"use strict";
DATA_SDS_DIALOGUE["Charis_default"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Hey, kiddo.  I can't explain it, but sometimes I look at you and it's like I see someone else. Someone who isn't actually here.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Would it be weird to ask you to stop back from time to time, just to give me fresh inspiration?\n"},			//2
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_advice_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Hey, kiddo!  How are you feeling?  Had any time to practice that tail trick I showed you?\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"Whip it just right, and...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_advice_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"If something tries to pick a fight with you, that pressure wave will usually knock it right out of 'em!  Long enough for you to get away, at any rate.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"It can also dissipate small clouds of ink or other contaminants, and I'm sure it has some other uses if you're creative.\n"},			//2
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Careful where you aim it, though- I fired it off in an old ruin once and nearly closed a door on myself.  Guess it must have hit a switch or something...\n"},			//5
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_treasure_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"You're alive!  And you have the bracelets?!  Oh, kid, I could kiss you right now.  That is the best news I've had in the last hour.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Guy's gone off the deep end.  Completely.  We're talking vengeful, screaming, rock-throwing lunatic!\n"},			//3
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"He threw Fred & Ned over with one arm when they tried to pin him.  I got him with one of my kick waves straight in the gut, but he didn't even flinch.\n"},			//5
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"We need to stop him, but I'm afraid that will require meeting him on his level.  The Goddess' bracelets might just be the answer.\n"},			//5
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_treasure_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"...Me use the bracelets?\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"...\n"},			//2
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...No.  I will take them up if you fail, but I ask with humility: please, don't force me down that path.\n"},			//5
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_treasure_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Haha!  Don't worry, you have nothing to be afraid of.  They don't bite or anything.  I simply made my choice long ago.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"This world is vibrant and transient enough already.  My role is to capture it before it fades, not to make any of it any more fleeting, for good or ill.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_treasure_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Fred & Ned are holed up, sis and the chief have locked their doors.  I'll keep watch on Rinda.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"I've cleared a path; all you need to focus on is Guy!  Good luck!\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c1_boss_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Don't be too hard on yourself, kid.  I have an eye for these things, and I'm not even sure that WAS Guy any longer.\n"},			//0
			{command:"wait"},
			{command:"buffer", text:"He certainly wasn't the way he'd want to be remembered, so perhaps you did pay him back for everything in the end.\n"},			//2
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_melody_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Help fighting ghosts?  You should leave the dead alone!  They suffer enough already.\n"},			//
			{command:"wait"},
			{command:"buffer", text:"...\n"},			//
			{command:"wait"},
			{command:"buffer", text:"*sigh*\n"},			//
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_melody_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"...\n"},			//
			{command:"wait"},
			{command:"buffer", text:"You're serious, aren't you?\n"},			//
			{command:"wait"},
			{command:"buffer", text:"Alright.  Here's how to make it as clean as possible.\n"},			//
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"The more you move, the more you resonate.  That's as good as taunting them.  Always move slowly and in short bursts.\n"},			//
			{command:"wait"},
			{command:"buffer", text:"If they get too close, or manage to latch onto you, try not to panic.  When you're both stopped, you should be able to hit them.\n"},			//
			{command:"wait"},
			{command:"buffer", text:"It's usually best to finish the job at that point or you'll just cause each other more grief.\n"},			//
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_melody_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"So in summary, the more you move, the faster ghosts will find you.  If they give you trouble, remember you can only hit them while they're stopped.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"If you want to know anything more about the dead, please ask my sister.\n"},			//
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_bossgood_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"PLAYING with a ghost?  Ha!  You're adorable, kid.  I knew there was a reason I liked you.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_bossbad_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"So Gracie was haunted to death?  Then that's why...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_bossbad_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"I'm sorry.  That must be rough on you.  It'll be just as hard on Melody.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_bossbad_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Tell you what: let me break the news to her.  We go back... far enough that I think I'll be able to cheer her up some.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c2_bossbad_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Hang in there.  You're tougher than you look.  I still can't quite see where you get it, but I know you'll survive.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c3_metbobo_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"A Sky Tree seed?  Hmmmm...  Can't say I've ever seen one.  Maybe if you can find the shrine keeper in the forest, he'll know something.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c3_metbobo_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Funny how the shrine keeper should come up just now.  I could swear he crossed my mind for some other reason recently...\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c3_metbobo_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"...\n"},			//0
			{command:"wait"},
			{command:"buffer", text:". . .\n"},
			{command:"wait"},
			{command:"buffer", text:"Oh.  Oh dear...  That was it, wasn't it?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c3_metbobo_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Okay, kid, something tells me the shrine keeper won't be of much help, but you probably ought to head there anyway ASAP.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Just... be careful.  Too many people are dying here too quickly...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c3_seed_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"In this world, there are the Goddess and those who would be on her level, there are the Goddess' mortal children going about there lives, and then there are... others.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I don't know where these intermediate spirits came from or why, precisely, they are needed at all, but they exist all the same.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c3_seed_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Their powers and domains may be limited, but at the same time, being less far from mortals, they may sometimes be more directly petitioned.\n"},			//0
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c3_seed_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Come to think of it, it can't be very far from here that I spotted that old tree-man.\n"},			//0
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I'd heard legends that the great hero met someone similar many years ago.\n"},
			{command:"wait"},
			{command:"buffer", text:"It was tempting to try to leave the water and speak with him, but I was young, and didn't really have the confidence to take on land-dwellers, let alone demi-gods.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c3_seed_3"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"buffer", text:"...Heh.  You're right, hon.  Funny how all my biggest regrets seem to involve demi-gods...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c3_seed_4"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"...what?  Meli, you're still...  Sorry, lost track of you for a moment there.  Sometimes my eye really is as bad as it looks...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I was just talking to... myself.  Is that so strange?\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c3_seed_5"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Anyway, if you run into any of the greater spirits, just... don't do anything stupid.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c4_metraviene_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"I have encountered many environments in my travels, but few are more challenging than where multiple currents converge...\n"},
			{command:"wait"},
			{command:"buffer", text:"Sometimes natural formations can catch waves, tides, and thermal currents and pit them against each other to highly unpredictable result!\n"},
			{command:"wait"},
			{command:"buffer", text:"One moment, everything seems still, but the next, if you aren't holding on to something, you're being thrown up, down, and sideways!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c4_metraviene_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"It's important to keep a good head on your shoulders at times like these.\n"},
			{command:"wait"},
			{command:"buffer", text:"While the forces of nature are without question purely deterministic..."},
			{command:"wait"},
			{command:"buffer", text:" they are influenced by so many factors, not the least of which being time, and even your own actions, that predicting what will happen is essentially impossible."},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c4_metraviene_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"I've generally found the best approach is simply to move around a bit and wait for favorable currents.\n"},
			{command:"wait"},
			{command:"buffer", text:"If you're lucky, you might even be able to use them to your advantage!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c4_treasure_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Every child is taught not to fight against a fishhook- struggle, and it will only bite deeper!\n"},
			{command:"wait"},
			{command:"buffer", text:"I think that's a great lesson on how to handle hazards in general.\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c4_treasure_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Even notwithstanding the one... encounter... I've had a number of run-ins with traps and antagonists which did cause real injury.\n"},
			{command:"wait"},
			{command:"buffer", text:"But here's the rub: once you hurt yourself on a trap, it's there, you're there, and it's not going anywhere.  So the only way for it to hurt you again is if you yourself thrash against it a second time in your panic.\n"},
			{command:"wait"},
			{command:"buffer", text:"Likewise, if a foe comes at you, and manages to connect with a punch or a jab, in that moment, you're strangely safe- they can't hit you again without at least pulling back for another swing!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c4_treasure_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"So in most situations, the best response to a stationary trap is to grit your teeth and figure out how to extricate yourself without bumping back into it;\n"},
			{command:"wait"},
			{command:"buffer", text:"the best response to a foe's melee is to stay on them and give them no quarter until you're ready with your own counter-blow.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Of course...\n"},
			{command:"wait"},
			{command:"buffer", text:"That strategy does break down a bit when you encounter projectiles.  Getting hit by one won't save you from the next.  In that case, by all means, get yourself out of the way!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c5_intro_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Good morning, sleepyhead!\n"},			//0
			{command:"buffer", text:"Did the earthquake wake you up?"},		//1
			{command:"chooseH", choices:{"What?":5, "Not funny.":3}},					//2
			{command:"buffer", text:"\nI suppose not.  Sorry.\n"},			//3
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Just trying to see if you're back with us properly.\n"},
			{command:"wait"},
			{command:"buffer", text:"What... even happened to you?  You were... not in good shape when I found you.\n"},
			{command:"chooseV", choices:{"(...)":17, "Really? What shape was I?":10}},
			{command:"clear"},
			{command:"buffer", text:". . .\n"},
			{command:"wait"},
			{command:"buffer", text:"Thin.\n"},
			{command:"wait"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Look, Meli...\n"},
			{command:"wait"},
			{command:"chooseV", choices:{"(...)":28, "How am I alive?":21}},
			{command:"clear"},
			{command:"buffer", text:"You... never were, properly.\n"},
			{command:"wait"},
			{command:"buffer", text:"But you already suspected that, didn't you?"},
			{command:"wait"},
			{command:"buffer", text:"\nOtherwise, you wouldn't have...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Meli, look at me.  Look me in the eye.  What do you see?\n"},
			{command:"chooseV", choices:{"(...)":94, "Your scar.":31}},
			{command:"clear"},
			{command:"buffer", text:"Exactly.  Everyone sees it.  Nobody wants to ask.  It's part of who I am, even when it hurts.\n"},
			{command:"wait"},
			{command:"buffer", text:"And you know?  I'm not sure I want them to ask.  I'm not sure I want to go back there.  But sometimes?  Sometimes what hurts is important.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"When I was, oh, about your age, I was engaged to an explorer.\n"},
			{command:"wait"},
			{command:"buffer", text:"That's a recipe for heartbreak, yes?  One day, he'd inevitably never come home, and I'd be all lost and distraught.\n"},
			{command:"wait"},
			{command:"buffer", text:"But that didn't matter to me.  I knew I was every bit as good as he was, and if he ever didn't come back, well then I'd just go and find him again.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"On his last adventure before our wedding... he didn't come back.\n"},
			{command:"wait"},
			{command:"buffer", text:"Until then, I didn't fully realize how much of my own identity I'd let get caught up in him, and having him, and being there with him and for him.\n"},
			{command:"wait"},
			{command:"buffer", text:"And so... I played out the story I'd played out in my head.  My identiy.  My purpose I'd awakened into.\n"},
			{command:"wait"},
			{command:"buffer", text:"I was also an explorer.  I'd just find him, and in doing so, I'd find myself again.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"His trail wasn't hard to follow, but it took me ever deeper into danger; ever further into unexplored coves, caves, and ruins, until...\n"},
			{command:"wait"},
			{command:"buffer", text:"I found his body.  Drawn into strange, dark waters, with strange stars overhead.\n"},
			{command:"wait"},
			{command:"buffer", text:"We'd reached the river Styx, I believe literally, and Death was doing us part.\n"},
			{command:"wait"},
			{command:"buffer", text:"Death, in physical manifestation, drawing my beau's body up onto a raft as I swam desperately for the surface, cannoning out onto the rough timber just seconds later.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"But what could I do?  It's not like you can just kick Death in the jewels and get away!\n"},
			{command:"wait"},
			{command:"buffer", text:"At least, I assume that wouldn't work.  The best I could manage out of water and acting on adrenaline-fueled desperate reflex was a sweep at his shins.\n"},
			{command:"wait"},
			{command:"buffer", text:"By some miracle, or fate, the Boatman was caught off guard, and... fell over...\n"},
			{command:"wait"},
			{command:"buffer", text:"towards me...\n"},
			{command:"wait"},
			{command:"buffer", text:"scythe in hand.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"The blade cut deep across my left eye, and the whole side of my face went... dead.\n"},
			{command:"wait"},
			{command:"buffer", text:"Literally.\n"},
			{command:"wait"},
			{command:"buffer", text:"Since that day, it's always cold.  It doesn't heal on its own.  In fact, it decays.\n"},
			{command:"wait"},
			{command:"buffer", text:"I've had to learn and constantly apply an arsenal of binding and restoration spells just to live a relatively normal life.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"But...\n"},
			{command:"wait"},
			{command:"buffer", text:"While I can no longer see more than shadows of the living world through this eye, I CAN see the spirit world.\n"},
			{command:"wait"},
			{command:"buffer", text:"My dead eye let me see the spirit of my finacee, who had returned to my side in death, urging my escape.\n"},
			{command:"wait"},
			{command:"buffer", text:"It let me see, and so use, the weird doors between worlds, by which spirits come to Death, or else he goes to them.\n"},
			{command:"wait"},
			{command:"buffer", text:"The part of me that died that day allowed the rest of me to live on.\n"},
			{command:"wait"},
			{command:"buffer", text:"I don't like death.  I don't like seeing death.  But sometimes... my understanding of death is what people need.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"To be brief, Meli, just like the Gargoyle, your spirit appears bound to your body, even when your body... is not bound to itself.\n"},
			{command:"wait"},
			{command:"buffer", text:"And so... when I could see... you... out there...\n"},
			{command:"wait"},
			{command:"buffer", text:"It took everything I know, everything I've learned, and more energy than I thought I was capable of, but...\n"},
			{command:"wait"},
			{command:"buffer", text:"Once I brought you back together, it looks like whatever is keeping you... life-like... took hold again.\n"},
			{command:"wait"},
			{command:"buffer", text:"I'm so glad you're awake.  Please.  Don't put me through that again.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"(...)":112, "So why is it dark?":107}},
			{command:"clear"},
			{command:"buffer", text:"Dark?\n"},
			{command:"wait"},
			{command:"buffer", text:"Sorry, I'm not sure I understand...\n"},
			{command:"wait"},
			{command:"return", retval:0}
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c5_intro_0b"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Good morning, sleepyhead!\n"},			//0
			{command:"buffer", text:"Did the earthquake wake you up?"},		//1
			{command:"chooseH", choices:{"What?":5, "Not funny.":3}},					//2
			{command:"buffer", text:"\nI suppose not.  Sorry.\n"},			//3
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"Just trying to see if you're back with us properly.\n"},
			{command:"wait"},
			{command:"buffer", text:"A flying boy dropped you off in the bay, more or less literally.\n"},
			{command:"wait"},
			{command:"buffer", text:"You were out cold, and looked like you'd picked a fight with a small cliff.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"I'd say it's a miracle you're alive, but, well...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"...\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"buffer", text:"You really aren't, are you?  I can see you know or suspect as much.\n"},
			{command:"wait"},
			{command:"buffer", text:"I don't know what you are, but if it's any consolation, I'm not... fully... alive myself.\n"},
			{command:"wait"},
			{command:"buffer", text:"It's how I could tell about you, and why I knew enough magic to patch you up when normal healing was proving ineffective.\n"},
			{command:"wait"},
			{command:"clear"},

			{command:"buffer", text:"Anyway, alive or not, I'm so glad you're awake!\n"},
			{command:"wait"},
			{command:"buffer", text:"I'm not sure how much longer I could have kept restoring you if your own... energies... hadn't returned.\n"},
			{command:"wait"},
			{command:"clear"},
			{command:"chooseV", choices:{"(...)":37, "So why is it dark?":32}},
			{command:"clear"},
			{command:"buffer", text:"Dark?\n"},
			{command:"wait"},
			{command:"buffer", text:"Sorry, I'm not sure I understand...\n"},
			{command:"wait"},
			{command:"return", retval:0}
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c5_advice_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Meli",
		script: [
			{command:"buffer", text:"(She thoroughly exhausted herself just to save my... life...)\n"},
			{command:"wait"},
			{command:"buffer", text:"(I shouldn't bother her any more.  I don't deserve her help.  She doesn't deserve my problems.)\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

DATA_SDS_DIALOGUE["Charis_c5_boss_0"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Meli!  Goddess, it almost hurts to LOOK at you!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c5_boss_1"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"Wait-  No, I... didn't mean it like that.\n"},
			{command:"wait"},
			{command:"buffer", text:"You're changeless.  Pretty as ever.  If... a bit stressed, understandably.\n"},
			{command:"wait"},
			{command:"buffer", text:"But below the surface... you're literally incandescent.  Your aura is blinding!\n"},
			{command:"wait"},
			{command:"buffer", text:"With that kind of power, even I have to shudder at what you might be capable of!\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};
DATA_SDS_DIALOGUE["Charis_c5_boss_2"]=
	{ 
		x: DEFINE_DIALOGUE_BOX_LOWER.x,
		y: DEFINE_DIALOGUE_BOX_LOWER.y,
		width: DEFINE_DIALOGUE_BOX_LOWER.width,
		height: DEFINE_DIALOGUE_BOX_LOWER.height,
		pauses: false,
		blocks: true,
		title: "Charis",
		script: [
			{command:"buffer", text:"You're headed off to confront Malfose, of course.\n"},
			{command:"wait"},
			{command:"buffer", text:"My sister would probably be more help, but... I'm CERTAIN I've seen some manner of seal stone not far from the village at all...\n"},
			{command:"wait"},
			{command:"buffer", text:"Somewhere I explored not long after arriving, but... that was long enough ago that I can't quite place it...\n"},
			{command:"wait"},
			{command:"return", retval:0},
		] // an array of options/commands which will be evaluated in sequence
	};

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

		if (line===-1){
			retval = "GD_Charis_default";
		}
		else if (GLOBAL_DIARY.check(5,"BOSS",true)){
			retval = "GD_Charis_c5_boss_"+line;
			++line;
			linemax = 2;
		}
		else if (GLOBAL_DIARY.check(5,"CHARIS_ADVICE")){
			retval = "GD_Charis_c5_advice_"+line;
			++line;
			linemax = 0;
		}
		else if (GLOBAL_DIARY.check(4,"TREASURE")){
			retval = "GD_Charis_c4_treasure_"+line;
			++line;
			linemax = 2;
		}
		else if (GLOBAL_DIARY.check(4,"MET_RAVIENE")){
			retval = "GD_Charis_c4_metraviene_"+line;
			++line;
			linemax = 2;
		}
		else if (GLOBAL_DIARY.check(3,"TREASURE")){
			retval = "GD_Charis_c3_seed_"+line;
			++line;
			linemax = 5;
		}
		else if (GLOBAL_DIARY.check(3,"MET_BOBO")){
			retval = "GD_Charis_c3_metbobo_"+line;
			++line;
			linemax = 3;
		}
		else if (GLOBAL_DIARY.check(2,"BOSS_GOOD")){
			retval = "GD_Charis_c2_bossgood_"+line;
			++line;
			linemax = 0;
		}
		else if (GLOBAL_DIARY.check(2,"BOSS_BAD")){
			retval = "GD_Charis_c2_bossbad_"+line;
			++line;
			linemax = 3;
		}
		else if (GLOBAL_DIARY.check(2,"HELP_MELODY")){
			retval = "GD_Charis_c2_melody_"+line;
			++line;
			linemax = 2;
		}
		else if (GLOBAL_DIARY.check(1,"BOSS")){
			retval = "GD_Charis_c1_boss_"+line;
			++line;
			linemax = 0;
		}
		else if (GLOBAL_DIARY.check(1,"TREASURE")){
			retval = "GD_Charis_c1_treasure_"+line;
			++line;
			linemax = 3;
		}
		else{ // still pre SHRINEQUAKE
			retval = (!line) ? "Charis_kick_demo" : "GD_Charis_c1_advice_"+line;;
			++line;
			linemax = 1;
		}

		if (line>linemax){
			if(GLOBAL_DIARY.souls.length>0 && (!GLOBAL_DIARY.check(5,"AWAKE") /*|| GLOBAL_DIARY.check(5,"BOSS",true)*/)) line=-1;
			else line = linemax;
		}

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