# File: q_info.txt

# This file contains all the quest information for new quest_info[] struct
# on which work started in 2013, to provide a full fledged quest framework.
#                                                    - C. Blue


# Version stamp (required)
V:1.0.0


# Current state - things that have already been implemented. Other stuff is omitted here.
# Some things that are not implemented in here are noted in caps in each line ;)
# 'NI' is short for  NOT IMPLEMENTED.

# N:index:internal codename(UNIQUE AND EXACTLY 10 CHARACTERS):creatorname:quest name:repeatable (-1 for infinitely, default is 0, append an 'x' to disable it):auto-accept it? (0=no (default), 1=yes, 2=yes quietly, 3=yes quietly and no ending notification):local? (0=normal,1=yes)
# (optional) C:list stages that allow a player to acquire the quest, separated by colons (usually 0 aka the first stage)
# (optional - player requirements) I:privileged:individual (MUST BE 1 or 2):minlv:maxlv:races:classes:modenorm:modeel:modepvp:fruitbat(1=real,2=real or fake):monsterform:questdonecreditstage
# (optional - prerequisites) E:list of colon-separated prequest codenames (up to 5) which must have been completed to pick up this quest
# (optional - quest spawn times) T:night:day:morning:forenoon:noon:afternoon:evening:midnight:deepnight:starttime:stoptime
# (optional - quest ending/respawn) U:endingstage (0 = none):duration:cooldown

# There can be up to 30 Q-lines, for up to 30 questors
# Q (for type=monster)  :type:lite:ridx:reidx:char:attr:minlv:maxlv:name
# Q (for type=parchment):type:lite:sval:attr:level:name
# Q (for type=object)   :type:lite:tval:sval:pval:bpval:name1:name2:name2b:good?:great?:verygreat?:attr:level:name

# note: Each L/F/K-line must follow after its Q line!
# L (up to 30x, per Q line - questor location):locations (SURFACE/TOWNS ONLY):terrains:towns (BASIC 5 ONLY):exact wpos wx:wy:wz:adjacent terrain extension:exact pos x:y:radius:mapfile (if not using terrain type) or '-':map offset x:y
# Ld (up to 30x, per L line):minfloorlev:maxfloorlev:list of dungeon indices eligible for spawning, separated by colons... (255 = IDDC, 0 = all 'wilderness' dungeons ie those not in d_info.txt)
# (optional) F (up to 30x, per Q line - initial behaviour):accept-on-los? (NI):accept-on-interaction?:talkable?:despawned?:invincible?:questor floor is static?:quest ends on leaving floor?(NI)
# (optional) K (up to 30x, per Q line - for killable questors):itemdroptype (0=none,1=regular,2=specific,3=both):tval:sval:pval:bpval:name1:name2:name2b:good:great:verygreat:createreward 0..5:dropgold:giveexp (-1 for normal exp)

#(Parameters from here on, except for keywords/keywordreplies, are all individual per quest stage)

# (optional - stage automatics) A:stage:spawn quest (-1 to disable):auto-accept it (2=quietly):change stage (255 to disable):0:timed change at ingame hour (-1 to disable):timed change after realtime minutes (0 to disable):change quietly (skip stage dialogue):set/clear flags:genocide-wpos x:y:z (set x==-1 to disable)
# (optional, up to 15x) Af:stage:questor's wpos (0..n, 255 to use specific wpos instead):quest item wpos (0..n, 255 to use specific wpos instead):specific wpos wx:wy:wz:pos x:y:grid feature to be 'built' there on stage start (see f_info.txt)

# (optional, up to 5x - quest items) B:stage:<spawn special quest item> pval (can be used as sort of an index for retrieval quest goals):char:attr:weight:level:name
# (for each B line) Bl:stage:questorhandout (-1 to disable):locations (SURFACE/TOWNS ONLY):terrains:towns (BASIC 5 ONLY):exact wpos wx:wy:wz:adjacent terrain extension:exact pos x:y:radius:mapfile (if not using terrain type) or '-':map offset x:y
# note: 'Bl' takes same parameters as 'L' lines (except for 'questor hand out'). Each Bl-line must follow after its B-line!

# (optional - questor morph/change) S:stage:questor to modify:talkable:despawned:invincible:death_fail:name ("-" to keep):ridx (0 to keep):reidx (-1 to keep):char ('-' to keep):attr ('-' to keep):level (0 to keep)
# (optional - questor hostility) H:stage:questor:unquestor?:hostile-to-players?:hostile-to-monsters?:revert-hp:revert-ingametime (-1 to disable):revert-after-realtime (0 to disable):newstage:quiet?
# (optional - questor moves/teles) J:stage:questor:teleport wx:wy:wz:x:y:teleport players wx:wy:wz:x:y:walkspeed:destx:desty:newstage:quiet?

# (optional - add temporary dungeon) D:stage:base:max:tower?:nomap?:hard (1=forcedown:2=iron):stores (1=iron,2=all):theme(NI):name (or "-"):floors are static?:keep until quest ends?:flags1:flags2:flags3:[:final floor map file: offset x:y]
# (for D-line) Dl:stage:locations (SURFACE/TOWNS ONLY):terrains:towns (BASIC 5 ONLY):exact wpos wx:wy:adjacent terrain extension:exact pos x:y:radius:mapfile (if not using terrain type) or '-':map offset x:y

# (optional, up to 10x - spawn monsters) m:stage:amount:groups:scattered?:clones:specific ridx:re_idx (-1 for random) CURRENTLY NOT IMPLEMENTED:char:attr:minlev:maxlev:partial name to match
# (for each 'm'-line) ml:stage:locations (SURFACE/TOWNS ONLY):terrains:towns (BASIC 5 ONLY):exact wpos wx:wy:wz:adjacent terrain extension:exact pos x:y:radius:mapfile (if not using terrain type) or '-':map offset x:y
# (optional, for each 'm'-line) mh:hurtplayers?:hurtquestors?:invincplayers?:invincquestors?:targetplayers?:targetquestors? (completely NI: will always behave like normal monsters)

# (optional, up to 15x - automatic narration) X:stage:flags:narration text
# (optional, up to 15x - quest log status narration) x:stage:flags:quest status log text
# (optional? - up to 15x - questor dialogue) W:questor:stage:examine? (0=normal talk,1=examine, negative = copy another stage):flags:convo line
#   if a negative examine-argument is specified, the line ends after that. The remaining arguments are not to be specified. Only one W-line is required in this case!
#   this is a hack: This stage's dialogue will actually mimic the stage dialogue from the stage of the absolute value of 'examine' argument. NOTE: You must not refer to another cloned dialogue!
# (optional - for questor dialogue) Wr:questor:stage:default reply line (replaces the 'has nothing to say about that' line)
#   use $$Q or $$q up to one time, to insert the questor's name! Q = show in light umber (for active talk), q = show in dark umber (for passive narration)
# (optional - up to 100x - dialogue keywords) Y:questor (-1 for any):stage (-1 for any*):flags:keyword (or "y" for 1st keyword and "n" for second, for a yes/no choice; or $$p1 to $$p5 for up to 5 different randomly generated passwords):changeflags:nextstage (or 255 for dont change stage)
# (optional - after a Y-line) YQ:list of further questors (their index numbers, 0..29) for which this keyword is valid, separated by colons
# (optional - after a Y-line) YS:list of further stages during which this keyword is valid, separated by colons
# (optional - up to 50x - replies to keywords) y:questor (-1 for any):stage (-1 for any):flags:keyword
# (optional - after a y-line) yY:list of further keywords for which this reply is valid, separated by colons
# (optional - after a y-line) yQ:list of further questors for which this reply is valid, separated by colons
# (optional - after a y-line) yS:list of further stages during which this reply is valid, separated by colons
# (optional - after a y-line, 15x repeatable) yR:flags:reply convo line

# goals to kill specific monsters:
# (optional) k:stage:goal:minlev:maxlev:number
# (optional) kN:stage:goal:partial name... (list of partial names, up to 5, separated by colons)
# (optional) kI:stage:goal:r_idx... (list of r_idx, up to 10, separated by colons)
# (optional) kE:stage:goal:re_idx... (list of re_idx, up to 10, separated by colons)
# (optional) kV:stage:goal:r_char:r_attr... (list of ':r_char:r_attr' pairs, up to 5, separated by colons)

# goals to collect specific items:
# (optional) r:stage:goal:min value:number:allow owned items?
# (optional) rN:stage:goal:partial name... (list of partial names, up to 5, separated by colons)
# (optional) rI:stage:goal:tval:sval... (list of ':tval:sval' pairs, up to 10, separated by colons)
# (optional) rV:stage:goal:pval:bpval:attr:name1:name2:name2b... (list of 6-tuples like this, up to 5, separated by colons)

# optional target location where those kill/retrieve goals have to be cleared:
# (optional, if k/r line exists) P:stage:goal#:goalwpos wx:wy:wz:adjacent terrain extension:goal at exact x:y:radius:mapfile (if not using terrain type) or '-':map offset x:y

# optional target location where the player has to move after having cleared the goals, to get them credited.
# This can also be specified without any kill/retrieve goals, in which case it becomes a simple 'travel-to' goal:
# (optional) M:stage:goal#:deliver to questor (takes precedence, -1 for none):deliver to wpos wx:wy:wz:deliver to terrain type:deliver to pos x:y:radius:mapfile (if not using terrain type) or '-':map offset x:y

# (optional) Z:stage:goal:changeflags (flags that get set/cleared when that goal is cleared)
# (up to 5x) G:stage:next stage:main kill/retrieve/move goals required to complete separated by colons (optional goals are NOT allowed here) to progress to next stage
# (optional) O:stage:get reward n (-1 to disable):main/optional goals required for reward (0 for none -> it's for free) separated by colons
# (optional, up to 10x - rewards) R:stage:define reward tval:sval:pval:bpval:name1:name2:name2b:good?:great?:verygreat?:createreward 0..5:gold:exp:specialstatuseffect

# New (2018): Most text lines (W:, yR:, X:, x:, Wr:) can call a lua function. It must begin with two slashes and nothing else must be in the line.
# Parameters are possible. As usual, ':' symbols are not allowed anywhere. Lua functions cannot change any quest parameters except for flags.
# If a lua function is supposed to be able to read and/or write flags, it must have a parameter named <?flags?>. If it needs to actually modify the flags,
# it must have a parameter named <!flags!> and the function must return a string containing two comma-separated 16-bit values, set-flag-mask and clear-flag-mask again.
# The !flags! or ?flags? parameter must always be the FIRST parameter specified. Eg:
# yR:-://qtestlua1("Hello.", 3)
# Wr:0:0://qtestlua2(!flags!, "$$Q That's not the right password, $$r!")  and this function would:
#   return set_mask .. "," .. clear_mask    --- or as a specific min/max example:    return 0 .. "," .. 65535
# Note that the actual lua function will always need to have an 'Ind' parameter before all other custom parameters from the call definition in q_info.txt.
# If the function queries or even modifies flags, the '?flags?' or '!flags!' will translate to  just <flags> as the FIRST parameter in the function call.
# All further parameters, if any, come after that. Eg (in regards to above examples):
#   function qtestlua1(Ind, message, number)
#     ....
#   end
#   function qtestlua2(flags, Ind, message)
#     ....
#     return set_mask..","..clear_mask
#   end

# Further notes:
# -The index number must just be counting up for each quest added to this file, starting with 0.
# -The internal codename must be unique among all quests and exactly 10 characters long.
# -All quests should currently be set to 'individual'! (Global quests work depending on the quest goals. Some won't, though.)
#  Individual means either '1' (goals are shared with party members) or '2' (must be completely soloed). '0' means 'global' and is currently not implemented.
# -Stage changes can use negative numbers. In that case the new stage is the current stage + random 1..(absolute value of nextstage). Eg -3 -> will proceed +1, +2 or +3 stages randomly.
# -questor types 1 (monster) and 3 (object) are supported at the moment.
# -questor 'locations' are: +1 for 'world surface', +2 for 'town' (so '3' for both). Must not be zero unless a specific wpos is set instead.
# -For item questors you might want to set 'examine' flag so they don't "talk" to you.
# -#goal is 1..5 for main goal, and -1..-5 for optional goals.
# -Although the 'examine' flag can be specified for each conversation line again, the last line existing for a questor/stage combination will take priority.
# -About dialogues/narrations:
#   Use [[...]] to highlight the text between the brackets.
#   You can automatically insert the player's name, title, race, race-attribute ('elven') or class, by using these placeholders: $$N, $$T, $$R, $AA, $$C.
#   If you don't want the first letter to be capitalised, use $$n, $$t, $$r, $$a, $$c instead.
#   $$P will substitute the amount of party members (0 for no party).
# -About keywords:
#   "~" means the empty keyword "", user can just press ENTER key without writing anything to trigger it.
#   if the FIRST MATCHING (questor+stage) keyword is "y" it brings up a yes/no prompt. The second questor/stage-matching keyword should be "n".
#   (*) Keywords set to 'any stage' (-1) are not sufficient to stop an otherwise empty stage from terminate nor to prompt a quest_dialogue() on their own.
# -About global 'flags':
#   '-' means no flags.
#   For lines that change those: 'a' to 'p' to clear flags, 'A' to 'P' to set flags, eg  ..:aBChK:..
#   For lines that check those (conversational lines): 'A' to 'P' to check for a flag, which must be set (to display the convo line etc). Cleared flags don't matter.
# -About retrieving items:
#   char/attr '-' means 'any', pval/bpval -9999 means 'any', oname1/2/2b -1 means 'any' and -2 means 'any but must not be zero'.
# -About R/O lines:
#   If R-lines are given for a stage, but no O line is defined, the rewards are handed out "for free" in that stage.

# You must never use the ':' char in any keyword or text line, since it's used as delimiter here.
# #questor is 0..29 (30 questors max)
# #stage is 1..29 (30 stages max, 0 is reserved for the initial stage)
# talk/narration can have up to 15 text lines
# keywords can be up to 29 characters long
# #goal is 1..5 for main goal, and -1..-5 for optional goals.
#  Optional goals are currently NOT IMPLEMENTED and will break the quest!
# Status effects (rewards): Positive numbers indicate a potion, scroll, staff or non-directional(!) rod from k_info.txt.
#  Negative numbers are extra effects: -1 = 1000t of luck, -2 = 2000t of luck, -3 = 3000t of luck.



# for testing purpose
N:0:testquesAR:C. Blue:Test Quest:-1:0:0
C:0
I:1:1:1:100:FFFFF:FFFF:1:1:1:0:0:1
T:1:1:1:1:1:1:1:1:1:-1:-1
Q:1:0:37:0:b:T:-1:-1:Blind Bat
#L:2:0:1:-1:-1:-1:0:98:39:0:-:0:0
L:0:0:0:63:63:0:0:98:39:0:-:0:0
F:0:1:1:0:1:0:0
U:0:0:0
W:0:0:0:-:Hello, $$N!
W:0:0:0:-:Would you like some [[ale]] or rather a [[solid ration]]?
Y:0:0:-:ale:-:1
Y:0:0:-:ration:-:2
Y:0:0:-:solid ration:-:2
x:0:-:You haven't decided upon the request yet..
W:0:1:0:-:Well then, visit the shop keeper of the general store!
x:1:-:You accepted the request to get some ale.
W:0:2:0:-:Well then, visit the shop keeper of the general store..
x:2:-:You accepted the request to get some food.
#position 105:40 for actual Bree's general store entrance:
M:1:1:-1:32:32:0:0:105:40:0:-:0:0
M:2:1:-1:32:32:0:0:105:40:0:-:0:0
G:1:3:1
G:2:4:1
O:3:0:0
X:3:-:The shop keeper hands you a pint of fine ale!
O:4:1:0
X:4:-:The shop keeper hands you a ration of food!
R:3:80:38:0:0:0:0:0:0:0:0:0:4:2:0
R:4:80:35:0:0:0:0:0:0:0:0:0:3:1:0



# for testing purpose
N:1:testquestM:C. Blue:Minimal Test Quest:-1:0:0
# note: only purpose of I-line is to restrict it to privileged users/admins
I:1:1:1:100:FFFFF:FFFF:1:1:1:0:0:1
#Q:1:0:37:0:b:n:-1:-1:-1:-1:-1:Fast Bat
Q:3:0:22:30:0:0:0:0:0:0:0:0:P:0:Sharp..Bat..of Slicing?
L:0:0:0:63:63:0:0:100:39:0:-:0:0
W:0:0:1:-:Hello, $$T! Wanna visit the General Store for me?
Y:0:0:-:y:-:1
Y:0:0:-:n:-:2
W:0:1:0:-:Thanks!
M:1:1:-1:32:32:0:0:105:40:0:-:0:0
G:1:3:1
X:3:-:The shop keeper hands you a pint of fine ale!
R:3:80:38:0:0:0:0:0:0:0:0:0:1:1:0



# for testing purpose
N:2:testquesKR:C. Blue:Kill/Retrieve Test Quest:-1:0:0
I:1:1:1:100:FFFFF:FFFF:1:1:1:0:0:1
Q:1:0:37:0:b:N:-1:-1:Goalkeeper Bat
L:0:0:0:63:63:0:0:99:35:0:-:0:0
W:0:0:0:-:'Sup, yo $$r! [[Kill]] shit or [[retrieve]] stuff for me.
W:0:0:0:-:So what do you prefer, buddy?
Y:0:-1:-:sup:-:255
y:0:-1:-:sup
yR:-:Yo!
Y:0:-1:-:yo:-:255
y:0:-1:-:yo
yR:-:Sup!
x:0:-:You haven't decided upon the request yet..

Y:0:0:-:kill:-:1
#W:0:1:0:-:Slay two dogs or wolves, they deserve it. Report to the general store's keeper!
W:0:1:0:-:Slay two dogs or wolves, they deserve it. Let me know when you're done.
W:0:1:0:-:..oh and also, maybe this bat comes in handy. DON'T LOSE IT!
x:1:-:You accepted the request to kill two dogs or wolves.
B:1:0:\:u:40:0:& Bat~
Bl:1:0:0:0:0:0:0:0:0:0:0:0:-:0:0
r:1:3:0:1:0
rI:1:3:127:2
#rV:1:3:-9999:-9999:-:-1:-1:-1
k:1:1:0:0:2
kV:1:1:C:-
#kI:1:1:r_idx...
#M:1:2:32:32:0:0:105:40:0:-:0:0
#M:1:2:-1:63:63:0:0:99:35:1:-:0:0
M:1:2:0:63:63:0:0:99:35:1:-:0:0
G:1:3:1:2:3
X:3:-:The Goalkeeper Bat seems very satisfied.
R:3:80:38:0:0:0:0:0:0:0:0:0:2:2:0

Y:0:0:-:retrieve:-:2
W:0:2:0:-:Dude where's muh potions.. I had two red potions I'm sure.
#W:0:2:0:-:Anyway, if you find them, just bring them to the general store's keeper, ok?
x:2:-:You accepted the request to retrieve two red potions.
r:2:1:0:2:0
#note: since tval/sval aren't defined here, any other red item would work too (rings!) ;)
rV:2:1:-9999:-9999:r:-1:-1:-1:-9999:-9999:R:-1:-1:-1:
#M:2:2:32:32:0:0:105:40:0:-:0:0
#M:2:2:-1:63:63:0:0:99:35:1:-:0:0
M:2:2:0:63:63:0:0:99:35:1:-:0:0
G:2:4:1:2
X:4:-:The Goalkeeper Bat seems very satisfied.
R:4:80:38:0:0:0:0:0:1:1:0:0:2:2:0



N:3:testCastle:C. Blue:Treasure Depository Breach:-1:0:0
I:1:1:1:100:FFFFF:FFFF:1:1:1:0:0:1

Q:1:1:1059:0:p:u:-1:-1:Guard
L:0:0:0:63:63:0:0:150:30:0:tq_testcastle.txt:143:22
W:0:0:0:-:Hold it right there! What is the password?
Wr:0:0:$$Q That's not the right password, $$r!
Y:0:-1:-:suxen:-:1
y:0:-1:-:suxen
yR:-:You may enter!
Y:0:-1:-:$$p1:-:1
y:0:-1:-:$$p1
yR:-:You may enter!
J:1:0:-1:-1:-1:-1:-1:-1:-1:-1:151:28:0:0:0:0:0

Q:1:1:1059:0:p:u:-1:-1:Guard
L:0:0:0:63:63:0:0:152:30:0:-:0:0
W:1:0:0:-:Hold it right there! What is the password?
Y:1:-1:-:suxen:-:1
y:1:-1:-:suxen
yR:-:You may enter!
J:1:1:-1:-1:-1:-1:-1:-1:-1:-1:151:28:0:0:0:0:0

$TEST_SERVER$Q:1:0:15:0:t:y:-1:-1:Dozing drunk
$TEST_SERVER$L:0:0:0:63:63:0:0:149:24:0:-:0:0
$TEST_SERVER$W:2:0:0:-:Washhup? Hic..

$TEST_SERVER$r:0:1:0:1:1
$TEST_SERVER$rI:0:1:80:38:80:39
$TEST_SERVER$M:0:1:2:-1:-1:-1:0:0:0:0:-:0:0
$TEST_SERVER$G:0:2:1
$TEST_SERVER$W:2:2:0:-:Ohhdshankyou! Hic..

$TEST_SERVER$r:2:1:0:1:1
$TEST_SERVER$rI:2:1:80:38:80:39
$TEST_SERVER$M:2:1:2:-1:-1:-1:0:0:0:0:-:0:0
$TEST_SERVER$G:2:3:1
$TEST_SERVER$W:2:3:0:-:Ohhdshankyou! Hic..

$TEST_SERVER$r:3:1:0:1:1
$TEST_SERVER$rI:3:1:80:38:80:39
$TEST_SERVER$M:3:1:2:-1:-1:-1:0:0:0:0:-:0:0
$TEST_SERVER$G:3:4:1
$TEST_SERVER$W:2:4:0:-:Ohhdshankyou! Watshout that Nexus won't arresht you! Hic..



N:4:towneltalk:C. Blue:Town Elder Talk:-1:3:1
C:0
I:0:1:1:100:FFFFF:FFFF:1:1:1:0:0:1
T:1:1:1:1:1:1:1:1:1:-1:-1
Q:1:1:15:15:t:v:-1:-1:Town Elder
#L:0:0:0:32:32:0:0:95:35:0:-:0:0
#L:0:0:0:32:32:0:0:120:39:0:-:0:0
L:0:0:0:32:32:0:0:120:40:0:-:0:0
F:0:1:1:0:1:0:0
U:0:0:0
W:0:0:0:-:Stay awhile and listen, $$T!
W:0:0:0:-:In the game you can press '?' key for a list of command keys.
W:0:0:0:-:Would you like to visit the training [[tower]] first or venture into this
W:0:0:0:-:town's [[dungeon]], named Barrow-Downs, right away?
W:0:0:0:-:Or do you just seek generic [[advice]]?
W:0:0:0:-:The training tower is a safe place where you won't die for real,
W:0:0:0:-:Experience gain is pretty limited however, and it only has two floors.
W:0:0:0:-:If you go to the dungeon, don't forget to bring a light source!

Y:0:0:-:*tower*:-:255
Y:0:0:-:*training*:-:255
y:-1:-1:-:*tower*
yY:*training*
yR:-:Take the south-eastern path out of the town centre,
yR:-:it leads to the training tower. The entrance is a green '<' symbol.
yR:-:You can press SHIFT+L to locate it on the map.

Y:0:0:-:*dungeon*:-:255
Y:0:0:-:*barrow*:-:255
y:-1:-1:-:*dungeon*
yY:*barrow*
yR:-:Take the western path out of the town centre,
yR:-:it leads to the somewhat hidden entrance to barrow-downs.
yR:-:The entrance is a white '>' symbol.
yR:-:You can press SHIFT+L to locate it on the map.
yR:-:You should bring some torches or a lantern, except if you're a vampire I guess.
#yR:-:You can also buy lights and lamp oil in the general store in this town.

Y:0:0:-:*light*:-:255
Y:0:0:-:*lamp*:-:255
Y:0:0:-:*torch*:-:255
y:-1:-1:-:*light*
yY:*lamp*:*torch*
yR:-:Except for vampires everyone usually brings a light source along.
yR:-:You can also buy lights and lamp oil in the general store in this town.

Y:0:0:-:*thank*:-:1
Y:0:0:-:*dank*:-:1
y:-1:-1:-:*thank*
yY:*dank*
#bug: too many keywords apparently :/ but should accept up to 100 really..
#yY:thanks:thank you:thankyou:thanks you:thx:merci:danke:gracias:grazie:arigato:arigatou:xiexie:xie xie:spacibo:spasibo
yR:-:You are welcome!

Y:0:0:-:*cafe*:-:255
y:-1:-1:-:*cafe*
yR:-:Thanks, but I prefer tea.

Y:0:0:-:*help*:-:255
y:-1:-1:-:*help*
yR:-:Have you come to seek [[advice]]? I might be able to tell you something.

Y:0:0:-:*advice*:-:255
Y:0:0:-:*advise*:-:255
y:-1:-1:-:*advice*
yY:*advise*
yR:-://quest_towneltalk("$$c", -1)
#yR:-:Hm hm, what do you need advice on?  --moved to quest_towneltalk() actually, as it depends on above function call to sound proper.
#yR:-:How to properly [[prepare]] yourself for venturing into the unknown?, picking
#yR:-:an unknown dungeon to [[explore]]? Honing your [[skills]]?
#yR:-:Or are you wondering about the public [[events]] that are taking place from
#yR:-:time to time? You might also be interested in forming a [[party]] with fellow
#yR:-:adventurers, as it tends to increase chances of survival!
#yR:-:I could also have a look at your [[equipment]] and [[status]] of your
#yR:-:well-being in general.
yR:-:Venturing into a dungeon to [[explore]]? Or are you wondering about the public
yR:-:[[events]] that are taking place from time to time? I could also have a look
yR:-:at your [[equipment]] if you like.

Y:0:0:-:*prepar*:-:255
Y:0:0:-:*inven*:-:255
Y:0:0:-:*pack*:-:255
y:-1:-1:-:*prepar*
yY:*inven*:*pack*
yR:-://quest_towneltalk("$$c", 0)

Y:0:0:-:*equip*:-:255
y:-1:-1:-:*equip*
yR:-://quest_towneltalk("$$c", 1)

Y:0:0:-:*skill*:-:255
y:-1:-1:-:*skill*
yR:-://quest_towneltalk("$$c", 2)

Y:0:0:-:*stat*:-:255
y:-1:-1:-:*stat*
yR:-://quest_towneltalk("$$c", 3)

Y:0:0:-:*part*:-:255
y:-1:-1:-:*part*
yR:-://quest_towneltalk("$$c", 4)

Y:0:0:-:*explor*:-:255
y:-1:-1:-:*explor*
yR:-://quest_towneltalk("$$c", 5)

Y:0:0:-:*event*:-:255
y:-1:-1:-:*event*
yR:-://quest_towneltalk("$$c", 6)


#Talk to a roaming guard who patrols Menegroth
#N5:menegguard:C. Blue:Menegroth Patrol:-1:3:1
