// creator  : weidu.exe (version 23100)
// argument : CUTSILK.DLG
// game		 : .
// source	 : ./DATA/DIALOG.BIF
// dialog	 : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~CUTSILK~

IF ~True()
~ THEN BEGIN 0 // from:
  SAY #13900 /* ~I tend to prefer the tailored nature of a fine garden, or the productivity of a well-maintained farm.~ */
  IF ~~ THEN DO ~~ EXTERN ~MERSIL~ 0
END

IF ~~ THEN BEGIN 1 // from:
  SAY #13930 /* ~Well, 'ere's no need t' be an ore grinder, is there?~ */
  IF ~~ THEN DO ~~ EXTERN ~MERSIL~ 1
END

IF ~~ THEN BEGIN 2 // from:
  SAY #13931 /* ~Is there somewhere about that I can get some food and rest?~ */
  IF ~~ THEN REPLY #13932 /* ~I need supplies.  Weapons and armor, especially.~ */ DO ~ActionOverride("Merchant1",Enemy())
ActionOverride("Merchant2",Enemy())
ActionOverride("Merchant3",Enemy())
~ GOTO 3
  IF ~~ THEN REPLY #13933 /* ~I am interested in magical equipment, if you know of any.~ */ GOTO 4
END

IF ~~ THEN BEGIN 3 // from: 2.0
  SAY #13934 /* ~Is there a healer about?~ */
  IF ~~ THEN EXTERN ~GARRIC~ 5
END

IF ~~ THEN BEGIN 4 // from: 2.1
  SAY #13935 /* ~Nothing, thank you.~ */
  IF ~~ THEN DO ~SetGlobal("AttackedSilke","GLOBAL",1)
Enemy()
SetDialog("Silke")
~ EXIT
END

IF ~~ THEN BEGIN 5 // from: GARRIC:5.0
  SAY #13936 /* ~Well, ye could go t' the Copper Coronet.  It's a ways off in th' slums, however, and I would ne'er be caught walking there.~ */
  IF ~~ THEN DO ~SetDialog("Silke")
~ EXIT
END
