeeper_recruit1;
newLineOfOptions=true;
formulaReq=21 - m:barracksSize + m:barracksSize(1) * 100 - 100;
[DialogOption] text=Recruit;
nodeToConnectTo=town_innkeeper_recruit_free;
formulaReq=1 - m:barracksSize;


[DialogOption] text=Goodbye;
bottomOption=true;
nodeToConnectTo=;



[DialogNode] ID=town_innkeeper_recruit1;
portraitIcon=portrait_gavin;
portraitIconFrames=2;
statements=<rand=What do you have in mind?/What are you looking for?/What kind of recruit would you like?/Who would you like to recruit?>;
animations=;
[DialogOption] text=Anybody will do. ($10);
formulaReq= - m:barracksSize(4) * 10 + m:money(10);
nodeToConnectTo=town_innkeeper_recruit_any_10;
[DialogOption] text=Anybody will do. ($10);
formulaReq=1 - m:barracksSize(4) - m:money(10);
nodeToConnectTo=town_innkeeper_recruit_cant;

[DialogOption] text=Anybody will do. ($20);
formulaReq=m:barracksSize(4) + m:money(20) - 1 - m:barracksSize(6)*10;
nodeToConnectTo=town_innkeeper_recruit_any_20;
[DialogOption] text=Anybody will do. ($20);
formulaReq=m:barracksSize(4) - m:money(20) - m:barracksSize(6)*10;
nodeToConnectTo=town_innkeeper_recruit_cant;

[DialogOption] text=Anybody will do. ($30);
formulaReq=m:barracksSize(6) + m:money(30) - 1 - m:barracksSize(10)*10;
nodeToConnectTo=town_innkeeper_recruit_any_30;
[DialogOption] text=Anybody will do. ($30);
formulaReq=m:barracksSize(6) - m:money(30) - m:barracksSize(10)*10;
nodeToConnectTo=town_innkeeper_recruit_cant;


[DialogOption] text=Anybody will do. ($50);
formulaReq=m:barracksSize(10) + m:money(50) - 1;
nodeToConnectTo=town_innkeeper_recruit_any_50;
[DialogOption] text=Anybody will do. ($50);
formulaReq=m:barracksSize(10) - m:money(50);
nodeToConnectTo=town_innkeeper_recruit_cant;

[DialogOption] text=I have something specific in mind. ($60);
newLineOfOptions=true;
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_specific;
[DialogOption] text=I have something specific in mind. ($60);
newLineOfOptions=true;
formulaReq=60 - m:money;
nodeToConnectTo=town_innkeeper_recruit_cant;
[DialogOption] text=Never mind.;
bottomOption=true;
nodeToConnectTo=town_innkeeper_endtalk;

[DialogNode] ID=town_innkeeper_recruit_any_free;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tRandomHire;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_any_10;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tRandomHire;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract10gp;
nextNodeID=;


[DialogNode] ID=town_innkeeper_recruit_any_20;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tRandomHire;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract20gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_any_30;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tRandomHire;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract30gp;
nextNodeID=;


[DialogNode] ID=town_innkeeper_recruit_any_50;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tRandomHire;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract50gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_any_100;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tRandomHire;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract100gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_specific;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Yes?;
animations=;
[DialogOption] text=Human ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_human;
[DialogOption] text=Scurio ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_scurio;
[DialogOption] text=Rasmen ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_rasmen;
[DialogOption] text=Fareem ($60);
formulaReq=m:money - 60;
newLineOfOptions=true;
nodeToConnectTo=town_innkeeper_recruit_fareem;
[DialogOption] text=Buralk ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_buralk;
[DialogOption] text=Wilderi ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_wilderi;
[DialogOption] text=Aphest ($60);
formulaReq=m:money - 60;
newLineOfOptions=true;
nodeToConnectTo=town_innkeeper_recruit_aphest;
[DialogOption] text=Ferren ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_ferren;
[DialogOption] text=Falpa ($60);
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_falpa;
[DialogOption] text=Zyla ($60);
formulaReq=m:money - 60;
newLineOfOptions=true;
nodeToConnectTo=town_innkeeper_recruit_spinylizard;
[DialogOption] text=Never mind.;
bottomOption=true;
nodeToConnectTo=town_innkeeper_endtalk;


[DialogNode] ID=town_innkeeper_recruit_human;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_human;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_scurio;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_scurio;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_rasmen;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_rasmen;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_fareem;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_fareem;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;


[DialogNode] ID=town_innkeeper_recruit_buralk;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_buralk;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;


[DialogNode] ID=town_innkeeper_recruit_wilderi;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_wilderi;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_aphest;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_aphest;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_ferren;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_ferren;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_falpa;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_falpa;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_spinylizard;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
statements=Alright.;
animations=;
specialEffect=tHire_spinylizard;
specialEffect=tBarracksLineup;
specialEffect=refreshStatMods;
specialEffect=subtract60gp;
nextNodeID=;

[DialogNode] ID=town_innkeeper_recruit_cant;
portraitIcon=portrait_gavin;
portraitIconFrames=5;
statements=I'm sorry, you can't afford that.;
animations=;
nextNodeID=;


[DialogNode] ID=town_innkeeper_recruit_free;
portraitIcon=portrait_gavin;
portraitIconFrames=3;
statements=<speed=1.3>I actually know of a recruit that's willing to join for free... shall I send them in?;
animations=;
[DialogOption] text=Yes.;
nodeToConnectTo=town_innkeeper_recruit_any_free;

[DialogOption] text=No, I have something specific in mind.;
newLineOfOptions=true;
formulaReq=m:money - 60;
nodeToConnectTo=town_innkeeper_recruit_specific;
[DialogOption] text=No, I have something specific in mind. ($60);
newLineOfOptions=true;
formulaReq=60 - m:money;
nodeToConnectTo=town_innkeeper_recruit_cant;
[DialogOption] text=No, never mind.;
bottomOption=true;
nodeToConnectTo=town_innkeeper_endtalk;

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


[DialogNode] ID=town_innkeeper_chat;
specialEffect=modNodeIDGlobalVar_1;
specialEffect=goToNodeID_plus_GlobalVar;
specialEffect=tSet_innkeeper_chat0;

[DialogNode] ID=town_innkeeper_chat1;
portraitIcon=portrait_gavin;
portraitIconFrames=3;
statements=Captain, I wish you the best of luck on your expedition.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat2;
portraitIcon=portrait_gavin;
portraitIconFrames=2;
portraitIconFrames=0;
statements=How are you faring, Captain?;
statements=All is well here.<p=3> I had to talk to one of your recruits about keeping their belongings orderly, but they were amenable to it.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat3;
portraitIcon=portrait_gavin;
portraitIconFrames=6;
portraitIconFrames=2;
statements=Captain, I apologize that the decor is very sparse at this time.;
statements=I had to put away much of the finery so that it would not get damaged, and to make space for the recruits.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat4;
portraitIcon=portrait_gavin;
portraitIconFrames=3;
portraitIconFrames=5;
statements=By the way, Captain, Sivle wanted me to tell you, 'you can <color=Orange>right-click<color=White> soldiers to add or remove them from your party quickly.';
statements=Don't ask me what it means.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat5;
portraitIcon=portrait_gavin;
portraitIconFrames=3;
portraitIconFrames=1;
statements=Captain, I must commend you on your choice of assistant.;
statements=Having worked with Lorim before, I can tell you she is highly professional.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat6;
portraitIcon=portrait_gavin;
portraitIconFrames=5;
statements=My apologies, Captain, but I am very busy right now.<p=1> Another group of mercenaries just departed the second-floor rooms, and I have a lot of cleaning to perform after I finish this paperwork.;
animations=;
nextNodeID=town_innkeeper_endchat;


[DialogNode] ID=town_innkeeper_chat7;
portraitIcon=portrait_gavin;
portraitIconFrames=5;
portraitIconFrames=31;
portraitIconFrames=30;
portraitIconFrames=32;
portraitIconFrames=15;
statements=<speed=0.7>...;
statements=Captain, at the risk of sounding disrespectful, your trainer, Sivle<speed=0.2>...;
statements=<speed=0.7>...;
statements=No...<p=> nevermind.<p=2> I will deal with it myself.;
statements=Next I see her I will talk with her about the appropriateness of setting up spikes at exits to the inn as a <p=>'training exercise'.;
animations=angry;
animations=angry;
animations=angry;
animations=;
animations=angry;
nextNodeID=town_innkeeper_endchat;


[DialogNode] ID=town_innkeeper_chat8;
portraitIcon=portrait_gavin;
portraitIconFrames=50;
portraitIconFrames=3;
statements=I hope things are going well with you, Captain.;
statements=I will say your operation seems to be going smoothly.<p=2> Your troops are often in high spirits,<p=3> except after training.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat9;
portraitIcon=portrait_gavin;
portraitIconFrames=31;
portraitIconFrames=32;
statements=Captain, if you should discover any tripwires placed in or around the inn, please inform me immediately, regardless of whether it is for training purposes.;
statements=Additionally, going forward, all use of magic is to take place outside, regardless of what elements are involved.;
animations=angry;
animations=angry;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat10;
portraitIcon=portrait_gavin;
portraitIconFrames=15;
portraitIconFrames=3;
statements=I am afraid that I recently had to forbid the display of trophies from fallen beasts in the inn.;
statements=If your recruits complain, Captain, I do hope you understand my sanitation concerns, and help me reinforce that rule.;
animations=;
nextNodeID=town_innkeeper_endchat

[DialogNode] ID=town_innkeeper_chat11;
portraitIcon=portrait_gavin;
portraitIconFrames=3;
portraitIconFrames=0;
statements=Captain, I heard that some soldiers of Maor are also exploring Alvora.;
statements=I feel obligated to warn you that Maor is not known for resolving conflict peacefully.<p=2> Please be careful if you encounter any of their troops.; 
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat12;
portraitIcon=portrait_gavin;
portraitIconFrames=50;
portraitIconFrames=52;
portraitIconFrames=54;
statements=Captain.;
statements=Lorim made me some biscuits earlier, and instructed me to share them.<p=3> Please help yourself to one.;
statements=They are tasty.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat13;
portraitIcon=portrait_gavin;
portraitIconFrames=32;
portraitIconFrames=32;
portraitIconFrames=3;
portraitIconFrames=30;
portraitIconFrames=33;
statements=<speed=0.2>...;
statements=<speed=0.2>.....;
statements=<speed=0.4>...! <speed=1>My apologies.<p=3> I was distracted.;
statements=I was thinking about Sivle.;
statements=<p=3>I think that I shall change the locks.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_chat14;
portraitIcon=portrait_gavin;
portraitIconFrames=9;
portraitIconFrames=3;
portraitIconFrames=0;
statements=Captain, I'm quite impressed with your work so far.;
statements=Housing your troops is providing quite a contrast to the other mercenaries that rent the second-floor rooms.;
statements=It's been much easier to maintain order on this floor,<p=2> despite Sivle's best efforts.<p=2> It must be due to your leadership.;
animations=;
nextNodeID=town_innkeeper_endchat;


[DialogNode] ID=town_innkeeper_chat15;
portraitIcon=portrait_gavin;
portraitIconFrames=18;
portraitIconFrames=1;
statements=Nothing new to report, Captain.<p=2> Things are blessedly quiet.;
statements=As quiet as I can make it, anyway.;
animations=;
nextNodeID=town_innkeeper_endchat;

[DialogNode] ID=town_innkeeper_endchat;
specialEffect=nextDialogNode_hideWindow;
nextNodeID=town_innkeeper1;

[DialogNode] ID=town_innkeeper_endtalk;
specialEffect=nextDialogNode_hideWindow;
nextNodeID=town_innkeeper1;


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


[DialogNode] ID=town_innkeeper0;
portraitIcon=portrait_gavin;
portraitIconFrames=0;
portraitIconFrames=30;
portraitIconFrames=60;
portraitIconFrames=1;
statements=Well met. I assume you're the captain Lorim spoke of?;
statements=My name is Gavin. I'll be providing lodging for your soldiers.;
statements=Please keep them in order and avoid unnecessary mess.;
statements=If you have any questions about recruiting, or how best to manage your troops, I will be glad to answer them.;
specialEffect=incDefaultNode;

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

[DialogNode] ID=town_innkeeper_info1;
portraitIcon=portrait_gavin;
portraitIconFrames=50;
statements=I will answer your questions as best I can.;
[DialogOption] text=Max HP & Resting;
nodeToConnectTo=town_innkeeper_info_maxHP;
[DialogOption] text=Recruiting;
newLineOfOptions=true;
nodeToConnectTo=town_innkeeper_info_recruit;
[DialogOption] text=Never mind.;
newLineOfOptions=true;
nodeToConnectTo=town_innkeeper_endtalk;

[DialogNode] ID=town_innkeeper_info_recruit;
portraitIcon=portrait_gavin;
portraitIconFrames=1;
portraitIconFrames=3;
portraitIconFrames=0;
statements=For a small fee I can hire the first available applicant.;
statements=For a larger fee, I can find someone more specific to meet your needs.;
statements=Remember, the current maximum team size we can field is <math=4+g:partySizeMod><adjX=-1>.;
nextNodeID=town_innkeeper_info1;

[DialogNode] ID=town_innkeeper_info_maxHP;
portraitIcon=portrait_gavin;
portraitIconFrames=32;
portraitIconFrames=30;
portraitIconFrames=0;
statements=When your soldiers are knocked out in combat, their maximum HP is reduced slightly.;
statements=To recover this health, you must leave them at the barracks during a mission.;
statements=So long as you recover even <color=Gold>1 $<color=White> or earn <color=Gold>1 XP<color=White>, your mission will have been long enough to give them rest.;
nextNodeID=town_innkeeper_info1;


