begintalkscript;

variables;

int i, j, k, choice;

begintalknode 1;
	state = -1;
	personality = 1;
	nextstate = 1;
	question = "Commander Clemmow";
	text1 = "Clemmow tries to get up as you come in. He's clearly a bit shaky.";
	text2 = "Eventually, after a struggle, he's up, leaning heavily on the desk in front of him.";
	text3 = "_Welcome, Chief Advocate..._ he begins, before having a long coughing fit.";
	text4 = "You cut short his attempt to bow once he's recovered.";
	text5 = "Clemmow looks, if anything, worse than the last time you saw him.";
	text6 = "He begins to stand up as you approach, but you motion to him to remain seated.";
	action = INTRO;

begintalknode 2;
	state = 1;
	personality = 1;
	nextstate = -1;
	question = "How goes the outpost?";
	text1 = "Clemmow pulls a face, tries to get to a window, then throws up all over the floor.";
	text2 = "A scribe comes over with a bucket. Presumably it's a regular occurrence.";
	text3 = "_I'm too ill to run it properly now. The men have just been stuck in the barracks since you left, there's no way I can lead any attacks on the natives._";

begintalknode 3;
	state = 1;
	personality = 1;
	nextstate = -1;
	question = "Any idea what's wrong?";
	text1 = "Clemmow remains quiet for a minute, apparently trying to not throw up again.";
	text2 = "_No idea, but the only men we've lost to this disease seem to have picked it up before they got here._";
	text3 = "You wait for him to elaborate, but unsurprisingly he's not feeling too talkative.";

begintalknode 4;
	state = 1;
	personality = 1;
	nextstate = -1;
	question = "Is there any equipment I can get?";
	text1 = "Clemmow points towards the cabinets in the corner of the room.";
	text2 = "He looks slightly green. Maybe that's why he's not communicating in the traditional fashion.";

begintalknode 5;
	state = 1;
	personality = 1;
	nextstate = 2;
	condition = (get_flag(0, 3) == 0);
	question = "I need all your soldiers. (Explain plan)";
	text1 = "Clemmow looks yet more unwell at the news.";
	text2 = "_I'll send the word for the troops to assemble, but I can tell you that there aren't enough._";
	text3 = "Strange considering you'd brought nearly thirty with you originally, and more had been supposed to arrive.";
	text4 = "_I'm sorry I can't help you myself, but I'd just slow you down. If any soldiers return, I'll send them after you._";
	code = 
		set_flag(0, 3, 1);
	break;

begintalknode 6;
	state = 2;
	personality = 1;
	nextstate = -1;
	question = "What's happened to all the other soldiers?";
	text1 = "Clemmow sighs. _Either dead or requisitioned by a barracks towards the coast. Of course it's more important that those outposts hold, but....";
	text2 = "It's lucky for the other commanders that you don't have time to deal with them.";

begintalknode 10;
	state = -1;
	personality = 0;
	nextstate = -1;
	question = "Scribe";
	text1 = "The scribe is busy writing things down.";
	text2 = "You wonder exactly what is being written given the lack of action here, but you have more important things to worry about.";
	
