"use strict";

DATA_SDS_DIALOGUE["Lela_c1_advice_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Eh?\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Oh, hello!  I didn't notice you come in.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"How are you feeling?  I can't even imagine what it would be like to forget everything about myself!\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"I may have to start writing even more of my life down, even the things I take for granted.  That wouldn't be a bad idea for you, either...\n"},			//2
			{command:"wait"},
			{command:"buffer", text:"You may realize things as you write that you missed initially, and at very least an accurate Diary will help you get back to where you left off if you forget again.\n"},			//4
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c1_advice_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Everywhere society moves, it leave written records.  It shouldn't be very difficult to find books to record your progress in.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Guy borrowed one of mine some time ago, and I know Rinda keeps one at the door of her shrine.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c1_boss_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Poor Guy...  I'd read about Malfose possessing people, but I always assumed those stories were just ancient myth...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_leaving_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"I guess those bracelets really do contain the Goddess' power.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"According to our written histories, the Goddess bestowed a total of four such treasures to her children, to be used in times of great need.\n"},			//2
			{command:"wait"},
			{command:"buffer", text:"Perhaps other shrines have kept similar secrets to our own?  If so, you may want to talk to Melody in the bay shrine.\n"},			//4
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_leaving_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Melody and her daughter normally live here in the village.  They should be glad to hear we have the gate open again.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

// wherein Lela has seen to the recovery and safe storage of torso castings and models Earnest made in the field,
// but left sitting out where looters mistook them for actual artifacts
DATA_SDS_DIALOGUE["Lela_c2_leaving_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Oh, and if you see my husband Ernest, tell him not to worry- I've taken care of the bodies.  It would be so much easier if they were in smaller pieces, though...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_leaving_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Melody and her daughter normally live here in the village.  They should be glad to hear we have the gate open again.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_melody_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Ghosts?  Of course I believe in them.  Spirits are a natural part of this world.  Why do you ask?\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_melody_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Spirits and Malfose are closely linked.  Malfose wasn't created to be Evil per se.  He was merely intended to be a gatherer of the dead.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Even after his imprisonment, he was still permitted to guide in lost souls and send them to the underworld.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"But Malfose learned not just how to gather souls, but how to manipulate them.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"In mockery of the Goddess, he carved a great stone Gargoyle from the walls of his prison and infused it with the most wretched and conflicted souls he could find.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Seeing the destruction the Gargoyle wreaked upon the world, and how narrowly her children succeeded in defeating it, the Goddess created a fresh barrier\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"thus keeping any further spirits from Malfose's sight or reach.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};


DATA_SDS_DIALOGUE["Lela_c2_melody_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Of course, ever after that, some spirits got lost in the dark and failed to find their way to the afterlife.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Many wander near where they died, slowly losing form and identity.  When a living spirit nears, they detect its motion and may try to imitate or latch onto it.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_melody_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Ironically, the more energy they expend hunting, the more their corporeal influence is diminished.  They may even pass straight through their target!\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Conversely, even when barely visible, a stationary ghost can have enough corporeal presence to interact with.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_melody_4"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"I hesitate to mention this, but if it's important, Charis might be willing to share some more practical experience.  Just be brief.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_treasure_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"The Goddess' Necklace!  You are becoming quite the connoisseur of divine fashion.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_treasure_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Village history books make frequent mention of the Bracelets and Necklace and their use by a local hero during the war with the Gargoyle.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Before sis and I moved here, though, I could swear I'd seen references to at least two other artefacts of the Sky Dragon.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c2_treasure_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Melody has mentioned another shrine somewhere in the upper world.  I think it was supposed to be in a forest up the shore from our village.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"If it's still intact, that might be a good place to continue your search.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c3_metbobo_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Fascinating... apparently the Sky Tree is as much a natural monument of the Goddess' power as it is a plant in any normal sense.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"The few texts which mention it say new saplings can grow to mature height within hours, then stay virtually unchanged for centuries...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c3_metbobo_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"By the same token, however, Sky Tree seeds are very rare.  A tree may only produce a handful of them in its entire life.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"If you know one has already been discovered, tracking it down will almost certainly be easier than finding another...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c3_foundkeeper_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Charis brought me a strange torn page from the castle rock behind the village the other day.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Every now and again the place floods and odds and ends wash in, I presume from the world above.  But this is the first time I've gotten... a maths worksheet?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c3_foundkeeper_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"2/2 = 1\n"},			//0
			{command:"buffer", text:"4/2 = 2\n"},
			{command:"buffer", text:"((8+4)/2)/2 = 3\n"},
			{command:"wait"},
			{command:"buffer", text:"8/2 = 4\n"},
			{command:"buffer", text:"((4/2)+8)/2 = 5\n"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Any clue what it's about?  It has the Goddess' seal in the corner, so it must be important...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c4_metraviene_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"It has been noted that the raw spiritual energy from the Goddess is of a generative, restorative, and sustaining nature, and as such, cannot be used for destruction...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"However, this is not to say it cannot enable destructive behavior- your Bracelets, for instance, give you strength, but you can use that strength as you see fit.\n"},
			{command:"wait"},
			{command:"buffer", text:"Various Goddess-powered implements of war were derived and deployed by the skychildren during the terror of Malfose's great golem, however few were actually effective against it.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c4_metraviene_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"On a clear day, you can see an island floating high above the bay- the entire thing made from a blue stone suffused with the Goddess' power.\n"},
			{command:"wait"},
			{command:"buffer", text:"I have read that the skychildren have built a palace on top of it, filled with various other marvels utilizing Goddess energy.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c4_metraviene_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"*sighhhh*  Some days, I wish ~I~ could fly.\n"},
			{command:"wait"},
			{command:"buffer", text:"Visiting the sky shrine would be the experience of a lifetime- I can only imagine the level of comfort and sophistication that would be enabled by such amazing technology!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"But...\n"},
			{command:"wait"},
			{command:"buffer", text:"Ehehhhh... I'm also a bit of a klutz, to be honest. Just thinking about how intricate some of those devices must be, I'd probably be too afraid to touch anything!\n"},
			{command:"wait"},
			{command:"buffer", text:"Knowing me, I'd probably irreparably break some critical widget just by trying to inspect it!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_tipoff_meli"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Oh, and... Meli...\n"},
			{command:"wait"},
			{command:"buffer", text:"How's your memory coming along?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"It's... kinda hard to believe, but there's this note in the village records from nearly a decade ago...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Apparently someone up in the landchildren's town rowed out here asking about one person in particular.  Some seachild who hadn't been seen around before.\n"},
			{command:"wait"},
			{command:"buffer", text:"The person was apparently never found, but the description given... excepting eyes and age, they could have been describing you!\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Do you think you might have an older sister?  Someone who might have come out this way before you?\n"},
			{command:"wait"},
			{command:"buffer", text:"Maybe if the landchildren ever did track her down, they might know something?  It's worth a shot, at least...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c5_advice_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"(I'm so pathetic, expecting her to just know everything for me.)\n"},
			{command:"wait"},
			{command:"buffer", text:"(Maybe she's got it figured out- just stay alone and read and don't bother anyone.)\n"},
			{command:"wait"},
			{command:"buffer", text:"(But where can I go that's out of everyone's way?  Maybe up on the monument in the bay?)\n"},
			{command:"wait"},
			{command:"buffer", text:"(Fall asleep, dry out, and shrivel up into a statue myself... yeah, that doesn't sound bad.)\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c5_metgabe_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"(Just by being here, I'm breaking her concentration again.  I should just leave her alone.)\n"},
			{command:"wait"},
			{command:"buffer", text:"(Why am I so needy, anyway?)\n"},
			{command:"wait"},
			{command:"buffer", text:"(I wish people understood that I'm just a hopeless failure, and didn't ask me to go climbing mountains and playing hero and everything...)\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Lela_c5_boss_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"You don't look so well... Are you sure you're taking care of yourself?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c5_boss_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Going after Malfose?  Really?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"They say that after the Gargoyle war, Malfose was not only re-sealed but further warded.  There are a total of three mechanisms I've seen referenced.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c5_boss_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"First, the Goddess' own raw power keeps Malfose contained deep underground.\n"},
			{command:"wait"},
			{command:"buffer", text:"However, this original seal seems to be more metaphysical than solid, and did not prevent Malfose from calling others TO himself.\n"},
			{command:"wait"},
			{command:"buffer", text:"There is also growing fear among the keepers that the Goddess is growing weak, and thus her seal may be failing...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c5_boss_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"Be that as it may, after the Gargoyle was destroyed, the great chasm and caverns it excavated on its way to the surface were largely collapsed, leaving only a labyrinth of small tunnels."},
			{command:"wait"},
			{command:"buffer", text:"\nAt the deepest levels, the tunnels are blocked by a succession of magical gates.\n"},
			{command:"wait"},
			{command:"buffer", text:"Each gate is said to have a corresponding key.  Since the gate and the key are inextricably linked, the destruction of one will lead to the destruction of the other.\n"},
			{command:"wait"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"buffer", text:"How much destructive energy would it take to actually break a magical artefact, though?  I certainly wouldn't want to meet anyone who could!\n"},
			{command:"wait"},
			{command:"buffer", text:"Hopefully the keys also simply work as keys.\n"},
			{command:"wait"},
			{command:"buffer", text:"That, or... the gates were made by mortals, so it's likely that they could be bypassed entirely by one with knowledge of their workings...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c5_boss_4"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"The labyrinths themselves being dangerous, it is said the entrance to them was capped with a great stone, shielded with holy energy.\n"},
			{command:"wait"},
			{command:"buffer", text:"There isn't any real information on how this stone was expected to be moved if needed, so... presumably either it wasn't intended to be, or the process is self-evident.\n"},
			{command:"wait"},
			{command:"buffer", text:"I guess someone must have shifted the original, however, since a second was made not long after the first.\n"},
			{command:"wait"},
			{command:"buffer", text:"That, or... do you suppose they might have needed to seal a second entrance?\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"At any rate, the Gargoyle is said to have emerged from the middle of a landchildren settlement not far from here.  You've been up on land- does anywhere come to mind?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Lela_c5_boss_5"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_UPPER.x,
		y: DEFINE_DIALOGUE_BOX_UPPER.y,
		width: DEFINE_DIALOGUE_BOX_UPPER.width,
		height: DEFINE_DIALOGUE_BOX_UPPER.height,
		pauses: false,
		blocks: true,
		title: "Lela",
		script: [
			{command:"buffer", text:"In brief, it sounds like if you want to find Malfose, I guess just look for a big hole in the ground capped by a glowing rock.\n"},
			{command:"wait"},
			{command:"buffer", text:"And when you find it... be careful of what's on the other side!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

Dialogue_getCurrentEvent["Lela"] = function(){
		var retval = null;
		var line = 0;
		var linemax = 0;
		if (GLOBAL_SCRATCHPAD.check("Dlg_Lela_Line")){
			line = GLOBAL_SCRATCHPAD.check("Dlg_Lela_Line");
		}

		if (line===-1){
			retval = "GD_Lela_tipoff_meli";
		}
		else if (GLOBAL_DIARY.check(5,"BOSS",true)){
			retval = "GD_Lela_c5_boss_"+line;
			++line;
			linemax=5;
		}
		else if (GLOBAL_DIARY.check(5,"MET_GABE",true)){
			retval = "GD_Lela_c5_metgabe_"+line;
			// intentional no increment, so no tipoff
			linemax=0;
		}
		else if (GLOBAL_DIARY.check(5,"AWAKE")){
			retval = "GD_Lela_c5_advice_"+line;
			// intentional no increment, so no tipoff
			linemax=0;
		}
		else if (GLOBAL_DIARY.check(4,"MET_RAVIENE")){
			retval = "GD_Lela_c4_metraviene_"+line;
			++line;
			linemax=2;
		}
		else if (GLOBAL_DIARY.check(3,"FOUND_KEEPER")){
			retval = "GD_Lela_c3_foundkeeper_"+line;
			++line;
			linemax=1;
		}
		else if (GLOBAL_DIARY.check(3,"MET_BOBO")){
			retval = "GD_Lela_c3_metbobo_"+line;
			++line;
			linemax=1;
		}
		else if (GLOBAL_DIARY.check(2,"TREASURE")){
			retval = "GD_Lela_c2_treasure_"+line;
			++line;
			linemax=2;
		}
		else if (GLOBAL_DIARY.check(2,"HELP_MELODY")){
			retval = "GD_Lela_c2_melody_"+line;
			++line;
			linemax=4;
		}
		else if (GLOBAL_DIARY.check(2,"LEAVING_HOME")){
			retval = "GD_Lela_c2_leaving_"+line;
			++line;
			linemax=3;
		}
		else if (GLOBAL_DIARY.check(1,"BOSS")){
			retval = "GD_Lela_c1_boss_"+line;
			++line;
			linemax=0;
		}
		else{
			retval = "GD_Lela_c1_advice_"+line;
			++line;
			linemax=1;
		}

		if (line>linemax){
			if((GLOBAL_DIARY.hasBelt || GLOBAL_DIARY.hasCirclet || GLOBAL_DIARY.hasBlessing) && !GLOBAL_DIARY.hasSoul("MELI")) line=-1;
			else line = linemax;
		}

		GLOBAL_SCRATCHPAD.note("Dlg_Lela_Line",line);
		return retval;
	};
